From 4bd39eb107782477bacc275e5284e5eca234c711 Mon Sep 17 00:00:00 2001
From: Nightly Docs Bot <nightlydocs@skriptlang.org>
Date: Wed, 20 Nov 2024 19:39:33 +0000
Subject: [PATCH] Update feature/input-api branch nightly docs to
 SkriptLang/Skript@6fdce8b1fddc020f8b15c143c513fb4fafbb4e1b

---
 docs/nightly/feature/input-api/classes.html     | 2 +-
 docs/nightly/feature/input-api/conditions.html  | 2 +-
 docs/nightly/feature/input-api/docs.html        | 2 +-
 docs/nightly/feature/input-api/docs.json        | 4 ++--
 docs/nightly/feature/input-api/effects.html     | 2 +-
 docs/nightly/feature/input-api/events.html      | 2 +-
 docs/nightly/feature/input-api/expressions.html | 2 +-
 docs/nightly/feature/input-api/functions.html   | 2 +-
 docs/nightly/feature/input-api/index.html       | 2 +-
 docs/nightly/feature/input-api/sections.html    | 2 +-
 docs/nightly/feature/input-api/structures.html  | 2 +-
 docs/nightly/feature/input-api/text.html        | 2 +-
 docs/nightly/feature/input-api/tutorials.html   | 2 +-
 13 files changed, 14 insertions(+), 14 deletions(-)

diff --git a/docs/nightly/feature/input-api/classes.html b/docs/nightly/feature/input-api/classes.html
index 3d567bd2e0..ae149661b0 100644
--- a/docs/nightly/feature/input-api/classes.html
+++ b/docs/nightly/feature/input-api/classes.html
@@ -1 +1 @@
-<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-59e0b46</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-59e0b46" target="_blank">v2.9.4-nightly-59e0b46</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#attributetype">Attribute Type</a> <a href="#biome">Biome</a> <a href="#block">Block</a> <a href="#blockdata">Block Data</a> <a href="#boolean">Boolean</a> <a href="#CatType">Cat Type</a> <a href="#chunk">Chunk</a> <a href="#clicktype">Click Type</a> <a href="#color">Color</a> <a href="#commandsender">Command Sender</a> <a href="#damagecause">Damage Cause</a> <a href="#date">Date</a> <a href="#difficulty">Difficulty</a> <a href="#direction">Direction</a> <a href="#billboard">Display Billboard</a> <a href="#display">Display Entity</a> <a href="#textalignment">Display Text Alignment</a> <a href="#enchantment">Enchantment</a> <a href="#enchantmentoffer">Enchantment Offer</a> <a href="#enchantmenttype">Enchantment Type</a> <a href="#entity">Entity</a> <a href="#entitypotioncause">Entity Potion Cause</a> <a href="#entitydata">Entity Type</a> <a href="#entitytype">Entity Type with Amount</a> <a href="#experience">Experience</a> <a href="#experiencecooldownchangereason">Experience Cooldown Change Reason</a> <a href="#fireworkeffect">Firework Effect</a> <a href="#FireworkType">Firework Type</a> <a href="#gamemode">Game Mode</a> <a href="#gamerule">Gamerule</a> <a href="#gamerulevalue">Gamerule Value</a> <a href="#gene">Gene</a> <a href="#healreason">Heal Reason</a> <a href="#inputkey">Input Key</a> <a href="#inventory">Inventory</a> <a href="#inventoryaction">Inventory Action</a> <a href="#inventoryclosereason">Inventory Close Reasons</a> <a href="#inventorytype">Inventory Type</a> <a href="#itemstack">Item</a> <a href="#itemdisplaytransform">Item Display Transforms</a> <a href="#itemtype">Item Type</a> <a href="#livingentity">Living Entity</a> <a href="#location">Location</a> <a href="#metadataholder">Metadata Holder</a> <a href="#money">Money</a> <a href="#moonphase">Moon Phase</a> <a href="#number">Number</a> <a href="#object">Object</a> <a href="#offlineplayer">Offline Player</a> <a href="#player">Player</a> <a href="#potioneffect">Potion Effect</a> <a href="#potioneffecttype">Potion Effect Type</a> <a href="#projectile">Projectile</a> <a href="#quaternion">Quaternion</a> <a href="#quitreason">Quit Reason</a> <a href="#region">Region</a> <a href="#resourcepackstate">Resource Pack State</a> <a href="#cachedservericon">Server Icon</a> <a href="#slot">Slot</a> <a href="#soundcategory">Sound Category</a> <a href="#spawnreason">Spawn Reason</a> <a href="#teleportcause">Teleport Cause</a> <a href="#string">Text</a> <a href="#time">Time</a> <a href="#timeperiod">Timeperiod</a> <a href="#timespan">Timespan</a> <a href="#transformreason">Transform Reason</a> <a href="#structuretype">Tree Type</a> <a href="#classinfo">Type</a> <a href="#vector">Vector</a> <a href="#visualeffect">Visual Effect</a> <a href="#weathertype">Weather Type</a> <a href="#WolfVariant">Wolf Variant</a> <a href="#world">World</a> <a href="#environment">World Environment</a> </div> </nav> <h1 id="nav-title">Types</h1> <div id="content"> <div class="item-wrapper type-Type" id="attributetype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attribute Type</h1> <a href="#attributetype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">armor, armor toughness, attack damage, attack knockback, attack speed, block break speed, block interaction range, burning time, entity interaction range, explosion knockback resistance, fall damage multiplier, flying speed, follow range, generic armor, generic armor 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, zombie spawn reinforcements</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Represents the type of an attribute. Note that this type does not contain any numerical values.See <a href='https://minecraft.wiki/w/Attribute#Attributes'>attribute types</a> for more info. NOTE: Minecraft namespaces are supported, ex: 'minecraft:generic.attack_damage'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="biome" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Biome</h1> <a href="#biome" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> All possible biomes Minecraft uses to generate a world. NOTE: Minecraft namespaces are supported, ex: 'minecraft:basalt_deltas'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> biome at the player is desert </div> </div> </div> </div> <div class="item-wrapper type-Type" id="block" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block</h1> <a href="#block" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A block in a <a href='#world'>world</a>. It has a <a href='#location'>location</a> and a <a href='#itemstack'>type</a>, and can also have a <a href='#direction'>direction</a> (mostly a <a href='expressions.html#ExprFacing'>facing</a>), an <a href='#inventory'>inventory</a>, or other special properties. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="blockdata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Data</h1> <a href="#blockdata" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set block at player to campfire[lit=false] <br>set target block of player to oak stairs[facing=north;waterlogged=true] <br>set block at player to grass_block[snowy=true] <br>set loop-block to minecraft:chest[facing=north] <br>set block above player to oak_log[axis=y] <br>set target block of player to minecraft:oak_leaves[distance=2;persistent=false] </div> </div> </div> </div> <div class="item-wrapper type-Type" id="boolean" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Boolean</h1> <a href="#boolean" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">true/yes/on or false/no/off</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {config.%player%.use mod} to false </div> </div> </div> </div> <div class="item-wrapper type-Type" id="CatType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cat Type</h1> <a href="#CatType" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">all black, black, british shorthair, calico, jellie, persian, ragdoll, red, siamese, tabby, white</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14 or newer</td> </tr> </table> <div class="item-description"> Represents the race/type of a cat entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:british_shorthair'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="chunk" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chunk</h1> <a href="#chunk" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> A chunk is a cuboid of 16×16×128 (x×z×y) blocks. Chunks are spread on a fixed rectangular grid in their world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="clicktype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Click Type</h1> <a href="#clicktype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16b, 2.2-dev35 (renamed to click type)</td> </tr> </table> <div class="item-description"> Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="color" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Color</h1> <a href="#color" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> Wool, dye and chat colors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> color of the sheep is red or black <br>set the color of the block to green <br>message "You're holding a &amp;amp;amp;amp;amp;amp;amp;amp;lt;%color of tool%&amp;amp;amp;amp;amp;amp;amp;amp;gt;%color of tool%&amp;amp;amp;amp;amp;amp;amp;amp;lt;reset&amp;amp;amp;amp;amp;amp;amp;amp;gt; wool block" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="commandsender" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Sender</h1> <a href="#commandsender" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">use <a href='expressions.html#LitConsole'>the console</a> for the console</li> <li class="skript-code-block">see <a href='#player'>player</a> for players.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A player or the console. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /push [&amp;amp;amp;amp;amp;amp;amp;amp;amp;lt;player&amp;amp;amp;amp;amp;amp;amp;amp;amp;gt;]: <br>&nbsp;&nbsp;&nbsp;&nbsp;trigger: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if arg-1 is not set: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if command sender is console: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't push yourself as a console :\" to sender <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;push sender upwards with force 2 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Yay!" <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;push arg-1 upwards with force 2 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Yay!" to sender and arg-1 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="damagecause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Cause</h1> <a href="#damagecause" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> The cause/type of a <a href='events.html#damage'>damage event</a>, 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="date" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Date</h1> <a href="#date" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> A date is a certain point in the real world's time which can be obtained with <a href='./expressions.html#ExprNow'>now expression</a>, <a href='./expressions.html#ExprUnixDate'>unix date expression</a> and <a href='./functions.html#date'>date function</a>. See <a href='#time'>time</a> and <a href='#timespan'>timespan</a> for the other time types of Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_yesterday} to now <br>subtract a day from {_yesterday} <br># now {_yesterday} represents the date 24 hours before now </div> </div> </div> </div> <div class="item-wrapper type-Type" id="difficulty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Difficulty</h1> <a href="#difficulty" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normal, medium, hard, easy, peaceful</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> The difficulty of a <a href='#world'>world</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="direction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Direction</h1> <a href="#direction" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">see <a href='./expressions.html#ExprDirection'>direction (expression)</a></li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> A direction, e.g. north, east, behind, 5 south east, 1.3 meters to the right, etc. <a href='#location'>Locations</a> and some <a href='#block'>blocks</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the block below the victim to a chest <br>loop blocks from the block infront of the player to the block 10 below the player: <br>&nbsp;&nbsp;&nbsp;&nbsp;set the block behind the loop-block to water </div> </div> </div> </div> <div class="item-wrapper type-Type" id="billboard" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Billboard</h1> <a href="#billboard" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vertical pivot, horizontal, middle, horizontal pivot, center pivot, center, fixed, vertical</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the billboard setting of a display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="display" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Entity</h1> <a href="#display" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> A text, block or item display entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="textalignment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Text Alignment</h1> <a href="#textalignment" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">middle aligned, centered, right aligned, center aligned, left aligned</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the text alignment setting of a text display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="enchantment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment</h1> <a href="#enchantment" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> An enchantment, e.g. 'sharpness' or 'fortune'. Unlike <a href='#enchantmenttype'>enchantment type</a> 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'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="enchantmentoffer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Offer</h1> <a href="#enchantmentoffer" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> The enchantmentoffer in an enchant prepare event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant prepare: <br>&nbsp;&nbsp;&nbsp;&nbsp;set enchant offer 1 to sharpness 1 <br>&nbsp;&nbsp;&nbsp;&nbsp;set the cost of enchant offer 1 to 10 levels </div> </div> </div> </div> <div class="item-wrapper type-Type" id="enchantmenttype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Type</h1> <a href="#enchantmenttype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;enchantment&gt; [&lt;level&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> An enchantment with an optional level, e.g. 'sharpness 2' or 'fortune'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enchant the player's tool with sharpness 5 <br>helmet is enchanted with waterbreathing </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity</h1> <a href="#entity" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">player, op, wolf, tamed ocelot, powered creeper, zombie, unsaddled pig, fireball, arrow, dropped item, item frame, etc.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An entity is something in a <a href='#world'>world</a> that's not a <a href='#block'>block</a>, e.g. a <a href='#player'>player</a>, a skeleton, or a zombie, but also <a href='#projectile'>projectiles</a> like arrows, fireballs or thrown potions, or special entities like dropped items, falling blocks or paintings. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> entity is a zombie or creeper <br>player is an op <br>projectile is an arrow <br>shoot a fireball from the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entitypotioncause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Potion Cause</h1> <a href="#entitypotioncause" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">patrol captain, axolotl, death, removal by resurrection, beacon effect, potion drunk, illusion, unknown, drinking potion, expired, pillager captain, attack, villager trade, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the cause of the action of a potion effect on an entity, e.g. arrow, command </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entitydata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Type</h1> <a href="#entitydata" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block"><i>Detailed usage will be added eventually</i></li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> </table> <div class="item-description"> The type of an <a href='#entity'>entity</a>, e.g. player, wolf, powered creeper, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> victim is a cow <br>spawn a creeper </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entitytype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Type with Amount</h1> <a href="#entitytype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;<a href='#number'>number</a>&gt; &lt;entity type&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> </table> <div class="item-description"> An <a href='#entitydata'>entity type</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 5 creepers behind the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="experience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience</h1> <a href="#experience" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[&lt;number&gt;] ([e]xp|experience [point[s]])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Experience points. Please note that Bukkit only allows to give XP, but not remove XP from players. You can however change a player's <a href='./expressions.html#ExprLevel'>level</a> and <a href='./expressions/#ExprLevelProgress'>level progress</a> freely. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give 10 xp to the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="experiencecooldownchangereason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience Cooldown Change Reason</h1> <a href="#experiencecooldownchangereason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">plugin, pickup orb, orb pickup</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents a change reason of an <a href='events.html#experience cooldown change event'>experience cooldown change event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="fireworkeffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Firework Effect</h1> <a href="#fireworkeffect" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">See <a href='/classes.html#FireworkType'>Firework Types</a></li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> A configuration of effects that defines the firework when exploded which can be used in the <a href='effects.html#EffFireworkLaunch'>launch firework</a> effect. See the <a href='expressions.html#ExprFireworkEffect'>firework effect</a> expression for detailed patterns. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> launch flickering trailing burst firework colored blue and green at player <br>launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity <br>launch ball large colored red, purple and white fading to light green and black at player's location with duration 1 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="FireworkType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Firework Type</h1> <a href="#FireworkType" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">small, ball, star shaped, large, star, creeper face, small ball, large ball, burst, ball large, creeper</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> The type of a <a href='#fireworkeffect'>fireworkeffect</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gamemode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Game Mode</h1> <a href="#gamemode" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">adventure, survival, spectator, creative</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> The game modes survival, creative, adventure and spectator. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's gamemode is survival <br>set the player argument's game mode to creative </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gamerule" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gamerule</h1> <a href="#gamerule" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">tntExplosionDropDecay, globalSoundEvents, enderPearlsVanishOnDeath, doFireTick, maxCommandChainLength, doVinesSpread, disableElytraMovementCheck, lavaSourceConversion, commandBlockOutput, forgiveDeadPlayers, playersNetherPortalCreativeDelay, doMobSpawning, maxEntityCramming, universalAnger, playersSleepingPercentage, snowAccumulationHeight, doImmediateRespawn, blockExplosionDropDecay, naturalRegeneration, doMobLoot, fallDamage, doEntityDrops, randomTickSpeed, playersNetherPortalDefaultDelay, spawnRadius, freezeDamage, sendCommandFeedback, doWardenSpawning, fireDamage, reducedDebugInfo, waterSourceConversion, projectilesCanBreakBlocks, announceAdvancements, drowningDamage, spawnChunkRadius, disableRaids, doWeatherCycle, mobExplosionDropDecay, doDaylightCycle, showDeathMessages, doTileDrops, doInsomnia, keepInventory, disablePlayerMovementCheck, doLimitedCrafting, mobGriefing, doTraderSpawning, commandModificationBlockLimit, logAdminCommands, minecartMaxSpeed, spectatorsGenerateChunks, doPatrolSpawning, maxCommandForkCount</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> A gamerule </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gamerulevalue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gamerule Value</h1> <a href="#gamerulevalue" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> A wrapper for the value of a gamerule for a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gene" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gene</h1> <a href="#gene" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normal, lazy, happy, worried, worrisome, aggressive, brown, brownish, savage, playful, wild, weak</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14 or newer</td> </tr> </table> <div class="item-description"> Represents a Panda's main or hidden gene. See <a href='https://minecraft.wiki/w/Panda#Genetics'>genetics</a> for more info. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="healreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Heal Reason</h1> <a href="#healreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> The health regain reason in a <a href='events.html#heal'>heal</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inputkey" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Input Key</h1> <a href="#inputkey" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.3+</td> </tr> </table> <div class="item-description"> Represents a movement input key that is pressed by a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory</h1> <a href="#inventory" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An inventory of a <a href='#player'>player</a> or <a href='#block'>block</a>. Inventories have many effects and conditions regarding the items contained. An inventory has a fixed amount of <a href='#slot'>slots</a> which represent a specific place in the inventory, e.g. the <a href='expressions.html#ExprArmorSlot'>helmet slot</a> for players (Please note that slot support is still very limited but will be improved eventually). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventoryaction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Action</h1> <a href="#inventoryaction" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">drop stack from slot, swap items with hotbar, swap cursor stack, pickup single item, pickup some, drop all from cursor, move to other inventory, drop cursor stack, pickup all, swap with hotbar, nothing, drop all from slot, swap cursor, drop cursor, 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, collect items to cursor, unknown, clone stack, drop stack from cursor, drop one item from slot, drop one item from cursor, unsupported, do nothing, drop one from cursor, pickup half, drop items from slot, swap stack with cursor, place all items, collect to cursor, pickup some items, drop slot, drop items from cursor, hotbar move and readd, shift move, custom, pickup single, place one item, hotbar swap items, drop one from slot, place some items, place one, pickup half stack, instant move, hotbar swap</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16</td> </tr> </table> <div class="item-description"> What player just did in inventory event. Note that when in creative game mode, most actions do not work correctly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventoryclosereason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Close Reasons</h1> <a href="#inventoryclosereason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">disconnect, death, teleport, cannot use, new opened, unknown, can't use, unloaded, disconnected, plugin, can not use, open new, player</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> The inventory close reason in an <a href='/events.html#inventory_close'>inventory close event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventorytype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Type</h1> <a href="#inventorytype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">barrel inventory, a loom inventory, a blast furnace inventory, workbench inventory, ender chest inventory, loom inventory, a workbench inventory, hopper inventory, a merchant inventory, a hopper inventory, chiseled bookshelf, an ender chest inventory, new smithing table, bookshelf, 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, grindstone inventory, a crafter inventory, a crafting table inventory, a player inventory, decorated pot, furnace inventory, a creative inventory, blast furnace inventory, upgrade gear, a composter inventory, an enchanting table inventory, jukebox, 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 decorated pot, a lectern inventory, merchant inventory, cartography table inventory, a chiseled bookshelf, a new smithing table, a furnace inventory, anvil inventory, a dispenser inventory, a grindstone inventory, smithing inventory, dropper inventory, brewing stand inventory, villager inventory, enchanting table inventory, a beacon inventory, a bookshelf, crafter inventory, creative inventory, crafting table inventory, an anvil inventory</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32</td> </tr> </table> <div class="item-description"> Minecraft has several different inventory types with their own use cases. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="itemstack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item</h1> <a href="#itemstack" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block"><code>[&lt;number&gt; [of]] &lt;alias&gt; [of &lt;enchantment&gt; &lt;level&gt;]</code>, Where &lt;alias&gt; must be an alias that represents exactly one item (i.e cannot be a general alias like 'sword' or 'plant')</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An item, e.g. a stack of torches, a furnace, or a wooden sword of sharpness 2. Unlike <a href='#itemtype'>item type</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_item} to type of the targeted block <br>{_item} is a torch </div> </div> </div> </div> <div class="item-wrapper type-Type" id="itemdisplaytransform" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Display Transforms</h1> <a href="#itemdisplaytransform" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the transform setting of an item display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="itemtype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Type</h1> <a href="#itemtype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[&lt;number&gt; [of]] [all/every] &lt;alias&gt; [of &lt;enchantment&gt; [&lt;level&gt;] [,/and &lt;more enchantments...&gt;]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An item type is an alias, e.g. 'a pickaxe', 'all plants', etc., and can result in different items when added to an inventory, and unlike <a href='#itemstack'>items</a> 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 <a href='#enchantmenttype'>enchantments</a> with or without a specific level defined, and can optionally start with 'all' or 'every' to make this item type represent <i>all</i> types that the alias represents, including data ranges. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give 4 torches to the player <br>add all slabs to the inventory of the block <br>player's tool is a diamond sword of sharpness <br>remove a pickaxes of fortune 4 from {stored items::*} <br>set {_item} to 10 of every upside-down stair <br>block is dirt or farmland </div> </div> </div> </div> <div class="item-wrapper type-Type" id="livingentity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Living Entity</h1> <a href="#livingentity" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">see <a href='#entity'>entity</a>, but ignore inanimate objects</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A living <a href='#entity'>entity</a>, i.e. a mob or <a href='#player'>player</a>, not inanimate entities like <a href='#projectile'>projectiles</a> or dropped items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 5 powered creepers <br>shoot a zombie from the creeper </div> </div> </div> </div> <div class="item-wrapper type-Type" id="location" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#location" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A location in a <a href='#world'>world</a>. Locations are world-specific and even store a <a href='#direction'>direction</a>, 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="metadataholder" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Metadata Holder</h1> <a href="#metadataholder" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Something that can hold metadata (e.g. an entity or block) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set metadata value "super cool" of player to true </div> </div> </div> </div> <div class="item-wrapper type-Type" id="money" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Money</h1> <a href="#money" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;number&gt; $ or $ &lt;number&gt;, where '$' is your server's currency, e.g. '10 rupees' or '£5.00'</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, an economy plugin that supports Vault</td> </tr> </table> <div class="item-description"> A certain amount of money. Please note that this differs from <a href='#number'>numbers</a> as it includes a currency symbol or name, but usually the two are interchangeable, e.g. you can both <code>add 100$ to the player's balance</code> and <code>add 100 to the player's balance</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add 10£ to the player's account <br>remove Fr. 9.95 from the player's money <br>set the victim's money to 0 <br>increase the attacker's balance by the level of the victim * 100 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="moonphase" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Moon Phase</h1> <a href="#moonphase" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">last quarter, waning crescent, waxing gibbous, full moon, waning gibbous, waxing crescent, new moon, first quarter</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Represents the phase of a moon. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="number" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Number</h1> <a href="#number" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[-]###[.###]</code> (any amount of digits; very large numbers will be truncated though)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A number, e.g. 2.5, 3, or -9812454. Please note that many expressions only need integers, i.e. will discard any fractional parts of any numbers without producing an error. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's health to 5.5 <br>set {_temp} to 2*{_temp} - 2.5 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="object" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Object</h1> <a href="#object" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> The supertype of all types, meaning that if %object% is used in e.g. a condition it will accept all kinds of expressions. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="offlineplayer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Offline Player</h1> <a href="#offlineplayer" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0 beta 8</td> </tr> </table> <div class="item-description"> A player that is possibly offline. See <a href='#player'>player</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to "Notch" parsed as an offlineplayer # returns Notch even if they're offline </div> </div> </div> </div> <div class="item-wrapper type-Type" id="player" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player</h1> <a href="#player" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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: &lt;player&gt; and &lt;offline player&gt;. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to "Notch" parsed as a player # returns &amp;amp;amp;amp;amp;amp;amp;amp;lt;none&amp;amp;amp;amp;amp;amp;amp;amp;gt; unless Notch is actually online or starts with Notch like Notchan <br>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. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="potioneffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect</h1> <a href="#potioneffect" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">speed of tier 1 for 10 seconds</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> </table> <div class="item-description"> A potion effect, including the potion effect type, tier and duration. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="potioneffecttype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect Type</h1> <a href="#potioneffecttype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">null, speed, slowness, haste, mining fatigue, strength, instant health, instant damage, jump boost, nausea, regeneration, resistance, fire resistance, water breathing, invisibility, blindness, night vision, hunger, weakness, poison, wither, health boost, absorption, saturation, glowing, levitation, luck, bad luck, slow falling, conduit power, dolphins grace, bad omen, hero of the village, darkness, trial omen, bad omen, wind charged, weaving, oozing, infested</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> A potion effect type, e.g. 'strength' or 'swiftness'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply swiftness 5 to the player <br>apply potion of speed 2 to the player for 60 seconds <br>remove invisibility from the victim </div> </div> </div> </div> <div class="item-wrapper type-Type" id="projectile" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Projectile</h1> <a href="#projectile" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">arrow, fireball, snowball, thrown potion, etc.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A projectile, e.g. an arrow, snowball or thrown potion. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> projectile is a snowball <br>shoot an arrow at speed 5 from the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="quaternion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Quaternion</h1> <a href="#quaternion" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Quaternions are four dimensional vectors, often used for representing rotations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="quitreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Quit Reason</h1> <a href="#quitreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">disconnected, erroneous state, kicked, quit, timed out, erroneous</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+</td> </tr> </table> <div class="item-description"> Represents a quit reason from a <a href='/events.html#quit'>player quit server event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="region" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region</h1> <a href="#region" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">"region name"</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="resourcepackstate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Resource Pack State</h1> <a href="#resourcepackstate" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> The state in a <a href='events.html#resource_pack_request_action'>resource pack request response</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="cachedservericon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Server Icon</h1> <a href="#cachedservericon" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> A server icon that was loaded using the <a href='effects.html#EffLoadServerIcon'>load server icon</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="slot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Slot</h1> <a href="#slot" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> Represents a single slot of an <a href='#inventory'>inventory</a>. Notable slots are the <a href='./expressions.html#ExprArmorSlot'>armour slots</a> and <a href='./expressions/#ExprFurnaceSlot'>furnace slots</a>. The most important property that distinguishes a slot from an <a href='#itemstack'>item</a> 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 <a href='./expressions.html#ExprTool'>tool</a> can be regarded a slot, but it can actually change it's position, i.e. doesn't represent always the same slot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set tool of player to dirt <br>delete helmet of the victim <br>set the color of the player's tool to green <br>enchant the player's chestplate with projectile protection 5 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="soundcategory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sound Category</h1> <a href="#soundcategory" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hostile creatures category, speech category, records category, friendly creature category, noteblock category, hostile creature category, note block category, voice category, ambient category, 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, blocks category, environment category, jukeboxes category, player category, players category, hostile mobs category, friendly mobs category, music category, friendly creatures category, neutral category</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> The category of a sound, they are used for sound options of Minecraft. See the <a href='effects.html#EffPlaySound'>play sound</a> and <a href='effects.html#EffStopSound'>stop sound</a> effects. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="spawnreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn Reason</h1> <a href="#spawnreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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, build wither, built wither, iron golem defense, ender pearl, creature spawner, reinforcements, build snowman, build iron golem, breeding, raid, ominous item spawner, infection, customized, potion effect, spawn egg, jockey, beehive, default, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> The spawn reason in a <a href='events.html#spawn'>spawn</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="teleportcause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Teleport Cause</h1> <a href="#teleportcause" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">bed exit, nether portal, ender gateway, exiting bed, chorus fruit, ender portal, command, unknown, plugin, dismounted, ender pearl, spectator, spectate, end gateway, chorus, exit bed, gateway, dismount, end portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> </table> <div class="item-description"> The teleport cause in a <a href='events.html#teleport'>teleport</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="string" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text</h1> <a href="#string" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">simple: "..."</li> <li class="skript-code-block">quotes: "...""..."</li> <li class="skript-code-block">expressions: "...%expression%..."</li> <li class="skript-code-block">percent signs: "...%%..."</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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 <a href='./text.html'>Texts and Variable Names</a> to learn more. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Hello World!" <br>message "Hello %player%" <br>message "The id of ""%type of tool%"" is %id of tool%." </div> </div> </div> </div> <div class="item-wrapper type-Type" id="time" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time</h1> <a href="#time" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">##:##</li> <li class="skript-code-block">##[:##][ ]am/pm</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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 <a href='#date'>date</a> and <a href='#timespan'>timespan</a> for the other time types of Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> at 20:00: <br>&nbsp;&nbsp;&nbsp;&nbsp;time is 8 pm <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "It's %time%" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="timeperiod" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Timeperiod</h1> <a href="#timeperiod" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">##:## - ##:##</li> <li class="skript-code-block">dusk/day/dawn/night</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A period of time between two <a href='#time'>times</a>. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> time in world is night </div> </div> </div> </div> <div class="item-wrapper type-Type" id="timespan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Timespan</h1> <a href="#timespan" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;number&gt; [minecraft/mc/real/rl/irl] ticks/seconds/minutes/hours/days/weeks/months/years [[,/and] &lt;more...&gt;]</li> <li class="skript-code-block">[###:]##:##[.####] ([hours:]minutes:seconds[.milliseconds])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6.1 (weeks, months, years)</td> </tr> </table> <div class="item-description"> 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 <a href='#date'>date</a> and <a href='#time'>time</a> for the other time types of Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> every 5 minecraft days: <br>&nbsp;&nbsp;&nbsp;&nbsp;wait a minecraft second and 5 ticks <br>every 10 mc days and 12 hours: <br>&nbsp;&nbsp;&nbsp;&nbsp;halt for 12.7 irl minutes, 12 hours and 120.5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Type" id="transformreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Transform Reason</h1> <a href="#transformreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Represents a transform reason of an <a href='events.html#entity transform'>entity transform event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="structuretype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tree Type</h1> <a href="#structuretype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[any] &lt;general tree/mushroom type&gt;, e.g. tree/any jungle tree/etc.</li> <li class="skript-code-block">&lt;specific tree/mushroom species&gt;, e.g. red mushroom/small jungle tree/big regular tree/etc.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> A tree type represents a tree species or a huge mushroom species. These can be generated in a world with the <a href='./effects.html#EffTree'>generate tree</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> grow any regular tree at the block <br>grow a huge red mushroom above the block </div> </div> </div> </div> <div class="item-wrapper type-Type" id="classinfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Type</h1> <a href="#classinfo" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">See the type name patterns of all types - including this one</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Represents a type, e.g. number, object, item type, location, block, world, entity type, etc. This is mostly used for expressions like 'event-&lt;type&gt;', '&lt;type&gt;-argument', 'loop-&lt;type&gt;', etc., e.g. event-world, number-argument and loop-player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> {variable} is a number # check whether the variable contains a number, e.g. -1 or 5.5 <br>{variable} is a type # check whether the variable contains a type, e.g. number or player <br>{variable} is an object # will always succeed if the variable is set as everything is an object, even types. <br>disable PvP in the event-world <br>kill the loop-entity </div> </div> </div> </div> <div class="item-wrapper type-Type" id="vector" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vector</h1> <a href="#vector" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vector(x, y, z)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev23</td> </tr> </table> <div class="item-description"> Vector is a collection of numbers. In Minecraft, 3D vectors are used to express velocities of entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="visualeffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Visual Effect</h1> <a href="#visualeffect" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">smoke, potion break, ender signal, mobspawner flames, arrow particles, jumping rabbit, hurt, wolf smoke, wolf hearts, wolf shaking, sheep eating, iron golem offering rose, witch magic, zombie turning to a villager, firework explosion, love hearts, squid rotation reset, entity poof, guardian target, block with shield, shield break, armor stand hit, hurt by thorns, iron golem sheathing rose, resurrection by totem, hurt by drowning, hurt by explosion, poof, large explosion, explosion emitter, firework, bubble, splash, water wake, underwater, critical hit, enchanted hit, smoke, large smoke, effect, instant effect, entity effect, witch, dripping water, dripping lava, angry villager, happy villager, mycelium, note, portal, enchant, flame, lava pop, cloud, dust, snowball, slime, heart, item, block, rain, elder guardian, dragon breath, end rod, damage indicator, sweep attack, falling dust, totem of undying, spit, squid ink, bubble pop, current down, bubble column up, nautilus, dolphin, sneeze, campfire cosy smoke, campfire signal smoke, composter, flash, falling lava, landing lava, falling water, dripping honey, falling honey, landing honey, falling nectar, soul fire flame, ash, crimson spore, warped spore, soul, dripping obsidian tear, falling obsidian tear, landing obsidian tear, reverse portal, white ash, dust color transition, vibration, falling spore blossom, spore blossom air, small flame, snowflake, dripping dripstone lava, falling dripstone lava, dripping dripstone water, falling dripstone water, glow squid ink, glow, wax on, wax off, electric spark, scrape, sonic boom, sculk soul, sculk charge, sculk charge pop, shriek, cherry leaves, egg crack, dust plume, white smoke, gust, small gust, large gust emitter, small gust emitter, trial spawner detection, ominous trial spawner detection, vault connection, infested, cobweb, dust pillar, ominous spawning, raid omen, block marker</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> </table> <div class="item-description"> A visible effect, e.g. particles. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> show wolf hearts on the clicked wolf <br>play mob spawner flames at the targeted block to the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="weathertype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Weather Type</h1> <a href="#weathertype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">clear/sun/sunny, rain/rainy/raining, and thunder/thundering/thunderstorm</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> The weather types sunny, rainy, and thundering. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> is raining <br>is sunny in the player's world <br>message "It is %weather in the argument's world% in %world of the argument%" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="WolfVariant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Wolf Variant</h1> <a href="#WolfVariant" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ashen, black, chestnut, pale, rusty, snowy, spotted, striped, woods</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>@VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21+</td> </tr> </table> <div class="item-description"> Represents the variant of a wolf entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:ashen'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="world" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World</h1> <a href="#world" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block"><code>"world_name"</code>, e.g. "world"</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2 (alternate syntax)</td> </tr> </table> <div class="item-description"> 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 <a href='#string'>text</a> uses the same syntax. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Hello!" to the world "world_nether" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="environment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World Environment</h1> <a href="#environment" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normal, nether, the end, the overworld, custom, the nether, end, overworld</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Represents the environment of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> </div> </div> </body> </html> 
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href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-6fdce8b" target="_blank">v2.9.4-nightly-6fdce8b</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#attributetype">Attribute Type</a> <a href="#biome">Biome</a> <a href="#block">Block</a> <a href="#blockdata">Block Data</a> <a href="#boolean">Boolean</a> <a href="#CatType">Cat Type</a> <a href="#chunk">Chunk</a> <a href="#clicktype">Click Type</a> <a href="#color">Color</a> <a href="#commandsender">Command Sender</a> <a href="#damagecause">Damage Cause</a> <a href="#date">Date</a> <a href="#difficulty">Difficulty</a> <a href="#direction">Direction</a> <a href="#billboard">Display Billboard</a> <a href="#display">Display Entity</a> <a href="#textalignment">Display Text Alignment</a> <a href="#enchantment">Enchantment</a> <a href="#enchantmentoffer">Enchantment Offer</a> <a href="#enchantmenttype">Enchantment Type</a> <a href="#entity">Entity</a> <a href="#entitypotioncause">Entity Potion Cause</a> <a href="#entitydata">Entity Type</a> <a href="#entitytype">Entity Type with Amount</a> <a href="#experience">Experience</a> <a href="#experiencecooldownchangereason">Experience Cooldown Change Reason</a> <a href="#fireworkeffect">Firework Effect</a> <a href="#FireworkType">Firework Type</a> <a href="#gamemode">Game Mode</a> <a href="#gamerule">Gamerule</a> <a href="#gamerulevalue">Gamerule Value</a> <a href="#gene">Gene</a> <a href="#healreason">Heal Reason</a> <a href="#inputkey">Input Key</a> <a href="#inventory">Inventory</a> <a href="#inventoryaction">Inventory Action</a> <a href="#inventoryclosereason">Inventory Close Reasons</a> <a href="#inventorytype">Inventory Type</a> <a href="#itemstack">Item</a> <a href="#itemdisplaytransform">Item Display Transforms</a> <a href="#itemtype">Item Type</a> <a href="#livingentity">Living Entity</a> <a href="#location">Location</a> <a href="#metadataholder">Metadata Holder</a> <a href="#money">Money</a> <a href="#moonphase">Moon Phase</a> <a href="#number">Number</a> <a href="#object">Object</a> <a href="#offlineplayer">Offline Player</a> <a href="#player">Player</a> <a href="#potioneffect">Potion Effect</a> <a href="#potioneffecttype">Potion Effect Type</a> <a href="#projectile">Projectile</a> <a href="#quaternion">Quaternion</a> <a href="#quitreason">Quit Reason</a> <a href="#region">Region</a> <a href="#resourcepackstate">Resource Pack State</a> <a href="#cachedservericon">Server Icon</a> <a href="#slot">Slot</a> <a href="#soundcategory">Sound Category</a> <a href="#spawnreason">Spawn Reason</a> <a href="#teleportcause">Teleport Cause</a> <a href="#string">Text</a> <a href="#time">Time</a> <a href="#timeperiod">Timeperiod</a> <a href="#timespan">Timespan</a> <a href="#transformreason">Transform Reason</a> <a href="#structuretype">Tree Type</a> <a href="#classinfo">Type</a> <a href="#vector">Vector</a> <a href="#visualeffect">Visual Effect</a> <a href="#weathertype">Weather Type</a> <a href="#WolfVariant">Wolf Variant</a> <a href="#world">World</a> <a href="#environment">World Environment</a> </div> </nav> <h1 id="nav-title">Types</h1> <div id="content"> <div class="item-wrapper type-Type" id="attributetype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attribute Type</h1> <a href="#attributetype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">armor, armor toughness, attack damage, attack knockback, attack speed, block break speed, block interaction range, burning time, entity interaction range, explosion knockback resistance, fall damage multiplier, flying speed, follow range, generic armor, generic armor 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, zombie spawn reinforcements</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Represents the type of an attribute. Note that this type does not contain any numerical values.See <a href='https://minecraft.wiki/w/Attribute#Attributes'>attribute types</a> for more info. NOTE: Minecraft namespaces are supported, ex: 'minecraft:generic.attack_damage'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="biome" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Biome</h1> <a href="#biome" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> All possible biomes Minecraft uses to generate a world. NOTE: Minecraft namespaces are supported, ex: 'minecraft:basalt_deltas'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> biome at the player is desert </div> </div> </div> </div> <div class="item-wrapper type-Type" id="block" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block</h1> <a href="#block" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A block in a <a href='#world'>world</a>. It has a <a href='#location'>location</a> and a <a href='#itemstack'>type</a>, and can also have a <a href='#direction'>direction</a> (mostly a <a href='expressions.html#ExprFacing'>facing</a>), an <a href='#inventory'>inventory</a>, or other special properties. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="blockdata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Data</h1> <a href="#blockdata" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set block at player to campfire[lit=false] <br>set target block of player to oak stairs[facing=north;waterlogged=true] <br>set block at player to grass_block[snowy=true] <br>set loop-block to minecraft:chest[facing=north] <br>set block above player to oak_log[axis=y] <br>set target block of player to minecraft:oak_leaves[distance=2;persistent=false] </div> </div> </div> </div> <div class="item-wrapper type-Type" id="boolean" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Boolean</h1> <a href="#boolean" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">true/yes/on or false/no/off</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {config.%player%.use mod} to false </div> </div> </div> </div> <div class="item-wrapper type-Type" id="CatType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cat Type</h1> <a href="#CatType" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">all black, black, british shorthair, calico, jellie, persian, ragdoll, red, siamese, tabby, white</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14 or newer</td> </tr> </table> <div class="item-description"> Represents the race/type of a cat entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:british_shorthair'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="chunk" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chunk</h1> <a href="#chunk" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> A chunk is a cuboid of 16×16×128 (x×z×y) blocks. Chunks are spread on a fixed rectangular grid in their world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="clicktype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Click Type</h1> <a href="#clicktype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16b, 2.2-dev35 (renamed to click type)</td> </tr> </table> <div class="item-description"> Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="color" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Color</h1> <a href="#color" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> Wool, dye and chat colors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> color of the sheep is red or black <br>set the color of the block to green <br>message "You're holding a &amp;amp;amp;amp;amp;amp;amp;amp;lt;%color of tool%&amp;amp;amp;amp;amp;amp;amp;amp;gt;%color of tool%&amp;amp;amp;amp;amp;amp;amp;amp;lt;reset&amp;amp;amp;amp;amp;amp;amp;amp;gt; wool block" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="commandsender" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Sender</h1> <a href="#commandsender" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">use <a href='expressions.html#LitConsole'>the console</a> for the console</li> <li class="skript-code-block">see <a href='#player'>player</a> for players.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A player or the console. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /push [&amp;amp;amp;amp;amp;amp;amp;amp;amp;lt;player&amp;amp;amp;amp;amp;amp;amp;amp;amp;gt;]: <br>&nbsp;&nbsp;&nbsp;&nbsp;trigger: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if arg-1 is not set: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if command sender is console: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't push yourself as a console :\" to sender <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;push sender upwards with force 2 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Yay!" <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;push arg-1 upwards with force 2 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Yay!" to sender and arg-1 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="damagecause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Cause</h1> <a href="#damagecause" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> The cause/type of a <a href='events.html#damage'>damage event</a>, 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="date" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Date</h1> <a href="#date" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> A date is a certain point in the real world's time which can be obtained with <a href='./expressions.html#ExprNow'>now expression</a>, <a href='./expressions.html#ExprUnixDate'>unix date expression</a> and <a href='./functions.html#date'>date function</a>. See <a href='#time'>time</a> and <a href='#timespan'>timespan</a> for the other time types of Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_yesterday} to now <br>subtract a day from {_yesterday} <br># now {_yesterday} represents the date 24 hours before now </div> </div> </div> </div> <div class="item-wrapper type-Type" id="difficulty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Difficulty</h1> <a href="#difficulty" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normal, medium, hard, easy, peaceful</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> The difficulty of a <a href='#world'>world</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="direction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Direction</h1> <a href="#direction" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">see <a href='./expressions.html#ExprDirection'>direction (expression)</a></li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> A direction, e.g. north, east, behind, 5 south east, 1.3 meters to the right, etc. <a href='#location'>Locations</a> and some <a href='#block'>blocks</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the block below the victim to a chest <br>loop blocks from the block infront of the player to the block 10 below the player: <br>&nbsp;&nbsp;&nbsp;&nbsp;set the block behind the loop-block to water </div> </div> </div> </div> <div class="item-wrapper type-Type" id="billboard" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Billboard</h1> <a href="#billboard" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vertical pivot, horizontal, middle, horizontal pivot, center pivot, center, fixed, vertical</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the billboard setting of a display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="display" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Entity</h1> <a href="#display" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> A text, block or item display entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="textalignment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Text Alignment</h1> <a href="#textalignment" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">middle aligned, centered, right aligned, center aligned, left aligned</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the text alignment setting of a text display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="enchantment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment</h1> <a href="#enchantment" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> An enchantment, e.g. 'sharpness' or 'fortune'. Unlike <a href='#enchantmenttype'>enchantment type</a> 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'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="enchantmentoffer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Offer</h1> <a href="#enchantmentoffer" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> The enchantmentoffer in an enchant prepare event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant prepare: <br>&nbsp;&nbsp;&nbsp;&nbsp;set enchant offer 1 to sharpness 1 <br>&nbsp;&nbsp;&nbsp;&nbsp;set the cost of enchant offer 1 to 10 levels </div> </div> </div> </div> <div class="item-wrapper type-Type" id="enchantmenttype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Type</h1> <a href="#enchantmenttype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;enchantment&gt; [&lt;level&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> An enchantment with an optional level, e.g. 'sharpness 2' or 'fortune'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enchant the player's tool with sharpness 5 <br>helmet is enchanted with waterbreathing </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity</h1> <a href="#entity" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">player, op, wolf, tamed ocelot, powered creeper, zombie, unsaddled pig, fireball, arrow, dropped item, item frame, etc.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An entity is something in a <a href='#world'>world</a> that's not a <a href='#block'>block</a>, e.g. a <a href='#player'>player</a>, a skeleton, or a zombie, but also <a href='#projectile'>projectiles</a> like arrows, fireballs or thrown potions, or special entities like dropped items, falling blocks or paintings. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> entity is a zombie or creeper <br>player is an op <br>projectile is an arrow <br>shoot a fireball from the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entitypotioncause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Potion Cause</h1> <a href="#entitypotioncause" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">patrol captain, axolotl, death, removal by resurrection, beacon effect, potion drunk, illusion, unknown, drinking potion, expired, pillager captain, attack, villager trade, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the cause of the action of a potion effect on an entity, e.g. arrow, command </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entitydata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Type</h1> <a href="#entitydata" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block"><i>Detailed usage will be added eventually</i></li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> </table> <div class="item-description"> The type of an <a href='#entity'>entity</a>, e.g. player, wolf, powered creeper, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> victim is a cow <br>spawn a creeper </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entitytype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Type with Amount</h1> <a href="#entitytype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;<a href='#number'>number</a>&gt; &lt;entity type&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> </table> <div class="item-description"> An <a href='#entitydata'>entity type</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 5 creepers behind the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="experience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience</h1> <a href="#experience" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[&lt;number&gt;] ([e]xp|experience [point[s]])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Experience points. Please note that Bukkit only allows to give XP, but not remove XP from players. You can however change a player's <a href='./expressions.html#ExprLevel'>level</a> and <a href='./expressions/#ExprLevelProgress'>level progress</a> freely. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give 10 xp to the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="experiencecooldownchangereason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience Cooldown Change Reason</h1> <a href="#experiencecooldownchangereason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">plugin, pickup orb, orb pickup</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents a change reason of an <a href='events.html#experience cooldown change event'>experience cooldown change event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="fireworkeffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Firework Effect</h1> <a href="#fireworkeffect" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">See <a href='/classes.html#FireworkType'>Firework Types</a></li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> A configuration of effects that defines the firework when exploded which can be used in the <a href='effects.html#EffFireworkLaunch'>launch firework</a> effect. See the <a href='expressions.html#ExprFireworkEffect'>firework effect</a> expression for detailed patterns. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> launch flickering trailing burst firework colored blue and green at player <br>launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity <br>launch ball large colored red, purple and white fading to light green and black at player's location with duration 1 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="FireworkType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Firework Type</h1> <a href="#FireworkType" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">small, ball, star shaped, large, star, creeper face, small ball, large ball, burst, ball large, creeper</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> The type of a <a href='#fireworkeffect'>fireworkeffect</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gamemode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Game Mode</h1> <a href="#gamemode" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">adventure, survival, spectator, creative</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> The game modes survival, creative, adventure and spectator. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's gamemode is survival <br>set the player argument's game mode to creative </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gamerule" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gamerule</h1> <a href="#gamerule" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">tntExplosionDropDecay, globalSoundEvents, enderPearlsVanishOnDeath, doFireTick, maxCommandChainLength, doVinesSpread, disableElytraMovementCheck, lavaSourceConversion, commandBlockOutput, forgiveDeadPlayers, playersNetherPortalCreativeDelay, doMobSpawning, maxEntityCramming, universalAnger, playersSleepingPercentage, snowAccumulationHeight, doImmediateRespawn, blockExplosionDropDecay, naturalRegeneration, doMobLoot, fallDamage, doEntityDrops, randomTickSpeed, playersNetherPortalDefaultDelay, spawnRadius, freezeDamage, sendCommandFeedback, doWardenSpawning, fireDamage, reducedDebugInfo, waterSourceConversion, projectilesCanBreakBlocks, announceAdvancements, drowningDamage, spawnChunkRadius, disableRaids, doWeatherCycle, mobExplosionDropDecay, doDaylightCycle, showDeathMessages, doTileDrops, doInsomnia, keepInventory, disablePlayerMovementCheck, doLimitedCrafting, mobGriefing, doTraderSpawning, commandModificationBlockLimit, logAdminCommands, minecartMaxSpeed, spectatorsGenerateChunks, doPatrolSpawning, maxCommandForkCount</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> A gamerule </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gamerulevalue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gamerule Value</h1> <a href="#gamerulevalue" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> A wrapper for the value of a gamerule for a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gene" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gene</h1> <a href="#gene" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normal, lazy, happy, worried, worrisome, aggressive, brown, brownish, savage, playful, wild, weak</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14 or newer</td> </tr> </table> <div class="item-description"> Represents a Panda's main or hidden gene. See <a href='https://minecraft.wiki/w/Panda#Genetics'>genetics</a> for more info. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="healreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Heal Reason</h1> <a href="#healreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> The health regain reason in a <a href='events.html#heal'>heal</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inputkey" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Input Key</h1> <a href="#inputkey" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.3+</td> </tr> </table> <div class="item-description"> Represents a movement input key that is pressed by a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory</h1> <a href="#inventory" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An inventory of a <a href='#player'>player</a> or <a href='#block'>block</a>. Inventories have many effects and conditions regarding the items contained. An inventory has a fixed amount of <a href='#slot'>slots</a> which represent a specific place in the inventory, e.g. the <a href='expressions.html#ExprArmorSlot'>helmet slot</a> for players (Please note that slot support is still very limited but will be improved eventually). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventoryaction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Action</h1> <a href="#inventoryaction" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">drop stack from slot, swap items with hotbar, swap cursor stack, pickup single item, pickup some, drop all from cursor, move to other inventory, drop cursor stack, pickup all, swap with hotbar, nothing, drop all from slot, swap cursor, drop cursor, 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, collect items to cursor, unknown, clone stack, drop stack from cursor, drop one item from slot, drop one item from cursor, unsupported, do nothing, drop one from cursor, pickup half, drop items from slot, swap stack with cursor, place all items, collect to cursor, pickup some items, drop slot, drop items from cursor, hotbar move and readd, shift move, custom, pickup single, place one item, hotbar swap items, drop one from slot, place some items, place one, pickup half stack, instant move, hotbar swap</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16</td> </tr> </table> <div class="item-description"> What player just did in inventory event. Note that when in creative game mode, most actions do not work correctly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventoryclosereason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Close Reasons</h1> <a href="#inventoryclosereason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">disconnect, death, teleport, cannot use, new opened, unknown, can't use, unloaded, disconnected, plugin, can not use, open new, player</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> The inventory close reason in an <a href='/events.html#inventory_close'>inventory close event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventorytype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Type</h1> <a href="#inventorytype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">barrel inventory, a loom inventory, a blast furnace inventory, workbench inventory, ender chest inventory, loom inventory, a workbench inventory, hopper inventory, a merchant inventory, a hopper inventory, chiseled bookshelf, an ender chest inventory, new smithing table, bookshelf, 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, grindstone inventory, a crafter inventory, a crafting table inventory, a player inventory, decorated pot, furnace inventory, a creative inventory, blast furnace inventory, upgrade gear, a composter inventory, an enchanting table inventory, jukebox, 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 decorated pot, a lectern inventory, merchant inventory, cartography table inventory, a chiseled bookshelf, a new smithing table, a furnace inventory, anvil inventory, a dispenser inventory, a grindstone inventory, smithing inventory, dropper inventory, brewing stand inventory, villager inventory, enchanting table inventory, a beacon inventory, a bookshelf, crafter inventory, creative inventory, crafting table inventory, an anvil inventory</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32</td> </tr> </table> <div class="item-description"> Minecraft has several different inventory types with their own use cases. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="itemstack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item</h1> <a href="#itemstack" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block"><code>[&lt;number&gt; [of]] &lt;alias&gt; [of &lt;enchantment&gt; &lt;level&gt;]</code>, Where &lt;alias&gt; must be an alias that represents exactly one item (i.e cannot be a general alias like 'sword' or 'plant')</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An item, e.g. a stack of torches, a furnace, or a wooden sword of sharpness 2. Unlike <a href='#itemtype'>item type</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_item} to type of the targeted block <br>{_item} is a torch </div> </div> </div> </div> <div class="item-wrapper type-Type" id="itemdisplaytransform" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Display Transforms</h1> <a href="#itemdisplaytransform" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the transform setting of an item display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="itemtype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Type</h1> <a href="#itemtype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[&lt;number&gt; [of]] [all/every] &lt;alias&gt; [of &lt;enchantment&gt; [&lt;level&gt;] [,/and &lt;more enchantments...&gt;]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An item type is an alias, e.g. 'a pickaxe', 'all plants', etc., and can result in different items when added to an inventory, and unlike <a href='#itemstack'>items</a> 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 <a href='#enchantmenttype'>enchantments</a> with or without a specific level defined, and can optionally start with 'all' or 'every' to make this item type represent <i>all</i> types that the alias represents, including data ranges. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give 4 torches to the player <br>add all slabs to the inventory of the block <br>player's tool is a diamond sword of sharpness <br>remove a pickaxes of fortune 4 from {stored items::*} <br>set {_item} to 10 of every upside-down stair <br>block is dirt or farmland </div> </div> </div> </div> <div class="item-wrapper type-Type" id="livingentity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Living Entity</h1> <a href="#livingentity" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">see <a href='#entity'>entity</a>, but ignore inanimate objects</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A living <a href='#entity'>entity</a>, i.e. a mob or <a href='#player'>player</a>, not inanimate entities like <a href='#projectile'>projectiles</a> or dropped items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 5 powered creepers <br>shoot a zombie from the creeper </div> </div> </div> </div> <div class="item-wrapper type-Type" id="location" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#location" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A location in a <a href='#world'>world</a>. Locations are world-specific and even store a <a href='#direction'>direction</a>, 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="metadataholder" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Metadata Holder</h1> <a href="#metadataholder" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Something that can hold metadata (e.g. an entity or block) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set metadata value "super cool" of player to true </div> </div> </div> </div> <div class="item-wrapper type-Type" id="money" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Money</h1> <a href="#money" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;number&gt; $ or $ &lt;number&gt;, where '$' is your server's currency, e.g. '10 rupees' or '£5.00'</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, an economy plugin that supports Vault</td> </tr> </table> <div class="item-description"> A certain amount of money. Please note that this differs from <a href='#number'>numbers</a> as it includes a currency symbol or name, but usually the two are interchangeable, e.g. you can both <code>add 100$ to the player's balance</code> and <code>add 100 to the player's balance</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add 10£ to the player's account <br>remove Fr. 9.95 from the player's money <br>set the victim's money to 0 <br>increase the attacker's balance by the level of the victim * 100 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="moonphase" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Moon Phase</h1> <a href="#moonphase" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">last quarter, waning crescent, waxing gibbous, full moon, waning gibbous, waxing crescent, new moon, first quarter</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Represents the phase of a moon. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="number" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Number</h1> <a href="#number" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[-]###[.###]</code> (any amount of digits; very large numbers will be truncated though)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A number, e.g. 2.5, 3, or -9812454. Please note that many expressions only need integers, i.e. will discard any fractional parts of any numbers without producing an error. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's health to 5.5 <br>set {_temp} to 2*{_temp} - 2.5 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="object" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Object</h1> <a href="#object" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> The supertype of all types, meaning that if %object% is used in e.g. a condition it will accept all kinds of expressions. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="offlineplayer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Offline Player</h1> <a href="#offlineplayer" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0 beta 8</td> </tr> </table> <div class="item-description"> A player that is possibly offline. See <a href='#player'>player</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to "Notch" parsed as an offlineplayer # returns Notch even if they're offline </div> </div> </div> </div> <div class="item-wrapper type-Type" id="player" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player</h1> <a href="#player" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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: &lt;player&gt; and &lt;offline player&gt;. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to "Notch" parsed as a player # returns &amp;amp;amp;amp;amp;amp;amp;amp;lt;none&amp;amp;amp;amp;amp;amp;amp;amp;gt; unless Notch is actually online or starts with Notch like Notchan <br>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. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="potioneffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect</h1> <a href="#potioneffect" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">speed of tier 1 for 10 seconds</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> </table> <div class="item-description"> A potion effect, including the potion effect type, tier and duration. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="potioneffecttype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect Type</h1> <a href="#potioneffecttype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">null, speed, slowness, haste, mining fatigue, strength, instant health, instant damage, jump boost, nausea, regeneration, resistance, fire resistance, water breathing, invisibility, blindness, night vision, hunger, weakness, poison, wither, health boost, absorption, saturation, glowing, levitation, luck, bad luck, slow falling, conduit power, dolphins grace, bad omen, hero of the village, darkness, trial omen, bad omen, wind charged, weaving, oozing, infested</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> A potion effect type, e.g. 'strength' or 'swiftness'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply swiftness 5 to the player <br>apply potion of speed 2 to the player for 60 seconds <br>remove invisibility from the victim </div> </div> </div> </div> <div class="item-wrapper type-Type" id="projectile" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Projectile</h1> <a href="#projectile" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">arrow, fireball, snowball, thrown potion, etc.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A projectile, e.g. an arrow, snowball or thrown potion. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> projectile is a snowball <br>shoot an arrow at speed 5 from the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="quaternion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Quaternion</h1> <a href="#quaternion" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Quaternions are four dimensional vectors, often used for representing rotations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="quitreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Quit Reason</h1> <a href="#quitreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">disconnected, erroneous state, kicked, quit, timed out, erroneous</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+</td> </tr> </table> <div class="item-description"> Represents a quit reason from a <a href='/events.html#quit'>player quit server event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="region" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region</h1> <a href="#region" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">"region name"</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="resourcepackstate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Resource Pack State</h1> <a href="#resourcepackstate" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> The state in a <a href='events.html#resource_pack_request_action'>resource pack request response</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="cachedservericon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Server Icon</h1> <a href="#cachedservericon" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> A server icon that was loaded using the <a href='effects.html#EffLoadServerIcon'>load server icon</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="slot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Slot</h1> <a href="#slot" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> Represents a single slot of an <a href='#inventory'>inventory</a>. Notable slots are the <a href='./expressions.html#ExprArmorSlot'>armour slots</a> and <a href='./expressions/#ExprFurnaceSlot'>furnace slots</a>. The most important property that distinguishes a slot from an <a href='#itemstack'>item</a> 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 <a href='./expressions.html#ExprTool'>tool</a> can be regarded a slot, but it can actually change it's position, i.e. doesn't represent always the same slot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set tool of player to dirt <br>delete helmet of the victim <br>set the color of the player's tool to green <br>enchant the player's chestplate with projectile protection 5 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="soundcategory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sound Category</h1> <a href="#soundcategory" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hostile creatures category, speech category, records category, friendly creature category, noteblock category, hostile creature category, note block category, voice category, ambient category, 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, blocks category, environment category, jukeboxes category, player category, players category, hostile mobs category, friendly mobs category, music category, friendly creatures category, neutral category</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> The category of a sound, they are used for sound options of Minecraft. See the <a href='effects.html#EffPlaySound'>play sound</a> and <a href='effects.html#EffStopSound'>stop sound</a> effects. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="spawnreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn Reason</h1> <a href="#spawnreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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, build wither, built wither, iron golem defense, ender pearl, creature spawner, reinforcements, build snowman, build iron golem, breeding, raid, ominous item spawner, infection, customized, potion effect, spawn egg, jockey, beehive, default, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> The spawn reason in a <a href='events.html#spawn'>spawn</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="teleportcause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Teleport Cause</h1> <a href="#teleportcause" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">bed exit, nether portal, ender gateway, exiting bed, chorus fruit, ender portal, command, unknown, plugin, dismounted, ender pearl, spectator, spectate, end gateway, chorus, exit bed, gateway, dismount, end portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> </table> <div class="item-description"> The teleport cause in a <a href='events.html#teleport'>teleport</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="string" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text</h1> <a href="#string" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">simple: "..."</li> <li class="skript-code-block">quotes: "...""..."</li> <li class="skript-code-block">expressions: "...%expression%..."</li> <li class="skript-code-block">percent signs: "...%%..."</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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 <a href='./text.html'>Texts and Variable Names</a> to learn more. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Hello World!" <br>message "Hello %player%" <br>message "The id of ""%type of tool%"" is %id of tool%." </div> </div> </div> </div> <div class="item-wrapper type-Type" id="time" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time</h1> <a href="#time" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">##:##</li> <li class="skript-code-block">##[:##][ ]am/pm</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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 <a href='#date'>date</a> and <a href='#timespan'>timespan</a> for the other time types of Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> at 20:00: <br>&nbsp;&nbsp;&nbsp;&nbsp;time is 8 pm <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "It's %time%" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="timeperiod" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Timeperiod</h1> <a href="#timeperiod" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">##:## - ##:##</li> <li class="skript-code-block">dusk/day/dawn/night</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A period of time between two <a href='#time'>times</a>. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> time in world is night </div> </div> </div> </div> <div class="item-wrapper type-Type" id="timespan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Timespan</h1> <a href="#timespan" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;number&gt; [minecraft/mc/real/rl/irl] ticks/seconds/minutes/hours/days/weeks/months/years [[,/and] &lt;more...&gt;]</li> <li class="skript-code-block">[###:]##:##[.####] ([hours:]minutes:seconds[.milliseconds])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6.1 (weeks, months, years)</td> </tr> </table> <div class="item-description"> 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 <a href='#date'>date</a> and <a href='#time'>time</a> for the other time types of Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> every 5 minecraft days: <br>&nbsp;&nbsp;&nbsp;&nbsp;wait a minecraft second and 5 ticks <br>every 10 mc days and 12 hours: <br>&nbsp;&nbsp;&nbsp;&nbsp;halt for 12.7 irl minutes, 12 hours and 120.5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Type" id="transformreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Transform Reason</h1> <a href="#transformreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Represents a transform reason of an <a href='events.html#entity transform'>entity transform event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="structuretype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tree Type</h1> <a href="#structuretype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[any] &lt;general tree/mushroom type&gt;, e.g. tree/any jungle tree/etc.</li> <li class="skript-code-block">&lt;specific tree/mushroom species&gt;, e.g. red mushroom/small jungle tree/big regular tree/etc.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> A tree type represents a tree species or a huge mushroom species. These can be generated in a world with the <a href='./effects.html#EffTree'>generate tree</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> grow any regular tree at the block <br>grow a huge red mushroom above the block </div> </div> </div> </div> <div class="item-wrapper type-Type" id="classinfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Type</h1> <a href="#classinfo" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">See the type name patterns of all types - including this one</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Represents a type, e.g. number, object, item type, location, block, world, entity type, etc. This is mostly used for expressions like 'event-&lt;type&gt;', '&lt;type&gt;-argument', 'loop-&lt;type&gt;', etc., e.g. event-world, number-argument and loop-player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> {variable} is a number # check whether the variable contains a number, e.g. -1 or 5.5 <br>{variable} is a type # check whether the variable contains a type, e.g. number or player <br>{variable} is an object # will always succeed if the variable is set as everything is an object, even types. <br>disable PvP in the event-world <br>kill the loop-entity </div> </div> </div> </div> <div class="item-wrapper type-Type" id="vector" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vector</h1> <a href="#vector" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vector(x, y, z)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev23</td> </tr> </table> <div class="item-description"> Vector is a collection of numbers. In Minecraft, 3D vectors are used to express velocities of entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="visualeffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Visual Effect</h1> <a href="#visualeffect" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">smoke, potion break, ender signal, mobspawner flames, arrow particles, jumping rabbit, hurt, wolf smoke, wolf hearts, wolf shaking, sheep eating, iron golem offering rose, witch magic, zombie turning to a villager, firework explosion, love hearts, squid rotation reset, entity poof, guardian target, block with shield, shield break, armor stand hit, hurt by thorns, iron golem sheathing rose, resurrection by totem, hurt by drowning, hurt by explosion, poof, large explosion, explosion emitter, firework, bubble, splash, water wake, underwater, critical hit, enchanted hit, smoke, large smoke, effect, instant effect, entity effect, witch, dripping water, dripping lava, angry villager, happy villager, mycelium, note, portal, enchant, flame, lava pop, cloud, dust, snowball, slime, heart, item, block, rain, elder guardian, dragon breath, end rod, damage indicator, sweep attack, falling dust, totem of undying, spit, squid ink, bubble pop, current down, bubble column up, nautilus, dolphin, sneeze, campfire cosy smoke, campfire signal smoke, composter, flash, falling lava, landing lava, falling water, dripping honey, falling honey, landing honey, falling nectar, soul fire flame, ash, crimson spore, warped spore, soul, dripping obsidian tear, falling obsidian tear, landing obsidian tear, reverse portal, white ash, dust color transition, vibration, falling spore blossom, spore blossom air, small flame, snowflake, dripping dripstone lava, falling dripstone lava, dripping dripstone water, falling dripstone water, glow squid ink, glow, wax on, wax off, electric spark, scrape, sonic boom, sculk soul, sculk charge, sculk charge pop, shriek, cherry leaves, egg crack, dust plume, white smoke, gust, small gust, large gust emitter, small gust emitter, trial spawner detection, ominous trial spawner detection, vault connection, infested, cobweb, dust pillar, ominous spawning, raid omen, block marker</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> </table> <div class="item-description"> A visible effect, e.g. particles. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> show wolf hearts on the clicked wolf <br>play mob spawner flames at the targeted block to the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="weathertype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Weather Type</h1> <a href="#weathertype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">clear/sun/sunny, rain/rainy/raining, and thunder/thundering/thunderstorm</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> The weather types sunny, rainy, and thundering. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> is raining <br>is sunny in the player's world <br>message "It is %weather in the argument's world% in %world of the argument%" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="WolfVariant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Wolf Variant</h1> <a href="#WolfVariant" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ashen, black, chestnut, pale, rusty, snowy, spotted, striped, woods</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>@VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21+</td> </tr> </table> <div class="item-description"> Represents the variant of a wolf entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:ashen'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="world" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World</h1> <a href="#world" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block"><code>"world_name"</code>, e.g. "world"</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2 (alternate syntax)</td> </tr> </table> <div class="item-description"> 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 <a href='#string'>text</a> uses the same syntax. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Hello!" to the world "world_nether" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="environment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World Environment</h1> <a href="#environment" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normal, nether, the end, the overworld, custom, the nether, end, overworld</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Represents the environment of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> </div> </div> </body> </html> 
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href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-59e0b46" target="_blank">v2.9.4-nightly-59e0b46</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#CondAlphanumeric">Alphanumeric</a> <a href="#CondIsResonating">Bell Is Resonating</a> <a href="#CondIsRinging">Bell Is Ringing</a> <a href="#CondCanAge">Can Age</a> <a href="#CondCanBreed">Can Breed</a> <a href="#CondCanBuild">Can Build</a> <a href="#CondCanFly">Can Fly</a> <a href="#CondCanHold">Can Hold</a> <a href="#CondCanPickUpItems">Can Pick Up Items</a> <a href="#CondCanSee">Can See</a> <a href="#CondChatColors">Can See Chat Colors</a> <a href="#CondChatVisibility">Can See Messages</a> <a href="#CondChance">Chance</a> <a href="#CondCompare">Comparison</a> <a href="#CondContains">Contains</a> <a href="#CondDamageCause">Damage Cause</a> <a href="#CondAnchorWorks">Do Respawn Anchors Work</a> <a href="#CondWillHatch">Egg Will Hatch</a> <a href="#CondIsSheared">Entity Is Sheared</a> <a href="#CondEntityIsWet">Entity is Wet</a> <a href="#CondEntityIsInLiquid">Entity is in Liquid</a> <a href="#CondCancelled">Event Cancelled</a> <a href="#CondIsSet">Exists/Is Set</a> <a href="#CondAI">Has AI</a> <a href="#CondChatFiltering">Has Chat Filtering</a> <a href="#CondHasClientWeather">Has Client Weather</a> <a href="#CondHasCustomModelData">Has Custom Model Data</a> <a href="#CondGlowingText">Has Glowing Text</a> <a href="#CondHasItemCooldown">Has Item Cooldown</a> <a href="#CondTooltip">Has Item Tooltips</a> <a href="#CondHasLineOfSight">Has Line of Sight</a> <a href="#CondHasMetadata">Has Metadata</a> <a href="#CondPermission">Has Permission</a> <a href="#CondPlayedBefore">Has Played Before</a> <a href="#CondHasPotion">Has Potion</a> <a href="#CondHasResourcePack">Has Resource Pack</a> <a href="#CondHasScoreboardTag">Has Scoreboard Tag</a> <a href="#CondIgnitionProcess">Ignition Process</a> <a href="#CondPastFuture">In The Past/Future</a> <a href="#CondIsAdult">Is Adult</a> <a href="#CondIsAlive">Is Alive</a> <a href="#CondIsBaby">Is Baby</a> <a href="#CondIsBanned">Is Banned</a> <a href="#CondRespawnLocation">Is Bed/Anchor Spawn</a> <a href="#CondIsBlock">Is Block</a> <a href="#CondIsBlockRedstonePowered">Is Block Redstone Powered</a> <a href="#CondIsBlocking">Is Blocking</a> <a href="#CondIsBurning">Is Burning</a> <a href="#CondIsCharged">Is Charged</a> <a href="#CondIsClimbing">Is Climbing</a> <a href="#CondIsCommandBlockConditional">Is Conditional</a> <a href="#CondIsEdible">Is Edible</a> <a href="#CondIsEmpty">Is Empty</a> <a href="#CondIsEnchanted">Is Enchanted</a> <a href="#CondIsDivisibleBy">Is Evenly Divisible By</a> <a href="#CondIsFireResistant">Is Fire Resistant</a> <a href="#CondIsFlammable">Is Flammable</a> <a href="#CondIsFlying">Is Flying</a> <a href="#CondIsFrozen">Is Frozen</a> <a href="#CondIsFuel">Is Fuel</a> <a href="#CondIsGliding">Is Gliding</a> <a href="#CondIsHandRaised">Is Hand Raised</a> <a href="#CondItemInHand">Is Holding</a> <a href="#CondIsInLove">Is In Love</a> <a href="#CondIncendiary">Is Incendiary</a> <a href="#CondIsInfinite">Is Infinite</a> <a href="#CondIsInteractable">Is Interactable</a> <a href="#CondIsInvisible">Is Invisible</a> <a href="#CondIsInvulnerable">Is Invulnerable</a> <a href="#CondIsJumping">Is Jumping</a> <a href="#CondLeashed">Is Leashed</a> <a href="#CondIsLoaded">Is Loaded</a> <a href="#CondIsMember">Is Member/Owner of Region</a> <a href="#CondIsVectorNormalized">Is Normalized</a> <a href="#CondIsOccluding">Is Occluding</a> <a href="#CondIsOnline">Is Online</a> <a href="#CondIsOp">Is Operator</a> <a href="#CondIsPassable">Is Passable</a> <a href="#CondIsPathfinding">Is Pathfinding</a> <a href="#CondIsPluginEnabled">Is Plugin Enabled</a> <a href="#CondIsPoisoned">Is Poisoned</a> <a href="#CondIsPreferredTool">Is Preferred Tool</a> <a href="#CondIsPressingKey">Is Pressing Key</a> <a href="#CondIsRiding">Is Riding</a> <a href="#CondIsRiptiding">Is Riptiding</a> <a href="#CondScriptLoaded">Is Script Loaded</a> <a href="#CondIsSilent">Is Silent</a> <a href="#CondIsSleeping">Is Sleeping</a> <a href="#CondIsSlimeChunk">Is Slime Chunk</a> <a href="#CondIsSneaking">Is Sneaking</a> <a href="#CondIsSolid">Is Solid</a> <a href="#CondIsSprinting">Is Sprinting</a> <a href="#CondIsStackable">Is Stackable</a> <a href="#CondIsSwimming">Is Swimming</a> <a href="#CondIsTameable">Is Tameable</a> <a href="#CondIsTamed">Is Tamed</a> <a href="#CondIsTransparent">Is Transparent</a> <a href="#CondIsUnbreakable">Is Unbreakable</a> <a href="#CondIsUsingFeature">Is Using Experimental Feature</a> <a href="#CondIsValid">Is Valid</a> <a href="#CondIsWearing">Is Wearing</a> <a href="#CondIsWhitelisted">Is Whitelisted</a> <a href="#CondIsWithin">Is Within</a> <a href="#CondWithinRadius">Is Within Radius</a> <a href="#CondIsSkriptCommand">Is a Skript command</a> <a href="#CondIsOfType">Is of Type</a> <a href="#CondIsOnGround">Is on Ground</a> <a href="#CondIsLeftHanded">Left Handed</a> <a href="#CondLidState">Lid Is Open/Closed</a> <a href="#CondMatches">Matches</a> <a href="#CondPvP">PvP</a> <a href="#CondRegionContains">Region Contains</a> <a href="#CondResourcePack">Resource Pack</a> <a href="#CondMinecraftVersion">Running Minecraft</a> <a href="#CondStartsEndsWith">Starts/Ends With</a> <a href="#CondTextDisplayHasDropShadow">Text Display Has Drop Shadow</a> <a href="#CondTextDisplaySeeThroughBlocks">Text Display Visible Through Blocks</a> <a href="#CondDate">Time</a> </div> </nav> <h1 id="nav-title">Conditions</h1> <div id="content"> <div class="item-wrapper type-Condition" id="CondAlphanumeric" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Alphanumeric</h1> <a href="#CondAlphanumeric" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (is|are) alphanumeric</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) alphanumeric</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Checks if the given string is alphanumeric. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the argument is not alphanumeric:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Invalid name!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsResonating" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Bell Is Resonating</h1> <a href="#CondIsResonating" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) resonating</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) resonating</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Checks to see if a bell is currently resonating. A bell will start resonating five game ticks after being rung, and will continue to resonate for 40 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target block is resonating </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsRinging" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Bell Is Ringing</h1> <a href="#CondIsRinging" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) ringing</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) ringing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Checks to see if a bell is currently ringing. A bell typically rings for 50 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target block is ringing </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanAge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Age</h1> <a href="#CondCanAge" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% can (age|grow (up|old[er]))</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (can't|cannot|can not) (age|grow (up|old[er]))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not an entity will be able to age/grow up. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on breeding:<br>&nbsp;&nbsp;&nbsp;&nbsp;entity can't age<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "An immortal has been born!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanBreed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Breed</h1> <a href="#CondCanBreed" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% can (breed|be bred)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (can't|cannot|can not) (breed|be bred)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity can be bred. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on living entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity can't breed<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Turns out %event-entity% is not breedable. Must be a Skript user!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanBuild" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Build</h1> <a href="#CondCanBuild" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can|(is|are) allowed to) build %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can('t|not)|(is|are)(n't| not) allowed to) build %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Tests whether a player is allowed to build at a certain location. This condition requires a supported <a href='./classes.html#region'>regions</a> plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /setblock &amp;lt;material&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;description: set the block at your crosshair to a different type<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;player cannot build at the targeted block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "You do not have permission to change blocks there!"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the targeted block to argument </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanFly" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Fly</h1> <a href="#CondCanFly" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can fly</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can't|cannot|can not) fly</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Whether a player is allowed to fly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player can fly </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanHold" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Hold</h1> <a href="#CondCanHold" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (can hold|ha(s|ve) [enough] space (for|to hold)) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (can(no|')t hold|(ha(s|ve) not|ha(s|ve)n't|do[es]n't have) [enough] space (for|to hold)) %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Tests whether a player or a chest can hold the given item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block can hold 200 cobblestone<br>player has enough space for 64 feathers </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanPickUpItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Pick Up Items</h1> <a href="#CondCanPickUpItems" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% can pick([ ]up items| items up)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (can't|cannot|can not) pick([ ]up items| items up)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Whether living entities are able to pick up items off the ground or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player can pick items up:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You can pick up items!" to player<br><br>on drop:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player can't pick&nbsp;&nbsp;&nbsp;&nbsp;up items:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Be careful, you won't be able to pick that up!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanSee" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can See</h1> <a href="#CondCanSee" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) [visible|invisible] for %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can see %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are)(n't| not) [visible|invisible] for %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can('t| not) see %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, INSERT VERSION (entities)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.19+ (entities)</td> </tr> </table> <div class="item-description"> Checks whether the given players can see the provided entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if sender can't see the player-argument:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "who dat?"<br><br>if the player can see the last spawned entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "hello there!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChatColors" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can See Chat Colors</h1> <a href="#CondChatColors" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can see chat colo[u]r[s|ing]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can't|cannot|can not) see chat colo[u]r[s|ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether a player can see chat colors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player can see chat colors:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Find the red word in &lt;red&gt;this&lt;reset&gt; message."<br>else:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You cannot partake in finding the colored word." </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChatVisibility" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can See Messages</h1> <a href="#CondChatVisibility" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can see all messages [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can only see (commands|system messages) [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can('t|[ ]not) see any (command[s]|message[s]) [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can('t|[ ]not) see all messages [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can('t|[ ]not) only see (commands|system messages) [in chat]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether a player can see specific message types in chat. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player can see all messages:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You can see all messages."<br>if player can only see commands:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This game doesn't work with commands-only chat."<br>if player can't see any messages:<br>&nbsp;&nbsp;&nbsp;&nbsp;send action bar "Server shutting down in 5 minutes!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chance</h1> <a href="#CondChance" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">chance of %<a href='./classes.html#number'>number</a>%[(\%)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A condition that randomly succeeds or fails. Valid values are between 0% and 100%, or if the percent sign is omitted between 0 and 1. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> chance of 50%:<br>&nbsp;&nbsp;&nbsp;&nbsp;drop a diamond<br>chance of {chance}% # {chance} between 0 and 100<br>chance of {chance} # {chance} between 0 and 1 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCompare" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Comparison</h1> <a href="#CondCompare" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above)|&gt;) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as)|&gt;=) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] ((less|smaller|lower) than|below)|&lt;) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] (less|smaller|lower|below) [than] or (equal to|the same as)|&lt;=) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are) (not|neither)|isn't|aren't|!=) [equal to] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (is|are|=) [(equal to|the same as)] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (is|are) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (is not|are not|isn't|aren't) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] ((less|smaller|lower) than|below) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] (less|smaller|lower|below) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((was|were) (not|neither)|wasn't|weren't) [equal to] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were) [(equal to|the same as)] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was not|were not|wasn't|weren't) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) ((greater|more|higher|bigger|larger) than|above) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) ((less|smaller|lower) than|below) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) (less|smaller|lower|below) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((will (not|neither) be|won't be)|(isn't|aren't|is not|are not) (turning|changing) [in]to) [equal to] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be [(equal to|the same as)]|(is|are) (turning|changing) [in]to) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% will be between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will not be|won't be) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A very general condition, it simply compares two values. Usually you can only compare for equality (e.g. block is/isn't of &lt;type&gt;), but some values can also be compared using greater than/less than. In that case you can also test for whether an object is between two others. Note: This is the only element where not all patterns are shown. It has actually another two sets of similar patters, but with <code>(was|were)</code> or <code>will be</code> instead of <code>(is|are)</code> respectively, which check different <a href='expressions.html#ExprTimeState'>time states</a> of the first expression. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the clicked block is a stone slab or a double stone slab<br>time in the player's world is greater than 8:00<br>the creature is not an enderman or an ender dragon </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondContains" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Contains</h1> <a href="#CondContains" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (has|have) %<a href='./classes.html#itemtype'>item types</a>% [in [(the[ir]|his|her|its)] inventory]</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (doesn't|does not|do not|don't) have %<a href='./classes.html#itemtype'>item types</a>% [in [(the[ir]|his|her|its)] inventory]</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>% contain[s] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>% (doesn't|does not|do not|don't) contain %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Checks whether an inventory contains an item, a text contains another piece of text, or a list (e.g. {list variable::*} or 'drops') contains another object. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block contains 20 cobblestone<br>player has 4 flint and 2 iron ingots<br>{list::*} contains 5 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondDamageCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Cause</h1> <a href="#CondDamageCause" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] damage (was|is|has)[n('|o)t] [been] (caused|done|made) by %<a href='./classes.html#damagecause'>damage cause</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Tests what kind of damage caused a <a href='events.html#damage'>damage event</a>. Refer to the <a href='classes.html#damagecause'>Damage Cause</a> type for a list of all possible causes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # make players use their potions of fire resistance whenever they take any kind of fire damage<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;damage was caused by lava, fire or burning<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is a player<br>&nbsp;&nbsp;&nbsp;&nbsp;victim has a potion of fire resistance<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;apply fire resistance to the victim for 30 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 1 potion of fire resistance from the victim<br># prevent mobs from dropping items under certain circumstances<br>on death:<br>&nbsp;&nbsp;&nbsp;&nbsp;entity is not a player<br>&nbsp;&nbsp;&nbsp;&nbsp;damage wasn't caused by a block explosion, an attack, a projectile, a potion, fire, burning, thorns or poison<br>&nbsp;&nbsp;&nbsp;&nbsp;clear drops </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondAnchorWorks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Do Respawn Anchors Work</h1> <a href="#CondAnchorWorks" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">respawn anchors [do[(n't| not)]] work in %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> </table> <div class="item-description"> Checks whether or not respawn anchors work in a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> respawn anchors work in world "world_nether" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondWillHatch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Egg Will Hatch</h1> <a href="#CondWillHatch" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] egg (will|will not|won't) hatch</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> </table> <div class="item-description"> Whether the egg will hatch in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;if an entity won't hatch:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Better luck next time!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSheared" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Is Sheared</h1> <a href="#CondIsSheared" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) (sheared|shorn)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) (sheared|shorn)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.13+ (cows, sheep & snowmen), Paper 1.19.4+ (all shearable entities)</td> </tr> </table> <div class="item-description"> Checks whether entities are sheared. This condition only works on cows, sheep and snowmen for versions below 1.19.4. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if targeted entity of player is sheared:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This entity has nothing left to shear!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondEntityIsWet" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity is Wet</h1> <a href="#CondEntityIsWet" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) wet</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) wet</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Checks whether an entity is wet or not (in water, rain or a bubble column). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is wet: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondEntityIsInLiquid" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity is in Liquid</h1> <a href="#CondEntityIsInLiquid" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) in (water|lava|[a] bubble[ ]column|rain)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) in (water|lava|[a] bubble[ ]column|rain)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+ (in water), Paper 1.16+ (in rain, lava and bubble column)</td> </tr> </table> <div class="item-description"> Checks whether an entity is in rain, lava, water or a bubble column. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is in rain:<br>if player is in water:<br>player is in lava:<br>player is in bubble column </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCancelled" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Event Cancelled</h1> <a href="#CondCancelled" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] event is cancel[l]ed</li> <li class="skript-code-block">[the] event (is not|isn't) cancel[l]ed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether or not the event is cancelled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on click:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event is cancelled:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "no clicks allowed!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSet" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exists/Is Set</h1> <a href="#CondIsSet" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>% (exist[s]|(is|are) set)</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>% (do[es](n't| not) exist|(is|are)(n't| not) set)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2</td> </tr> </table> <div class="item-description"> Checks whether a given expression or variable is set. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> {teams::%player's uuid%::preferred-team} is not set<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;projectile exists<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%attacker% used a %projectile% to attack %victim%!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondAI" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has AI</h1> <a href="#CondAI" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) (ai|artificial intelligence)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (doesn't|does not|do not|don't) have (ai|artificial intelligence)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks whether an entity has AI. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity has ai </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChatFiltering" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Chat Filtering</h1> <a href="#CondChatFiltering" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) (chat|text) filtering (on|enabled)</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have (chat|text) filtering (on|enabled)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether a player has chat filtering enabled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player doesn't have chat filtering enabled:<br>send "&lt;gray&gt;This server may contain mature chat messages. You have been warned!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasClientWeather" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Client Weather</h1> <a href="#CondHasClientWeather" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) [a] (client|custom) weather [set]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have [a] (client|custom) weather [set]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Checks whether the given players have a custom client weather </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player has custom weather:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Your custom weather is %player's weather%" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasCustomModelData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Custom Model Data</h1> <a href="#CondHasCustomModelData" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (has|have) [custom] model data</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (doesn't|does not|do not|don't) have [custom] model data</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.14+</td> </tr> </table> <div class="item-description"> Check if an item has a custom model data tag </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool has custom model data </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondGlowingText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Glowing Text</h1> <a href="#CondGlowingText" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% (has|have) glowing text</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% (doesn't|does not|do not|don't) have glowing text</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Checks whether a sign (either a block or an item) has glowing text </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if target block has glowing text </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasItemCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Item Cooldown</h1> <a href="#CondHasItemCooldown" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) [([an] item|a)] cooldown (on|for) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) %<a href='./classes.html#itemtype'>item types</a>% on [(item|a)] cooldown</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have [([an] item|a)] cooldown (on|for) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have %<a href='./classes.html#itemtype'>item types</a>% on [(item|a)] cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Check whether a cooldown is active on the specified material for a specific player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has player's tool on cooldown:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You can't use this item right now. Wait %item cooldown of player's tool for player%" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondTooltip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Item Tooltips</h1> <a href="#CondTooltip" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [entire|additional] tool[ ]tip[s] of %<a href='./classes.html#itemtype'>item types</a>% (is|are) (shown|hidden)</li> <li class="skript-code-block">[the] [entire|additional] tool[ ]tip[s] of %<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) (shown|hidden)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [entire|additional] tool[ ]tip[s] (is|are) (shown|hidden)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [entire|additional] tool[ ]tip[s] (isn't|is not|aren't|are not) (shown|hidden)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Whether the entire or additional tooltip of an item is shown or hidden. The 'entire tooltip' is what shows to the player when they hover an item (i.e. name, lore, etc.). The 'additional tooltip' hides certain information from certain items (potions, maps, books, fireworks, and banners). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send true if entire tooltip of player's tool is shown<br>if additional tooltip of {_item} is hidden: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasLineOfSight" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Line of Sight</h1> <a href="#CondHasLineOfSight" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) [a] [direct] line of sight to %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% does(n't| not) have [a] [direct] line of sight to %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) no [direct] line of sight to %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Checks whether living entities have an unobstructed line of sight to other entities or locations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player has direct line of sight to location 5 blocks to the right of player<br>victim has line of sight to attacker<br>player has no line of sight to location 100 blocks in front of player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasMetadata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Metadata</h1> <a href="#CondHasMetadata" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#metadataholder'>metadata holders</a>% (has|have) metadata [(value|tag)[s]] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#metadataholder'>metadata holders</a>% (doesn't|does not|do not|don't) have metadata [(value|tag)[s]] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether a metadata holder has a metadata tag. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has metadata value "healer": </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPermission" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Permission</h1> <a href="#CondPermission" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#commandsender'>command senders</a>% (has|have) [the] permission[s] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#commandsender'>command senders</a>% (doesn't|does not|do not|don't) have [the] permission[s] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Test whether a player has a certain permission. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player has permission "skript.tree"<br>victim has the permission "admin":<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You're attacking an admin!" to attacker </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPlayedBefore" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Played Before</h1> <a href="#CondPlayedBefore" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% [(has|have|did)] [already] play[ed] [on (this|the) server] (before|already)</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (has not|hasn't|have not|haven't|did not|didn't) [(already|yet)] play[ed] [on (this|the) server] (before|already|yet)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.7 (multiple players)</td> </tr> </table> <div class="item-description"> Checks whether a player has played on this server before. You can also use <a href='events.html#first_join'>on first join</a> if you want to make triggers for new players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player has played on this server before<br>player hasn't played before </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasPotion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Potion</h1> <a href="#CondHasPotion" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) potion[s] [effect[s]] %<a href='./classes.html#potioneffecttype'>potion effect types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (doesn't|does not|do not|don't) have potion[s] [effect[s]] %<a href='./classes.html#potioneffecttype'>potion effect types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> </table> <div class="item-description"> Checks whether the given living entities have specific potion effects. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has potion speed:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are sonic!"<br><br>if all players have potion effects speed and haste:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "You are ready to MINE!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasResourcePack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Resource Pack</h1> <a href="#CondHasResourcePack" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) [a] resource pack [(loaded|installed)]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have [a] resource pack [(loaded|installed)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.9 or newer</td> </tr> </table> <div class="item-description"> Checks whether the given players have a server resource pack loaded. Please note that this can't detect player's own resource pack, only the resource pack that sent by the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player has a resource pack loaded: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasScoreboardTag" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Scoreboard Tag</h1> <a href="#CondHasScoreboardTag" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (has|have) [the] score[ ]board tag[s] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (doesn't|does not|do not|don't) have [the] score[ ]board tag[s] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Checks whether the given entities has the given <a href='expressions.html#ExprScoreboardTags'>scoreboard tags</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the targeted armor stand has the scoreboard tag "test tag": </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIgnitionProcess" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ignition Process</h1> <a href="#CondIgnitionProcess" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>% ((is|are)|(isn't|is not|aren't|are not)) going to explode</li> <li class="skript-code-block">[creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>% ((is|are)|(isn't|is not|aren't|are not)) in the (ignition|explosion) process</li> <li class="skript-code-block">creeper[s] %<a href='./classes.html#livingentity'>living entities</a>% ((is|are)|(isn't|is not|aren't|are not)) ignited</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.13 or newer</td> </tr> </table> <div class="item-description"> Checks if a creeper is going to explode. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the last spawned creeper is going to explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players in radius 3 of the last spawned creeper<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "RUN!!!" to the loop-player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPastFuture" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">In The Past/Future</h1> <a href="#CondPastFuture" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>% (is|are)[(n't| not)] in the (past|future)</li> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>% ha(s|ve)[(n't| not)] passed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether a date is in the past or future. Note that using the 'now' expression will not be in the past or future when used directly in the condition. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_date} to now<br>wait 5 seconds<br>if {_date} is in the past:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be true<br><br>if now is in the future:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be false<br><br>set {_dates::*} to 1 day from now, 12 days from now, and 1 year from now<br>if {_dates::*} are in the future:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be true<br>if {_dates::*} have passed:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be false </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsAdult" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Adult</h1> <a href="#CondIsAdult" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) [an] adult</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) [an] adult</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity is an adult. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on drink:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity is not an adult<br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsAlive" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Alive</h1> <a href="#CondIsAlive" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (alive|dead)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (alive|dead)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.4-alpha4 (non-living entity support)</td> </tr> </table> <div class="item-description"> Checks whether an entity is alive. Works for non-living entities too. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {villager-buddy::%player's uuid%} is not dead:<br><br>on shoot:<br>&nbsp;&nbsp;&nbsp;&nbsp;while the projectile is alive: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBaby" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Baby</h1> <a href="#CondIsBaby" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) a (child|baby)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) a (child|baby)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity is a baby. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on drink:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity is a baby<br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBanned" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Banned</h1> <a href="#CondIsBanned" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#string'>texts</a>% (is|are) banned</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>/<a href='./classes.html#string'>texts</a>% (is|are) IP[(-| )]banned</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) banned</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>/<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) IP[(-| )]banned</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Checks whether a player or IP is banned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is banned<br>victim is not IP-banned<br>"127.0.0.1" is banned </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondRespawnLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Bed/Anchor Spawn</h1> <a href="#CondRespawnLocation" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] respawn location (was|is)[(n'| no)t] [a] (bed|respawn anchor)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#respawn">respawn</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> </table> <div class="item-description"> Checks what the respawn location of a player in the respawn event is. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on respawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;the respawn location is a bed<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% is respawning in their bed! So cozy!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Block</h1> <a href="#CondIsBlock" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) ([a] block|blocks)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) ([a] block|blocks)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Checks whether an item is a block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's held item is a block<br>{list::*} are blocks </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBlockRedstonePowered" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Block Redstone Powered</h1> <a href="#CondIsBlockRedstonePowered" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) redstone powered</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) indirectly redstone powered</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are)(n't| not) redstone powered</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are)(n't| not) indirectly redstone powered</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks if a block is indirectly or directly powered by redstone </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if clicked block is redstone powered:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This block is well-powered by redstone!"<br>if clicked block is indirectly redstone powered:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This block is indirectly redstone powered." </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBlocking" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Blocking</h1> <a href="#CondIsBlocking" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) (blocking|defending) [with [a] shield]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) (blocking|defending) [with [a] shield]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Checks whether a player is blocking with their shield. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is blocking<br>&nbsp;&nbsp;&nbsp;&nbsp;damage attacker by 0.5 hearts </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBurning" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Burning</h1> <a href="#CondIsBurning" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (burning|ignited|on fire)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (burning|ignited|on fire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether an entity is on fire, e.g. a zombie due to being in sunlight, or any entity after falling into lava. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # increased attack against burning targets<br>victim is burning:<br>&nbsp;&nbsp;&nbsp;&nbsp;increase damage by 2 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsCharged" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Charged</h1> <a href="#CondIsCharged" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (charged|powered)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (charged|powered)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (withers, wither skulls)</td> </tr> </table> <div class="item-description"> Checks if a creeper, wither, or wither skull is charged (powered). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the last spawned creeper is charged:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A charged creeper is at %location of last spawned creeper%" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsClimbing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Climbing</h1> <a href="#CondIsClimbing" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) climbing</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) climbing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.17+</td> </tr> </table> <div class="item-description"> Whether a living entity is climbing, such as a spider up a wall or a player on a ladder. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn a spider at location of spawn<br>wait a second<br>if the last spawned spider is climbing:<br>&nbsp;&nbsp;&nbsp;&nbsp;message"The spider is now climbing!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsCommandBlockConditional" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Conditional</h1> <a href="#CondIsCommandBlockConditional" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) [un]conditional</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) [un]conditional</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether a command block is conditional or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {_block} is conditional:<br>&nbsp;&nbsp;&nbsp;&nbsp;make {_block} unconditional </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsEdible" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Edible</h1> <a href="#CondIsEdible" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) edible</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) edible</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is edible. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> steak is edible<br>player's tool is edible </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsEmpty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Empty</h1> <a href="#CondIsEmpty" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#string'>texts</a>% (is|are) empty</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) empty</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Checks whether an inventory, an inventory slot, or a text is empty. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's inventory is empty </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsEnchanted" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Enchanted</h1> <a href="#CondIsEnchanted" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) enchanted [with %<a href='./classes.html#enchantmenttype'>enchantment type</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) enchanted [with %<a href='./classes.html#enchantmenttype'>enchantment type</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> Checks whether an item is enchanted. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tool of the player is enchanted with efficiency 2<br>helm, chestplate, leggings or boots are enchanted </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsDivisibleBy" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Evenly Divisible By</h1> <a href="#CondIsDivisibleBy" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% (is|are) evenly divisible by %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% (isn't|is not|aren't|are not) evenly divisible by %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% can be evenly divided by %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% (can't|can[ ]not) be evenly divided by %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Check if a number is evenly divisible by another number. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if 5 is evenly divisible by 5:<br>if 11 cannot be evenly divided by 10: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFireResistant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Fire Resistant</h1> <a href="#CondIsFireResistant" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) (fire resistant|resistant to fire)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) (fire resistant|resistant to fire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Checks whether an item is fire resistant. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's tool is fire resistant:<br>if {_items::*} aren't resistant to fire: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFlammable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Flammable</h1> <a href="#CondIsFlammable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) flammable</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) flammable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is flammable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> wood is flammable<br>player's tool is flammable </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFlying" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Flying</h1> <a href="#CondIsFlying" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) flying</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) flying</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is not flying </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFrozen" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Frozen</h1> <a href="#CondIsFrozen" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) frozen</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) frozen</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether an entity is frozen. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is frozen:<br>&nbsp;&nbsp;&nbsp;&nbsp;kill player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFuel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Fuel</h1> <a href="#CondIsFuel" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) [furnace] fuel</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) [furnace] fuel</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.11.2+</td> </tr> </table> <div class="item-description"> Checks whether an item can be used as fuel in a furnace. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on furnace:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player's tool is not fuel:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Please hold a valid fuel item in your hand"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsGliding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Gliding</h1> <a href="#CondIsGliding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) gliding</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) gliding</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a living entity is gliding. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is gliding </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsHandRaised" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Hand Raised</h1> <a href="#CondIsHandRaised" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [main] hand[s] (is|are) raised</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [main] hand[s] (isn't|is not|aren't|are not) raised</li> <li class="skript-code-block">[main] hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (is|are) raised</li> <li class="skript-code-block">[main] hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) raised</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] off[ |-]hand[s] (is|are) raised</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] off[ |-]hand[s] (isn't|is not|aren't|are not) raised</li> <li class="skript-code-block">off[ |-]hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (is|are) raised</li> <li class="skript-code-block">off[ |-]hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) raised</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether an entity has one or both of their hands raised. Hands are raised when an entity is using an item (eg: blocking, drawing a bow, eating). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim's main hand is raised:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;drop player's tool at player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set player's tool to air </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondItemInHand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Holding</h1> <a href="#CondItemInHand" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] ha(s|ve) %<a href='./classes.html#itemtype'>item types</a>% in [main] hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is|are) holding %<a href='./classes.html#itemtype'>item types</a>% [in main hand]</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] ha(s|ve) %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is|are) holding %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (ha(s|ve) not|do[es]n't have) %<a href='./classes.html#itemtype'>item types</a>% in [main] hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is not|isn't) holding %<a href='./classes.html#itemtype'>item types</a>% [in main hand]</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (ha(s|ve) not|do[es]n't have) %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is not|isn't) holding %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Checks whether a player is holding a specific item. Cannot be used with endermen, use 'entity is [not] an enderman holding &lt;item type&gt;' instead. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is holding a stick<br>victim isn't holding a sword of sharpness </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInLove" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is In Love</h1> <a href="#CondIsInLove" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) in lov(e|ing) [state|mode]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) in lov(e|ing) [state|mode]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity is in love. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of living entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;if entity is in love:<br>broadcast "That was quick!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIncendiary" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Incendiary</h1> <a href="#CondIncendiary" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% ((is|are) incendiary|cause[s] a[n] (incendiary|fiery) explosion)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% ((is not|are not|isn't|aren't) incendiary|(does not|do not|doesn't|don't) cause[s] a[n] (incendiary|fiery) explosion)</li> <li class="skript-code-block">the [event(-| )]explosion (is|(is not|isn't)) (incendiary|fiery)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks if an entity will create fire when it explodes. This condition is also usable in an explosion prime event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the explosion is fiery:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A fiery explosive has been ignited!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInfinite" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Infinite</h1> <a href="#CondIsInfinite" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#potioneffect'>potion effects</a>% (is|are) infinite</li> <li class="skript-code-block">%<a href='./classes.html#potioneffect'>potion effects</a>% (isn't|is not|aren't|are not) infinite</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether potion effects are infinite. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> all of the active potion effects of the player are infinite </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInteractable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Interactable</h1> <a href="#CondIsInteractable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) interactable</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) interactable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13+</td> </tr> </table> <div class="item-description"> Checks wether or not a block is interactable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block break:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is interactable:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You cannot break interactable blocks!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInvisible" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Invisible</h1> <a href="#CondIsInvisible" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) (invisible|visible)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) (invisible|visible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a living entity is invisible. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is invisible </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInvulnerable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Invulnerable</h1> <a href="#CondIsInvulnerable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#gamemode'>gamemodes</a>% (is|are) (invulnerable|invincible)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#gamemode'>gamemodes</a>% (isn't|is not|aren't|are not) (invulnerable|invincible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (gamemode)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.20.6+ (gamemodes)</td> </tr> </table> <div class="item-description"> Checks whether an entity or a gamemode is invulnerable. For gamemodes, Paper and Minecraft 1.20.6 are required </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is invulnerable<br><br>loop all gamemodes:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-value is not invulnerable:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "the gamemode %loop-value% is vulnerable!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsJumping" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Jumping</h1> <a href="#CondIsJumping" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) jumping</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) jumping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.15+</td> </tr> </table> <div class="item-description"> Checks whether a living entity is jumping. This condition does not work on players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of zombie:<br>&nbsp;&nbsp;&nbsp;&nbsp;while event-entity is not jumping:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;wait 5 ticks<br>&nbsp;&nbsp;&nbsp;&nbsp;push event-entity upwards </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondLeashed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Leashed</h1> <a href="#CondLeashed" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) leashed</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) leashed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks to see if an entity is currently leashed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is leashed </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsLoaded" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Loaded</h1> <a href="#CondIsLoaded" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">chunk[s] %<a href='./classes.html#direction'>directions</a>% [%<a href='./classes.html#location'>locations</a>%] (is|are)[((n't| not))] loaded</li> <li class="skript-code-block">chunk [at] %<a href='./classes.html#number'>number</a>%, %<a href='./classes.html#number'>number</a>% (in|of) [world] %<a href='./classes.html#world'>world</a>% is[((n't| not))] loaded</li> <li class="skript-code-block">[world[s]] %<a href='./classes.html#world'>worlds</a>% (is|are)[((n't| not))] loaded</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, 2.5 (revamp with chunk at location/coords)</td> </tr> </table> <div class="item-description"> Checks whether or not a chunk/world is loaded. 'chunk at 1, 1' uses chunk coords, which are location coords divided by 16. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if chunk at {home::%player's uuid%} is loaded:<br>if chunk 1, 10 in world "world" is loaded:<br>if world("lobby") is loaded: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsMember" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Member/Owner of Region</h1> <a href="#CondIsMember" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are) ([a] member|[(the|an)] owner) of [[the] region] %<a href='./classes.html#region'>regions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are)(n't| not) ([a] member|[(the|an)] owner) of [[the] region] %<a href='./classes.html#region'>regions</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Checks whether a player is a member or owner of a particular region. This condition requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on region enter:<br>&nbsp;&nbsp;&nbsp;&nbsp;player is the owner of the region<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Welcome back to %region%!"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%player% just entered %region%!" to all members of the region </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsVectorNormalized" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Normalized</h1> <a href="#CondIsVectorNormalized" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>% (is|are) normalized</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>% (isn't|is not|aren't|are not) normalized</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Checks whether a vector is normalized i.e. length of 1 </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> vector of player's location is normalized </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOccluding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Occluding</h1> <a href="#CondIsOccluding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) occluding</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) occluding</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Checks whether an item is a block and completely blocks vision. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is occluding </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOnline" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Online</h1> <a href="#CondIsOnline" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are) (online|offline|connected)</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (isn't|is not|aren't|are not) (online|offline|connected)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.20+ (Connected)</td> </tr> </table> <div class="item-description"> Checks whether a player is online. The 'connected' pattern will return false once this player leaves the server, even if they rejoin. Be aware that using the 'connected' pattern with a variable will not have this special behavior. Use the direct event-player or other non-variable expression for best results. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is online<br>player-argument is offline<br>while player is connected:<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 60 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;send "hello!" to player<br><br># The following will act like `{_player} is online`.<br># Using variables with `is connected` will not behave the same as with non-variables.<br>while {_player} is connected:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "online!"<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 tick </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Operator</h1> <a href="#CondIsOp" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are) [[a] server|an] op[erator][s]</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (isn't|is not|aren't|are not) [[a] server|an] op[erator][s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a player is a server operator. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is an operator </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPassable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Passable</h1> <a href="#CondIsPassable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) passable</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) passable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13.2+</td> </tr> </table> <div class="item-description"> Checks whether a block is passable. A block is passable if it has no colliding parts that would prevent players from moving through it. Blocks like tall grass, flowers, signs, etc. are passable, but open doors, fence gates, trap doors, etc. are not because they still have parts that can be collided with. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's targeted block is passable </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPathfinding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Pathfinding</h1> <a href="#CondIsPathfinding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) pathfinding [to[wards] %<a href='./classes.html#livingentity'>living entity</a>/<a href='./classes.html#location'>location</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) pathfinding [to[wards] %<a href='./classes.html#livingentity'>living entity</a>/<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether living entities are pathfinding. Can only be a living entity that is a Mob. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make {_entity} pathfind to {_location} at speed 2<br>while {_entity} is pathfinding<br>&nbsp;&nbsp;&nbsp;&nbsp;wait a second<br>launch flickering trailing burst firework colored red at location of {_entity}<br>subtract 10 from {defence::tower::health}<br>clear entity within {_entity} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPluginEnabled" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Plugin Enabled</h1> <a href="#CondIsPluginEnabled" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">plugin[s] %<a href='./classes.html#string'>texts</a>% (is|are) enabled</li> <li class="skript-code-block">plugin[s] %<a href='./classes.html#string'>texts</a>% (is|are)(n't| not) enabled</li> <li class="skript-code-block">plugin[s] %<a href='./classes.html#string'>texts</a>% (is|are) disabled</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> </table> <div class="item-description"> Check if a plugin is enabled/disabled on the server. Plugin names can be found in the plugin's 'plugin.yml' file or by using the '/plugins' command, they are NOT the name of the plugin's jar file. When checking if a plugin is not enabled, this will return true if the plugin is either disabled or not on the server. When checking if a plugin is disabled, this will return true if the plugin is on the server and is disabled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if plugin "Vault" is enabled:<br>if plugin "WorldGuard" is not enabled:<br>if plugins "Essentials" and "Vault" are enabled:<br>if plugin "MyBrokenPlugin" is disabled: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPoisoned" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Poisoned</h1> <a href="#CondIsPoisoned" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) poisoned</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) poisoned</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether an entity is poisoned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is poisoned:<br>&nbsp;&nbsp;&nbsp;&nbsp;cure the player from poison<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You have been cured!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPreferredTool" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Preferred Tool</h1> <a href="#CondIsPreferredTool" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%'s preferred tool[s]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) [the|a] preferred tool[s] (for|of) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are)(n't| not) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%'s preferred tool[s]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are)(n't| not) [the|a] preferred tool[s] (for|of) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.16.5+, Paper 1.19.2+ (blockdata)</td> </tr> </table> <div class="item-description"> Checks whether an item is the preferred tool for a block. A preferred tool is one that will drop the block's item when used. For example, a wooden pickaxe is a preferred tool for grass and stone blocks, but not for iron ore. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on left click:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-block is set<br>&nbsp;&nbsp;&nbsp;&nbsp;if player's tool is the preferred tool for event-block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;break event-block naturally using player's tool<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPressingKey" data-keywords="press, input"> <div class="item-title"> <h1 style="display: inline-block">Is Pressing Key</h1> <a href="#CondIsPressingKey" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (was|were) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (wasn't|was not|weren't|were not) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.2+</td> </tr> </table> <div class="item-description"> Checks if a player is pressing a certain input key. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player input:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player is pressing forward movement key:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You are moving forward!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsRiding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Riding</h1> <a href="#CondIsRiding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) riding [%<a href='./classes.html#entitydata'>entity types</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) riding [%<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Tests whether an entity is riding another or is in a vehicle. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is riding a saddled pig </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsRiptiding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Riptiding</h1> <a href="#CondIsRiptiding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) riptiding</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) riptiding</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks to see if an entity is currently using the Riptide enchantment. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is riptiding </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondScriptLoaded" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Script Loaded</h1> <a href="#CondScriptLoaded" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">script[s] [%<a href='./classes.html#string'>texts</a>%] (is|are) loaded</li> <li class="skript-code-block">script[s] [%<a href='./classes.html#string'>texts</a>%] (isn't|is not|aren't|are not) loaded</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> </table> <div class="item-description"> Check if the current script, or another script, is currently loaded. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> script is loaded<br>script "example.sk" is loaded </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSilent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Silent</h1> <a href="#CondIsSilent" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) silent</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) silent</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks whether an entity is silent i.e. its sounds are disabled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is silent </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSleeping" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Sleeping</h1> <a href="#CondIsSleeping" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) sleeping</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) sleeping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is sleeping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # cut your enemies' throats in their sleep &gt;=)<br>on attack:<br>&nbsp;&nbsp;&nbsp;&nbsp;attacker is holding a sword<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is sleeping<br>&nbsp;&nbsp;&nbsp;&nbsp;increase the damage by 1000 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSlimeChunk" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Slime Chunk</h1> <a href="#CondIsSlimeChunk" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#chunk'>chunk</a>% (is|are) ([a] slime chunk|slime chunks|slimey)</li> <li class="skript-code-block">%<a href='./classes.html#chunk'>chunk</a>% (isn't|is not|aren't|are not) ([a] slime chunk|slime chunks|slimey)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Tests whether a chunk is a so-called slime chunk. Slimes can generally spawn in the swamp biome and in slime chunks. For more info, see <a href='https://minecraft.wiki/w/Slime#.22Slime_chunks.22'>the Minecraft wiki</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /slimey:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if chunk at player is a slime chunk:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Yeah, it is!"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Nope, it isn't" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSneaking" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Sneaking</h1> <a href="#CondIsSneaking" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) sneaking</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) sneaking</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is sneaking. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevent mobs from seeing sneaking players if they are at least 4 meters apart<br>on target:<br>&nbsp;&nbsp;&nbsp;&nbsp;target is sneaking<br>&nbsp;&nbsp;&nbsp;&nbsp;distance of target and the entity is bigger than 4<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSolid" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Solid</h1> <a href="#CondIsSolid" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) solid</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) solid</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is solid. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> grass block is solid<br>player's tool isn't solid </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSprinting" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Sprinting</h1> <a href="#CondIsSprinting" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) sprinting</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) sprinting</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is sprinting. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is not sprinting </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsStackable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Stackable</h1> <a href="#CondIsStackable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>% (is|are) stackable</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>% (isn't|is not|aren't|are not) stackable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether an item is stackable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> diamond axe is stackable<br>birch wood is stackable<br>torch is stackable </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSwimming" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Swimming</h1> <a href="#CondIsSwimming" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) swimming</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) swimming</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.13 or newer</td> </tr> </table> <div class="item-description"> Checks whether a living entity is swimming. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is swimming </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsTameable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Tameable</h1> <a href="#CondIsTameable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) tameable</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) tameable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Check if an entity is tameable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim is tameable:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsTamed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Tamed</h1> <a href="#CondIsTamed" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (tamed|domesticated)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (tamed|domesticated)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Check if a tameable entity is tamed (horse, parrot, cat, etc.). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send true if {_horse} is tamed<br>tame {_horse} if {_horse} is untamed </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsTransparent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Transparent</h1> <a href="#CondIsTransparent" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) transparent</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) transparent</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is transparent. Note that this condition may not work for all blocks, due to the transparency list used by Spigot not being completely accurate. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is transparent. </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsUnbreakable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Unbreakable</h1> <a href="#CondIsUnbreakable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) [un]breakable</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) [un]breakable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1, 2.9.0 (breakable)</td> </tr> </table> <div class="item-description"> Checks whether an item is unbreakable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if event-item is unbreakable:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This item is unbreakable!" to player<br>if tool of {_p} is breakable:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your tool is breakable!" to {_p} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsUsingFeature" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Using Experimental Feature</h1> <a href="#CondIsUsingFeature" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [current] script is using %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">[the] [current] script is(n't| not) using %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> </table> <div class="item-description"> Checks whether a script is using an experimental feature by name. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the script is using "example feature"<br>on load:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the script is using "example feature":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "You're using an experimental feature!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsValid" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Valid</h1> <a href="#CondIsValid" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) valid</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) valid</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether an entity has died or been despawned for some other reason. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if event-entity is valid </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsWearing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Wearing</h1> <a href="#CondIsWearing" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) wearing %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) wearing %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Checks whether a player is wearing some armour. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is wearing an iron chestplate and iron leggings<br>player is wearing all diamond armour </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsWhitelisted" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Whitelisted</h1> <a href="#CondIsWhitelisted" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] server (is|(isn't|is not)) (in white[ ]list mode|white[ ]listed)</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are|(isn't|is not|aren't|are not)) white[ ]listed</li> <li class="skript-code-block">[the] server white[ ]list (is|(isn't|is not)) enforced</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2, 2.9.0 (enforce, offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17+ (enforce)</td> </tr> </table> <div class="item-description"> Whether or not the server or a player is whitelisted, or the server is whitelist enforced. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player is whitelisted:<br>if the server is whitelisted:<br>if the server whitelist is enforced: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsWithin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Within</h1> <a href="#CondIsWithin" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (isn't|is not|aren't|are not) within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) (within|in[side [of]]) %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#chunk'>chunk</a>/<a href='./classes.html#world'>world</a>/<a href='./classes.html#block'>block</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (isn't|is not|aren't|are not) (within|in[side [of]]) %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#chunk'>chunk</a>/<a href='./classes.html#world'>world</a>/<a href='./classes.html#block'>block</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17+ (within block)</td> </tr> </table> <div class="item-description"> Whether a location is within something else. The "something" can be a block, an entity, a chunk, a world, or a cuboid formed by two other locations. Note that using the <a href='conditions.html#CondCompare'>is between</a> condition will refer to a straight line between locations, while this condition will refer to the cuboid between locations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's location is within {_loc1} and {_loc2}:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are in a PvP zone!" to player<br><br>if player is in world("world"):<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are in the overworld!" to player<br><br>if attacker's location is inside of victim:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Back up!" to attacker and victim </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondWithinRadius" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Within Radius</h1> <a href="#CondWithinRadius" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) within %<a href='./classes.html#number'>number</a>% (block|metre|meter)[s] (around|of) %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (isn't|is not|aren't|are not) within %<a href='./classes.html#number'>number</a>% (block|metre|meter)[s] (around|of) %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a location is within a certain radius of another location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;if attacker's location is within 10 blocks around {_spawn}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't PVP in spawn." </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSkriptCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is a Skript command</h1> <a href="#CondIsSkriptCommand" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% (is|are) [a] s(k|c)ript (command|cmd)</li> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% (isn't|is not|aren't|are not) [a] s(k|c)ript (command|cmd)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> </table> <div class="item-description"> Checks whether a command/string is a custom Skript command. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Example 1<br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;command is a skript command<br><br># Example 2<br>"sometext" is a skript command </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOfType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is of Type</h1> <a href="#CondIsOfType" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#entity'>entities</a>% (is|are) of type[s] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entitydata'>entity types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) of type[s] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entitydata'>entity types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Checks whether an item or an entity is of the given type. This is mostly useful for variables, as you can use the general 'is' condition otherwise (e.g. 'victim is a creeper'). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tool is of type {selected type}<br>victim is of type {villager type} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOnGround" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is on Ground</h1> <a href="#CondIsOnGround" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) on [the] ground</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) on [the] ground</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev26</td> </tr> </table> <div class="item-description"> Checks whether an entity is on ground. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is not on ground </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsLeftHanded" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Left Handed</h1> <a href="#CondIsLeftHanded" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) (left|right)( |-)handed</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) (left|right)( |-)handed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.17.1+ (entities)</td> </tr> </table> <div class="item-description"> Checks if living entities or players are left or right-handed. Armor stands are neither right nor left-handed. Paper 1.17.1+ is required for non-player entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim is left handed:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondLidState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lid Is Open/Closed</h1> <a href="#CondLidState" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] lid[s] of %<a href='./classes.html#block'>blocks</a>% (is|are) (open[ed]|close[d])</li> <li class="skript-code-block">[the] lid[s] of %<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) (open[ed]|close[d])</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] lid[s] (is|are) (open[ed]|close[d])</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] lid[s] (isn't|is not|aren't|are not) (open[ed]|close[d])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Check to see whether lidded blocks (chests, shulkers, etc.) are open or closed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the lid of {_chest} is closed:<br>&nbsp;&nbsp;&nbsp;&nbsp;open the lid of {_block} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondMatches" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Matches</h1> <a href="#CondMatches" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (match[es]|do[es](n't| not) match) %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (partially match[es]|do[es](n't| not) partially match) %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> </table> <div class="item-description"> Checks whether the defined strings match the input regexes (Regular expressions). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;if message partially matches "\d":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Message contains a digit!"<br>&nbsp;&nbsp;&nbsp;&nbsp;if message doesn't match "[A-Za-z]+":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Message doesn't only contain letters!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPvP" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">PvP</h1> <a href="#CondPvP" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(is PvP|PvP is) enabled [in %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">(is PvP|PvP is) disabled [in %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> </table> <div class="item-description"> Checks the PvP state of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> PvP is enabled<br>PvP is disabled in "world" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondRegionContains" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region Contains</h1> <a href="#CondRegionContains" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[[the] region] %<a href='./classes.html#region'>regions</a>% contain[s] %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) ([contained] in|part of) [[the] region] %<a href='./classes.html#region'>regions</a>%</li> <li class="skript-code-block">[[the] region] %<a href='./classes.html#region'>regions</a>% (do|does)(n't| not) contain %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are)(n't| not) (contained in|part of) [[the] region] %<a href='./classes.html#region'>regions</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Checks whether a location is contained in a particular <a href='./classes.html#region'>region</a>. This condition requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is in the region {regions::3}<br><br>on region enter:<br>&nbsp;&nbsp;&nbsp;&nbsp;region contains {flags.%world%.red}<br>&nbsp;&nbsp;&nbsp;&nbsp;message "The red flag is near!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondResourcePack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Resource Pack</h1> <a href="#CondResourcePack" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] resource pack (was|is|has) [been] %<a href='./classes.html#resourcepackstate'>resource pack state</a>%</li> <li class="skript-code-block">[the] resource pack (was|is|has)(n't| not) [been] %<a href='./classes.html#resourcepackstate'>resource pack state</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#resource_pack_request_response">resource pack request response</a></td> </tr> </table> <div class="item-description"> Checks state of the resource pack in a <a href='events.html#resource_pack_request_action'>resource pack request response</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on resource pack response:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the resource pack wasn't accepted:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "You have to install the resource pack to play in this server!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondMinecraftVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Running Minecraft</h1> <a href="#CondMinecraftVersion" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">running [below] minecraft %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks if current Minecraft version is given version or newer. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> running minecraft "1.14" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondStartsEndsWith" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Starts/Ends With</h1> <a href="#CondStartsEndsWith" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (start|end)[s] with %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (doesn't|does not|do not|don't) (start|end) with %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36, 2.5.1 (multiple strings support)</td> </tr> </table> <div class="item-description"> Checks if a text starts or ends with another. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the argument starts with "test" or "debug":<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Stop!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondTextDisplayHasDropShadow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Has Drop Shadow</h1> <a href="#CondTextDisplayHasDropShadow" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[[the] text of] %<a href='./classes.html#display'>displays</a>% (has|have) [a] (drop|text) shadow</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text (has|have) [a] (drop|text) shadow</li> <li class="skript-code-block">[[the] text of] %<a href='./classes.html#display'>displays</a>% (doesn't|does not|do not|don't) have [a] (drop|text) shadow</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text (doesn't|does not|do not|don't) have [a] (drop|text) shadow</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Returns whether the text of a display has drop shadow applied. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {_display} has drop shadow:<br>&nbsp;&nbsp;&nbsp;&nbsp;remove drop shadow from the text of {_display} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondTextDisplaySeeThroughBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Visible Through Blocks</h1> <a href="#CondTextDisplaySeeThroughBlocks" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>% (is|are) visible through (blocks|walls)</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>% (isn't|is not|aren't|are not) visible through (blocks|walls)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Returns whether text displays can be seen through blocks or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if last spawned text display is visible through walls:<br>&nbsp;&nbsp;&nbsp;&nbsp;prevent last spawned text display from being visible through walls </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondDate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time</h1> <a href="#CondDate" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#date'>date</a>% (was|were)( more|(n't| not) less) than %<a href='./classes.html#timespan'>time span</a>% [ago]</li> <li class="skript-code-block">%<a href='./classes.html#date'>date</a>% (was|were)((n't| not) more| less) than %<a href='./classes.html#timespan'>time span</a>% [ago]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Tests whether a given <a href='classes.html#date'>real time</a> was more or less than some <a href='classes.html#timespan'>time span</a> ago. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /command-with-cooldown:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{command::%player's uuid%::last-usage} was less than a minute ago:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Please wait a minute between uses of this command."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {command::%player's uuid%::last-usage} to now<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# ... actual command trigger here ... </div> </div> </div> </div> </div> </div> </body> </html> 
\ No newline at end of file
+<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta 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href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-6fdce8b" target="_blank">v2.9.4-nightly-6fdce8b</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#CondAlphanumeric">Alphanumeric</a> <a href="#CondIsResonating">Bell Is Resonating</a> <a href="#CondIsRinging">Bell Is Ringing</a> <a href="#CondCanAge">Can Age</a> <a href="#CondCanBreed">Can Breed</a> <a href="#CondCanBuild">Can Build</a> <a href="#CondCanFly">Can Fly</a> <a href="#CondCanHold">Can Hold</a> <a href="#CondCanPickUpItems">Can Pick Up Items</a> <a href="#CondCanSee">Can See</a> <a href="#CondChatColors">Can See Chat Colors</a> <a href="#CondChatVisibility">Can See Messages</a> <a href="#CondChance">Chance</a> <a href="#CondCompare">Comparison</a> <a href="#CondContains">Contains</a> <a href="#CondDamageCause">Damage Cause</a> <a href="#CondAnchorWorks">Do Respawn Anchors Work</a> <a href="#CondWillHatch">Egg Will Hatch</a> <a href="#CondIsSheared">Entity Is Sheared</a> <a href="#CondEntityIsWet">Entity is Wet</a> <a href="#CondEntityIsInLiquid">Entity is in Liquid</a> <a href="#CondCancelled">Event Cancelled</a> <a href="#CondIsSet">Exists/Is Set</a> <a href="#CondAI">Has AI</a> <a href="#CondChatFiltering">Has Chat Filtering</a> <a href="#CondHasClientWeather">Has Client Weather</a> <a href="#CondHasCustomModelData">Has Custom Model Data</a> <a href="#CondGlowingText">Has Glowing Text</a> <a href="#CondHasItemCooldown">Has Item Cooldown</a> <a href="#CondTooltip">Has Item Tooltips</a> <a href="#CondHasLineOfSight">Has Line of Sight</a> <a href="#CondHasMetadata">Has Metadata</a> <a href="#CondPermission">Has Permission</a> <a href="#CondPlayedBefore">Has Played Before</a> <a href="#CondHasPotion">Has Potion</a> <a href="#CondHasResourcePack">Has Resource Pack</a> <a href="#CondHasScoreboardTag">Has Scoreboard Tag</a> <a href="#CondIgnitionProcess">Ignition Process</a> <a href="#CondPastFuture">In The Past/Future</a> <a href="#CondIsAdult">Is Adult</a> <a href="#CondIsAlive">Is Alive</a> <a href="#CondIsBaby">Is Baby</a> <a href="#CondIsBanned">Is Banned</a> <a href="#CondRespawnLocation">Is Bed/Anchor Spawn</a> <a href="#CondIsBlock">Is Block</a> <a href="#CondIsBlockRedstonePowered">Is Block Redstone Powered</a> <a href="#CondIsBlocking">Is Blocking</a> <a href="#CondIsBurning">Is Burning</a> <a href="#CondIsCharged">Is Charged</a> <a href="#CondIsClimbing">Is Climbing</a> <a href="#CondIsCommandBlockConditional">Is Conditional</a> <a href="#CondIsEdible">Is Edible</a> <a href="#CondIsEmpty">Is Empty</a> <a href="#CondIsEnchanted">Is Enchanted</a> <a href="#CondIsDivisibleBy">Is Evenly Divisible By</a> <a href="#CondIsFireResistant">Is Fire Resistant</a> <a href="#CondIsFlammable">Is Flammable</a> <a href="#CondIsFlying">Is Flying</a> <a href="#CondIsFrozen">Is Frozen</a> <a href="#CondIsFuel">Is Fuel</a> <a href="#CondIsGliding">Is Gliding</a> <a href="#CondIsHandRaised">Is Hand Raised</a> <a href="#CondItemInHand">Is Holding</a> <a href="#CondIsInLove">Is In Love</a> <a href="#CondIncendiary">Is Incendiary</a> <a href="#CondIsInfinite">Is Infinite</a> <a href="#CondIsInteractable">Is Interactable</a> <a href="#CondIsInvisible">Is Invisible</a> <a href="#CondIsInvulnerable">Is Invulnerable</a> <a href="#CondIsJumping">Is Jumping</a> <a href="#CondLeashed">Is Leashed</a> <a href="#CondIsLoaded">Is Loaded</a> <a href="#CondIsMember">Is Member/Owner of Region</a> <a href="#CondIsVectorNormalized">Is Normalized</a> <a href="#CondIsOccluding">Is Occluding</a> <a href="#CondIsOnline">Is Online</a> <a href="#CondIsOp">Is Operator</a> <a href="#CondIsPassable">Is Passable</a> <a href="#CondIsPathfinding">Is Pathfinding</a> <a href="#CondIsPluginEnabled">Is Plugin Enabled</a> <a href="#CondIsPoisoned">Is Poisoned</a> <a href="#CondIsPreferredTool">Is Preferred Tool</a> <a href="#CondIsPressingKey">Is Pressing Key</a> <a href="#CondIsRiding">Is Riding</a> <a href="#CondIsRiptiding">Is Riptiding</a> <a href="#CondScriptLoaded">Is Script Loaded</a> <a href="#CondIsSilent">Is Silent</a> <a href="#CondIsSleeping">Is Sleeping</a> <a href="#CondIsSlimeChunk">Is Slime Chunk</a> <a href="#CondIsSneaking">Is Sneaking</a> <a href="#CondIsSolid">Is Solid</a> <a href="#CondIsSprinting">Is Sprinting</a> <a href="#CondIsStackable">Is Stackable</a> <a href="#CondIsSwimming">Is Swimming</a> <a href="#CondIsTameable">Is Tameable</a> <a href="#CondIsTamed">Is Tamed</a> <a href="#CondIsTransparent">Is Transparent</a> <a href="#CondIsUnbreakable">Is Unbreakable</a> <a href="#CondIsUsingFeature">Is Using Experimental Feature</a> <a href="#CondIsValid">Is Valid</a> <a href="#CondIsWearing">Is Wearing</a> <a href="#CondIsWhitelisted">Is Whitelisted</a> <a href="#CondIsWithin">Is Within</a> <a href="#CondWithinRadius">Is Within Radius</a> <a href="#CondIsSkriptCommand">Is a Skript command</a> <a href="#CondIsOfType">Is of Type</a> <a href="#CondIsOnGround">Is on Ground</a> <a href="#CondIsLeftHanded">Left Handed</a> <a href="#CondLidState">Lid Is Open/Closed</a> <a href="#CondMatches">Matches</a> <a href="#CondPvP">PvP</a> <a href="#CondRegionContains">Region Contains</a> <a href="#CondResourcePack">Resource Pack</a> <a href="#CondMinecraftVersion">Running Minecraft</a> <a href="#CondStartsEndsWith">Starts/Ends With</a> <a href="#CondTextDisplayHasDropShadow">Text Display Has Drop Shadow</a> <a href="#CondTextDisplaySeeThroughBlocks">Text Display Visible Through Blocks</a> <a href="#CondDate">Time</a> </div> </nav> <h1 id="nav-title">Conditions</h1> <div id="content"> <div class="item-wrapper type-Condition" id="CondAlphanumeric" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Alphanumeric</h1> <a href="#CondAlphanumeric" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (is|are) alphanumeric</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) alphanumeric</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Checks if the given string is alphanumeric. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the argument is not alphanumeric:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Invalid name!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsResonating" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Bell Is Resonating</h1> <a href="#CondIsResonating" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) resonating</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) resonating</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Checks to see if a bell is currently resonating. A bell will start resonating five game ticks after being rung, and will continue to resonate for 40 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target block is resonating </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsRinging" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Bell Is Ringing</h1> <a href="#CondIsRinging" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) ringing</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) ringing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Checks to see if a bell is currently ringing. A bell typically rings for 50 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target block is ringing </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanAge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Age</h1> <a href="#CondCanAge" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% can (age|grow (up|old[er]))</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (can't|cannot|can not) (age|grow (up|old[er]))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not an entity will be able to age/grow up. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on breeding:<br>&nbsp;&nbsp;&nbsp;&nbsp;entity can't age<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "An immortal has been born!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanBreed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Breed</h1> <a href="#CondCanBreed" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% can (breed|be bred)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (can't|cannot|can not) (breed|be bred)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity can be bred. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on living entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity can't breed<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Turns out %event-entity% is not breedable. Must be a Skript user!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanBuild" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Build</h1> <a href="#CondCanBuild" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can|(is|are) allowed to) build %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can('t|not)|(is|are)(n't| not) allowed to) build %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Tests whether a player is allowed to build at a certain location. This condition requires a supported <a href='./classes.html#region'>regions</a> plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /setblock &amp;lt;material&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;description: set the block at your crosshair to a different type<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;player cannot build at the targeted block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "You do not have permission to change blocks there!"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the targeted block to argument </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanFly" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Fly</h1> <a href="#CondCanFly" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can fly</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can't|cannot|can not) fly</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Whether a player is allowed to fly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player can fly </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanHold" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Hold</h1> <a href="#CondCanHold" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (can hold|ha(s|ve) [enough] space (for|to hold)) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (can(no|')t hold|(ha(s|ve) not|ha(s|ve)n't|do[es]n't have) [enough] space (for|to hold)) %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Tests whether a player or a chest can hold the given item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block can hold 200 cobblestone<br>player has enough space for 64 feathers </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanPickUpItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Pick Up Items</h1> <a href="#CondCanPickUpItems" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% can pick([ ]up items| items up)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (can't|cannot|can not) pick([ ]up items| items up)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Whether living entities are able to pick up items off the ground or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player can pick items up:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You can pick up items!" to player<br><br>on drop:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player can't pick&nbsp;&nbsp;&nbsp;&nbsp;up items:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Be careful, you won't be able to pick that up!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanSee" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can See</h1> <a href="#CondCanSee" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) [visible|invisible] for %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can see %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are)(n't| not) [visible|invisible] for %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can('t| not) see %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, INSERT VERSION (entities)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.19+ (entities)</td> </tr> </table> <div class="item-description"> Checks whether the given players can see the provided entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if sender can't see the player-argument:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "who dat?"<br><br>if the player can see the last spawned entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "hello there!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChatColors" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can See Chat Colors</h1> <a href="#CondChatColors" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can see chat colo[u]r[s|ing]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can't|cannot|can not) see chat colo[u]r[s|ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether a player can see chat colors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player can see chat colors:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Find the red word in &lt;red&gt;this&lt;reset&gt; message."<br>else:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You cannot partake in finding the colored word." </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChatVisibility" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can See Messages</h1> <a href="#CondChatVisibility" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can see all messages [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can only see (commands|system messages) [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can('t|[ ]not) see any (command[s]|message[s]) [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can('t|[ ]not) see all messages [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can('t|[ ]not) only see (commands|system messages) [in chat]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether a player can see specific message types in chat. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player can see all messages:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You can see all messages."<br>if player can only see commands:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This game doesn't work with commands-only chat."<br>if player can't see any messages:<br>&nbsp;&nbsp;&nbsp;&nbsp;send action bar "Server shutting down in 5 minutes!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chance</h1> <a href="#CondChance" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">chance of %<a href='./classes.html#number'>number</a>%[(\%)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A condition that randomly succeeds or fails. Valid values are between 0% and 100%, or if the percent sign is omitted between 0 and 1. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> chance of 50%:<br>&nbsp;&nbsp;&nbsp;&nbsp;drop a diamond<br>chance of {chance}% # {chance} between 0 and 100<br>chance of {chance} # {chance} between 0 and 1 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCompare" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Comparison</h1> <a href="#CondCompare" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above)|&gt;) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as)|&gt;=) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] ((less|smaller|lower) than|below)|&lt;) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] (less|smaller|lower|below) [than] or (equal to|the same as)|&lt;=) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are) (not|neither)|isn't|aren't|!=) [equal to] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (is|are|=) [(equal to|the same as)] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (is|are) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (is not|are not|isn't|aren't) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] ((less|smaller|lower) than|below) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] (less|smaller|lower|below) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((was|were) (not|neither)|wasn't|weren't) [equal to] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were) [(equal to|the same as)] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was not|were not|wasn't|weren't) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) ((greater|more|higher|bigger|larger) than|above) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) ((less|smaller|lower) than|below) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) (less|smaller|lower|below) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((will (not|neither) be|won't be)|(isn't|aren't|is not|are not) (turning|changing) [in]to) [equal to] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be [(equal to|the same as)]|(is|are) (turning|changing) [in]to) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% will be between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will not be|won't be) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A very general condition, it simply compares two values. Usually you can only compare for equality (e.g. block is/isn't of &lt;type&gt;), but some values can also be compared using greater than/less than. In that case you can also test for whether an object is between two others. Note: This is the only element where not all patterns are shown. It has actually another two sets of similar patters, but with <code>(was|were)</code> or <code>will be</code> instead of <code>(is|are)</code> respectively, which check different <a href='expressions.html#ExprTimeState'>time states</a> of the first expression. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the clicked block is a stone slab or a double stone slab<br>time in the player's world is greater than 8:00<br>the creature is not an enderman or an ender dragon </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondContains" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Contains</h1> <a href="#CondContains" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (has|have) %<a href='./classes.html#itemtype'>item types</a>% [in [(the[ir]|his|her|its)] inventory]</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (doesn't|does not|do not|don't) have %<a href='./classes.html#itemtype'>item types</a>% [in [(the[ir]|his|her|its)] inventory]</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>% contain[s] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>% (doesn't|does not|do not|don't) contain %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Checks whether an inventory contains an item, a text contains another piece of text, or a list (e.g. {list variable::*} or 'drops') contains another object. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block contains 20 cobblestone<br>player has 4 flint and 2 iron ingots<br>{list::*} contains 5 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondDamageCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Cause</h1> <a href="#CondDamageCause" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] damage (was|is|has)[n('|o)t] [been] (caused|done|made) by %<a href='./classes.html#damagecause'>damage cause</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Tests what kind of damage caused a <a href='events.html#damage'>damage event</a>. Refer to the <a href='classes.html#damagecause'>Damage Cause</a> type for a list of all possible causes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # make players use their potions of fire resistance whenever they take any kind of fire damage<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;damage was caused by lava, fire or burning<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is a player<br>&nbsp;&nbsp;&nbsp;&nbsp;victim has a potion of fire resistance<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;apply fire resistance to the victim for 30 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 1 potion of fire resistance from the victim<br># prevent mobs from dropping items under certain circumstances<br>on death:<br>&nbsp;&nbsp;&nbsp;&nbsp;entity is not a player<br>&nbsp;&nbsp;&nbsp;&nbsp;damage wasn't caused by a block explosion, an attack, a projectile, a potion, fire, burning, thorns or poison<br>&nbsp;&nbsp;&nbsp;&nbsp;clear drops </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondAnchorWorks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Do Respawn Anchors Work</h1> <a href="#CondAnchorWorks" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">respawn anchors [do[(n't| not)]] work in %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> </table> <div class="item-description"> Checks whether or not respawn anchors work in a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> respawn anchors work in world "world_nether" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondWillHatch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Egg Will Hatch</h1> <a href="#CondWillHatch" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] egg (will|will not|won't) hatch</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> </table> <div class="item-description"> Whether the egg will hatch in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;if an entity won't hatch:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Better luck next time!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSheared" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Is Sheared</h1> <a href="#CondIsSheared" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) (sheared|shorn)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) (sheared|shorn)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.13+ (cows, sheep & snowmen), Paper 1.19.4+ (all shearable entities)</td> </tr> </table> <div class="item-description"> Checks whether entities are sheared. This condition only works on cows, sheep and snowmen for versions below 1.19.4. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if targeted entity of player is sheared:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This entity has nothing left to shear!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondEntityIsWet" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity is Wet</h1> <a href="#CondEntityIsWet" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) wet</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) wet</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Checks whether an entity is wet or not (in water, rain or a bubble column). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is wet: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondEntityIsInLiquid" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity is in Liquid</h1> <a href="#CondEntityIsInLiquid" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) in (water|lava|[a] bubble[ ]column|rain)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) in (water|lava|[a] bubble[ ]column|rain)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+ (in water), Paper 1.16+ (in rain, lava and bubble column)</td> </tr> </table> <div class="item-description"> Checks whether an entity is in rain, lava, water or a bubble column. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is in rain:<br>if player is in water:<br>player is in lava:<br>player is in bubble column </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCancelled" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Event Cancelled</h1> <a href="#CondCancelled" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] event is cancel[l]ed</li> <li class="skript-code-block">[the] event (is not|isn't) cancel[l]ed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether or not the event is cancelled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on click:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event is cancelled:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "no clicks allowed!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSet" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exists/Is Set</h1> <a href="#CondIsSet" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>% (exist[s]|(is|are) set)</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>% (do[es](n't| not) exist|(is|are)(n't| not) set)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2</td> </tr> </table> <div class="item-description"> Checks whether a given expression or variable is set. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> {teams::%player's uuid%::preferred-team} is not set<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;projectile exists<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%attacker% used a %projectile% to attack %victim%!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondAI" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has AI</h1> <a href="#CondAI" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) (ai|artificial intelligence)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (doesn't|does not|do not|don't) have (ai|artificial intelligence)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks whether an entity has AI. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity has ai </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChatFiltering" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Chat Filtering</h1> <a href="#CondChatFiltering" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) (chat|text) filtering (on|enabled)</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have (chat|text) filtering (on|enabled)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether a player has chat filtering enabled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player doesn't have chat filtering enabled:<br>send "&lt;gray&gt;This server may contain mature chat messages. You have been warned!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasClientWeather" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Client Weather</h1> <a href="#CondHasClientWeather" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) [a] (client|custom) weather [set]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have [a] (client|custom) weather [set]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Checks whether the given players have a custom client weather </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player has custom weather:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Your custom weather is %player's weather%" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasCustomModelData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Custom Model Data</h1> <a href="#CondHasCustomModelData" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (has|have) [custom] model data</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (doesn't|does not|do not|don't) have [custom] model data</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.14+</td> </tr> </table> <div class="item-description"> Check if an item has a custom model data tag </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool has custom model data </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondGlowingText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Glowing Text</h1> <a href="#CondGlowingText" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% (has|have) glowing text</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% (doesn't|does not|do not|don't) have glowing text</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Checks whether a sign (either a block or an item) has glowing text </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if target block has glowing text </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasItemCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Item Cooldown</h1> <a href="#CondHasItemCooldown" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) [([an] item|a)] cooldown (on|for) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) %<a href='./classes.html#itemtype'>item types</a>% on [(item|a)] cooldown</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have [([an] item|a)] cooldown (on|for) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have %<a href='./classes.html#itemtype'>item types</a>% on [(item|a)] cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Check whether a cooldown is active on the specified material for a specific player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has player's tool on cooldown:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You can't use this item right now. Wait %item cooldown of player's tool for player%" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondTooltip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Item Tooltips</h1> <a href="#CondTooltip" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [entire|additional] tool[ ]tip[s] of %<a href='./classes.html#itemtype'>item types</a>% (is|are) (shown|hidden)</li> <li class="skript-code-block">[the] [entire|additional] tool[ ]tip[s] of %<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) (shown|hidden)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [entire|additional] tool[ ]tip[s] (is|are) (shown|hidden)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [entire|additional] tool[ ]tip[s] (isn't|is not|aren't|are not) (shown|hidden)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Whether the entire or additional tooltip of an item is shown or hidden. The 'entire tooltip' is what shows to the player when they hover an item (i.e. name, lore, etc.). The 'additional tooltip' hides certain information from certain items (potions, maps, books, fireworks, and banners). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send true if entire tooltip of player's tool is shown<br>if additional tooltip of {_item} is hidden: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasLineOfSight" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Line of Sight</h1> <a href="#CondHasLineOfSight" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) [a] [direct] line of sight to %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% does(n't| not) have [a] [direct] line of sight to %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) no [direct] line of sight to %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Checks whether living entities have an unobstructed line of sight to other entities or locations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player has direct line of sight to location 5 blocks to the right of player<br>victim has line of sight to attacker<br>player has no line of sight to location 100 blocks in front of player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasMetadata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Metadata</h1> <a href="#CondHasMetadata" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#metadataholder'>metadata holders</a>% (has|have) metadata [(value|tag)[s]] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#metadataholder'>metadata holders</a>% (doesn't|does not|do not|don't) have metadata [(value|tag)[s]] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether a metadata holder has a metadata tag. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has metadata value "healer": </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPermission" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Permission</h1> <a href="#CondPermission" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#commandsender'>command senders</a>% (has|have) [the] permission[s] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#commandsender'>command senders</a>% (doesn't|does not|do not|don't) have [the] permission[s] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Test whether a player has a certain permission. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player has permission "skript.tree"<br>victim has the permission "admin":<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You're attacking an admin!" to attacker </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPlayedBefore" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Played Before</h1> <a href="#CondPlayedBefore" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% [(has|have|did)] [already] play[ed] [on (this|the) server] (before|already)</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (has not|hasn't|have not|haven't|did not|didn't) [(already|yet)] play[ed] [on (this|the) server] (before|already|yet)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.7 (multiple players)</td> </tr> </table> <div class="item-description"> Checks whether a player has played on this server before. You can also use <a href='events.html#first_join'>on first join</a> if you want to make triggers for new players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player has played on this server before<br>player hasn't played before </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasPotion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Potion</h1> <a href="#CondHasPotion" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) potion[s] [effect[s]] %<a href='./classes.html#potioneffecttype'>potion effect types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (doesn't|does not|do not|don't) have potion[s] [effect[s]] %<a href='./classes.html#potioneffecttype'>potion effect types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> </table> <div class="item-description"> Checks whether the given living entities have specific potion effects. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has potion speed:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are sonic!"<br><br>if all players have potion effects speed and haste:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "You are ready to MINE!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasResourcePack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Resource Pack</h1> <a href="#CondHasResourcePack" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) [a] resource pack [(loaded|installed)]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have [a] resource pack [(loaded|installed)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.9 or newer</td> </tr> </table> <div class="item-description"> Checks whether the given players have a server resource pack loaded. Please note that this can't detect player's own resource pack, only the resource pack that sent by the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player has a resource pack loaded: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasScoreboardTag" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Scoreboard Tag</h1> <a href="#CondHasScoreboardTag" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (has|have) [the] score[ ]board tag[s] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (doesn't|does not|do not|don't) have [the] score[ ]board tag[s] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Checks whether the given entities has the given <a href='expressions.html#ExprScoreboardTags'>scoreboard tags</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the targeted armor stand has the scoreboard tag "test tag": </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIgnitionProcess" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ignition Process</h1> <a href="#CondIgnitionProcess" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>% ((is|are)|(isn't|is not|aren't|are not)) going to explode</li> <li class="skript-code-block">[creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>% ((is|are)|(isn't|is not|aren't|are not)) in the (ignition|explosion) process</li> <li class="skript-code-block">creeper[s] %<a href='./classes.html#livingentity'>living entities</a>% ((is|are)|(isn't|is not|aren't|are not)) ignited</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.13 or newer</td> </tr> </table> <div class="item-description"> Checks if a creeper is going to explode. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the last spawned creeper is going to explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players in radius 3 of the last spawned creeper<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "RUN!!!" to the loop-player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPastFuture" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">In The Past/Future</h1> <a href="#CondPastFuture" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>% (is|are)[(n't| not)] in the (past|future)</li> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>% ha(s|ve)[(n't| not)] passed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether a date is in the past or future. Note that using the 'now' expression will not be in the past or future when used directly in the condition. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_date} to now<br>wait 5 seconds<br>if {_date} is in the past:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be true<br><br>if now is in the future:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be false<br><br>set {_dates::*} to 1 day from now, 12 days from now, and 1 year from now<br>if {_dates::*} are in the future:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be true<br>if {_dates::*} have passed:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be false </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsAdult" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Adult</h1> <a href="#CondIsAdult" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) [an] adult</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) [an] adult</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity is an adult. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on drink:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity is not an adult<br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsAlive" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Alive</h1> <a href="#CondIsAlive" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (alive|dead)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (alive|dead)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.4-alpha4 (non-living entity support)</td> </tr> </table> <div class="item-description"> Checks whether an entity is alive. Works for non-living entities too. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {villager-buddy::%player's uuid%} is not dead:<br><br>on shoot:<br>&nbsp;&nbsp;&nbsp;&nbsp;while the projectile is alive: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBaby" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Baby</h1> <a href="#CondIsBaby" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) a (child|baby)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) a (child|baby)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity is a baby. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on drink:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity is a baby<br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBanned" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Banned</h1> <a href="#CondIsBanned" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#string'>texts</a>% (is|are) banned</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>/<a href='./classes.html#string'>texts</a>% (is|are) IP[(-| )]banned</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) banned</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>/<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) IP[(-| )]banned</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Checks whether a player or IP is banned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is banned<br>victim is not IP-banned<br>"127.0.0.1" is banned </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondRespawnLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Bed/Anchor Spawn</h1> <a href="#CondRespawnLocation" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] respawn location (was|is)[(n'| no)t] [a] (bed|respawn anchor)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#respawn">respawn</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> </table> <div class="item-description"> Checks what the respawn location of a player in the respawn event is. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on respawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;the respawn location is a bed<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% is respawning in their bed! So cozy!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Block</h1> <a href="#CondIsBlock" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) ([a] block|blocks)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) ([a] block|blocks)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Checks whether an item is a block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's held item is a block<br>{list::*} are blocks </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBlockRedstonePowered" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Block Redstone Powered</h1> <a href="#CondIsBlockRedstonePowered" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) redstone powered</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) indirectly redstone powered</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are)(n't| not) redstone powered</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are)(n't| not) indirectly redstone powered</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks if a block is indirectly or directly powered by redstone </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if clicked block is redstone powered:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This block is well-powered by redstone!"<br>if clicked block is indirectly redstone powered:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This block is indirectly redstone powered." </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBlocking" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Blocking</h1> <a href="#CondIsBlocking" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) (blocking|defending) [with [a] shield]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) (blocking|defending) [with [a] shield]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Checks whether a player is blocking with their shield. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is blocking<br>&nbsp;&nbsp;&nbsp;&nbsp;damage attacker by 0.5 hearts </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBurning" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Burning</h1> <a href="#CondIsBurning" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (burning|ignited|on fire)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (burning|ignited|on fire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether an entity is on fire, e.g. a zombie due to being in sunlight, or any entity after falling into lava. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # increased attack against burning targets<br>victim is burning:<br>&nbsp;&nbsp;&nbsp;&nbsp;increase damage by 2 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsCharged" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Charged</h1> <a href="#CondIsCharged" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (charged|powered)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (charged|powered)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (withers, wither skulls)</td> </tr> </table> <div class="item-description"> Checks if a creeper, wither, or wither skull is charged (powered). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the last spawned creeper is charged:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A charged creeper is at %location of last spawned creeper%" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsClimbing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Climbing</h1> <a href="#CondIsClimbing" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) climbing</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) climbing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.17+</td> </tr> </table> <div class="item-description"> Whether a living entity is climbing, such as a spider up a wall or a player on a ladder. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn a spider at location of spawn<br>wait a second<br>if the last spawned spider is climbing:<br>&nbsp;&nbsp;&nbsp;&nbsp;message"The spider is now climbing!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsCommandBlockConditional" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Conditional</h1> <a href="#CondIsCommandBlockConditional" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) [un]conditional</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) [un]conditional</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether a command block is conditional or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {_block} is conditional:<br>&nbsp;&nbsp;&nbsp;&nbsp;make {_block} unconditional </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsEdible" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Edible</h1> <a href="#CondIsEdible" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) edible</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) edible</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is edible. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> steak is edible<br>player's tool is edible </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsEmpty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Empty</h1> <a href="#CondIsEmpty" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#string'>texts</a>% (is|are) empty</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) empty</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Checks whether an inventory, an inventory slot, or a text is empty. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's inventory is empty </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsEnchanted" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Enchanted</h1> <a href="#CondIsEnchanted" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) enchanted [with %<a href='./classes.html#enchantmenttype'>enchantment type</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) enchanted [with %<a href='./classes.html#enchantmenttype'>enchantment type</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> Checks whether an item is enchanted. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tool of the player is enchanted with efficiency 2<br>helm, chestplate, leggings or boots are enchanted </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsDivisibleBy" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Evenly Divisible By</h1> <a href="#CondIsDivisibleBy" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% (is|are) evenly divisible by %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% (isn't|is not|aren't|are not) evenly divisible by %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% can be evenly divided by %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% (can't|can[ ]not) be evenly divided by %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Check if a number is evenly divisible by another number. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if 5 is evenly divisible by 5:<br>if 11 cannot be evenly divided by 10: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFireResistant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Fire Resistant</h1> <a href="#CondIsFireResistant" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) (fire resistant|resistant to fire)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) (fire resistant|resistant to fire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Checks whether an item is fire resistant. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's tool is fire resistant:<br>if {_items::*} aren't resistant to fire: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFlammable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Flammable</h1> <a href="#CondIsFlammable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) flammable</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) flammable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is flammable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> wood is flammable<br>player's tool is flammable </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFlying" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Flying</h1> <a href="#CondIsFlying" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) flying</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) flying</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is not flying </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFrozen" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Frozen</h1> <a href="#CondIsFrozen" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) frozen</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) frozen</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether an entity is frozen. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is frozen:<br>&nbsp;&nbsp;&nbsp;&nbsp;kill player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFuel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Fuel</h1> <a href="#CondIsFuel" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) [furnace] fuel</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) [furnace] fuel</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.11.2+</td> </tr> </table> <div class="item-description"> Checks whether an item can be used as fuel in a furnace. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on furnace:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player's tool is not fuel:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Please hold a valid fuel item in your hand"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsGliding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Gliding</h1> <a href="#CondIsGliding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) gliding</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) gliding</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a living entity is gliding. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is gliding </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsHandRaised" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Hand Raised</h1> <a href="#CondIsHandRaised" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [main] hand[s] (is|are) raised</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [main] hand[s] (isn't|is not|aren't|are not) raised</li> <li class="skript-code-block">[main] hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (is|are) raised</li> <li class="skript-code-block">[main] hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) raised</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] off[ |-]hand[s] (is|are) raised</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] off[ |-]hand[s] (isn't|is not|aren't|are not) raised</li> <li class="skript-code-block">off[ |-]hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (is|are) raised</li> <li class="skript-code-block">off[ |-]hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) raised</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether an entity has one or both of their hands raised. Hands are raised when an entity is using an item (eg: blocking, drawing a bow, eating). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim's main hand is raised:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;drop player's tool at player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set player's tool to air </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondItemInHand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Holding</h1> <a href="#CondItemInHand" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] ha(s|ve) %<a href='./classes.html#itemtype'>item types</a>% in [main] hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is|are) holding %<a href='./classes.html#itemtype'>item types</a>% [in main hand]</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] ha(s|ve) %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is|are) holding %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (ha(s|ve) not|do[es]n't have) %<a href='./classes.html#itemtype'>item types</a>% in [main] hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is not|isn't) holding %<a href='./classes.html#itemtype'>item types</a>% [in main hand]</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (ha(s|ve) not|do[es]n't have) %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is not|isn't) holding %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Checks whether a player is holding a specific item. Cannot be used with endermen, use 'entity is [not] an enderman holding &lt;item type&gt;' instead. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is holding a stick<br>victim isn't holding a sword of sharpness </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInLove" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is In Love</h1> <a href="#CondIsInLove" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) in lov(e|ing) [state|mode]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) in lov(e|ing) [state|mode]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity is in love. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of living entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;if entity is in love:<br>broadcast "That was quick!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIncendiary" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Incendiary</h1> <a href="#CondIncendiary" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% ((is|are) incendiary|cause[s] a[n] (incendiary|fiery) explosion)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% ((is not|are not|isn't|aren't) incendiary|(does not|do not|doesn't|don't) cause[s] a[n] (incendiary|fiery) explosion)</li> <li class="skript-code-block">the [event(-| )]explosion (is|(is not|isn't)) (incendiary|fiery)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks if an entity will create fire when it explodes. This condition is also usable in an explosion prime event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the explosion is fiery:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A fiery explosive has been ignited!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInfinite" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Infinite</h1> <a href="#CondIsInfinite" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#potioneffect'>potion effects</a>% (is|are) infinite</li> <li class="skript-code-block">%<a href='./classes.html#potioneffect'>potion effects</a>% (isn't|is not|aren't|are not) infinite</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether potion effects are infinite. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> all of the active potion effects of the player are infinite </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInteractable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Interactable</h1> <a href="#CondIsInteractable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) interactable</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) interactable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13+</td> </tr> </table> <div class="item-description"> Checks wether or not a block is interactable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block break:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is interactable:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You cannot break interactable blocks!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInvisible" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Invisible</h1> <a href="#CondIsInvisible" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) (invisible|visible)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) (invisible|visible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a living entity is invisible. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is invisible </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInvulnerable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Invulnerable</h1> <a href="#CondIsInvulnerable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#gamemode'>gamemodes</a>% (is|are) (invulnerable|invincible)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#gamemode'>gamemodes</a>% (isn't|is not|aren't|are not) (invulnerable|invincible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (gamemode)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.20.6+ (gamemodes)</td> </tr> </table> <div class="item-description"> Checks whether an entity or a gamemode is invulnerable. For gamemodes, Paper and Minecraft 1.20.6 are required </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is invulnerable<br><br>loop all gamemodes:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-value is not invulnerable:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "the gamemode %loop-value% is vulnerable!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsJumping" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Jumping</h1> <a href="#CondIsJumping" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) jumping</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) jumping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.15+</td> </tr> </table> <div class="item-description"> Checks whether a living entity is jumping. This condition does not work on players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of zombie:<br>&nbsp;&nbsp;&nbsp;&nbsp;while event-entity is not jumping:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;wait 5 ticks<br>&nbsp;&nbsp;&nbsp;&nbsp;push event-entity upwards </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondLeashed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Leashed</h1> <a href="#CondLeashed" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) leashed</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) leashed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks to see if an entity is currently leashed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is leashed </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsLoaded" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Loaded</h1> <a href="#CondIsLoaded" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">chunk[s] %<a href='./classes.html#direction'>directions</a>% [%<a href='./classes.html#location'>locations</a>%] (is|are)[((n't| not))] loaded</li> <li class="skript-code-block">chunk [at] %<a href='./classes.html#number'>number</a>%, %<a href='./classes.html#number'>number</a>% (in|of) [world] %<a href='./classes.html#world'>world</a>% is[((n't| not))] loaded</li> <li class="skript-code-block">[world[s]] %<a href='./classes.html#world'>worlds</a>% (is|are)[((n't| not))] loaded</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, 2.5 (revamp with chunk at location/coords)</td> </tr> </table> <div class="item-description"> Checks whether or not a chunk/world is loaded. 'chunk at 1, 1' uses chunk coords, which are location coords divided by 16. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if chunk at {home::%player's uuid%} is loaded:<br>if chunk 1, 10 in world "world" is loaded:<br>if world("lobby") is loaded: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsMember" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Member/Owner of Region</h1> <a href="#CondIsMember" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are) ([a] member|[(the|an)] owner) of [[the] region] %<a href='./classes.html#region'>regions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are)(n't| not) ([a] member|[(the|an)] owner) of [[the] region] %<a href='./classes.html#region'>regions</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Checks whether a player is a member or owner of a particular region. This condition requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on region enter:<br>&nbsp;&nbsp;&nbsp;&nbsp;player is the owner of the region<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Welcome back to %region%!"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%player% just entered %region%!" to all members of the region </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsVectorNormalized" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Normalized</h1> <a href="#CondIsVectorNormalized" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>% (is|are) normalized</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>% (isn't|is not|aren't|are not) normalized</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Checks whether a vector is normalized i.e. length of 1 </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> vector of player's location is normalized </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOccluding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Occluding</h1> <a href="#CondIsOccluding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) occluding</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) occluding</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Checks whether an item is a block and completely blocks vision. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is occluding </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOnline" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Online</h1> <a href="#CondIsOnline" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are) (online|offline|connected)</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (isn't|is not|aren't|are not) (online|offline|connected)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.20+ (Connected)</td> </tr> </table> <div class="item-description"> Checks whether a player is online. The 'connected' pattern will return false once this player leaves the server, even if they rejoin. Be aware that using the 'connected' pattern with a variable will not have this special behavior. Use the direct event-player or other non-variable expression for best results. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is online<br>player-argument is offline<br>while player is connected:<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 60 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;send "hello!" to player<br><br># The following will act like `{_player} is online`.<br># Using variables with `is connected` will not behave the same as with non-variables.<br>while {_player} is connected:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "online!"<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 tick </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Operator</h1> <a href="#CondIsOp" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are) [[a] server|an] op[erator][s]</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (isn't|is not|aren't|are not) [[a] server|an] op[erator][s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a player is a server operator. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is an operator </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPassable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Passable</h1> <a href="#CondIsPassable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) passable</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) passable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13.2+</td> </tr> </table> <div class="item-description"> Checks whether a block is passable. A block is passable if it has no colliding parts that would prevent players from moving through it. Blocks like tall grass, flowers, signs, etc. are passable, but open doors, fence gates, trap doors, etc. are not because they still have parts that can be collided with. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's targeted block is passable </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPathfinding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Pathfinding</h1> <a href="#CondIsPathfinding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) pathfinding [to[wards] %<a href='./classes.html#livingentity'>living entity</a>/<a href='./classes.html#location'>location</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) pathfinding [to[wards] %<a href='./classes.html#livingentity'>living entity</a>/<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether living entities are pathfinding. Can only be a living entity that is a Mob. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make {_entity} pathfind to {_location} at speed 2<br>while {_entity} is pathfinding<br>&nbsp;&nbsp;&nbsp;&nbsp;wait a second<br>launch flickering trailing burst firework colored red at location of {_entity}<br>subtract 10 from {defence::tower::health}<br>clear entity within {_entity} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPluginEnabled" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Plugin Enabled</h1> <a href="#CondIsPluginEnabled" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">plugin[s] %<a href='./classes.html#string'>texts</a>% (is|are) enabled</li> <li class="skript-code-block">plugin[s] %<a href='./classes.html#string'>texts</a>% (is|are)(n't| not) enabled</li> <li class="skript-code-block">plugin[s] %<a href='./classes.html#string'>texts</a>% (is|are) disabled</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> </table> <div class="item-description"> Check if a plugin is enabled/disabled on the server. Plugin names can be found in the plugin's 'plugin.yml' file or by using the '/plugins' command, they are NOT the name of the plugin's jar file. When checking if a plugin is not enabled, this will return true if the plugin is either disabled or not on the server. When checking if a plugin is disabled, this will return true if the plugin is on the server and is disabled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if plugin "Vault" is enabled:<br>if plugin "WorldGuard" is not enabled:<br>if plugins "Essentials" and "Vault" are enabled:<br>if plugin "MyBrokenPlugin" is disabled: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPoisoned" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Poisoned</h1> <a href="#CondIsPoisoned" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) poisoned</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) poisoned</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether an entity is poisoned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is poisoned:<br>&nbsp;&nbsp;&nbsp;&nbsp;cure the player from poison<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You have been cured!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPreferredTool" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Preferred Tool</h1> <a href="#CondIsPreferredTool" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%'s preferred tool[s]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) [the|a] preferred tool[s] (for|of) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are)(n't| not) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%'s preferred tool[s]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are)(n't| not) [the|a] preferred tool[s] (for|of) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.16.5+, Paper 1.19.2+ (blockdata)</td> </tr> </table> <div class="item-description"> Checks whether an item is the preferred tool for a block. A preferred tool is one that will drop the block's item when used. For example, a wooden pickaxe is a preferred tool for grass and stone blocks, but not for iron ore. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on left click:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-block is set<br>&nbsp;&nbsp;&nbsp;&nbsp;if player's tool is the preferred tool for event-block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;break event-block naturally using player's tool<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPressingKey" data-keywords="press, input"> <div class="item-title"> <h1 style="display: inline-block">Is Pressing Key</h1> <a href="#CondIsPressingKey" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (was|were) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (wasn't|was not|weren't|were not) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.2+</td> </tr> </table> <div class="item-description"> Checks if a player is pressing a certain input key. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player input:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player is pressing forward movement key:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You are moving forward!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsRiding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Riding</h1> <a href="#CondIsRiding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) riding [%<a href='./classes.html#entitydata'>entity types</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) riding [%<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Tests whether an entity is riding another or is in a vehicle. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is riding a saddled pig </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsRiptiding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Riptiding</h1> <a href="#CondIsRiptiding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) riptiding</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) riptiding</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks to see if an entity is currently using the Riptide enchantment. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is riptiding </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondScriptLoaded" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Script Loaded</h1> <a href="#CondScriptLoaded" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">script[s] [%<a href='./classes.html#string'>texts</a>%] (is|are) loaded</li> <li class="skript-code-block">script[s] [%<a href='./classes.html#string'>texts</a>%] (isn't|is not|aren't|are not) loaded</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> </table> <div class="item-description"> Check if the current script, or another script, is currently loaded. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> script is loaded<br>script "example.sk" is loaded </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSilent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Silent</h1> <a href="#CondIsSilent" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) silent</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) silent</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks whether an entity is silent i.e. its sounds are disabled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is silent </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSleeping" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Sleeping</h1> <a href="#CondIsSleeping" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) sleeping</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) sleeping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is sleeping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # cut your enemies' throats in their sleep &gt;=)<br>on attack:<br>&nbsp;&nbsp;&nbsp;&nbsp;attacker is holding a sword<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is sleeping<br>&nbsp;&nbsp;&nbsp;&nbsp;increase the damage by 1000 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSlimeChunk" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Slime Chunk</h1> <a href="#CondIsSlimeChunk" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#chunk'>chunk</a>% (is|are) ([a] slime chunk|slime chunks|slimey)</li> <li class="skript-code-block">%<a href='./classes.html#chunk'>chunk</a>% (isn't|is not|aren't|are not) ([a] slime chunk|slime chunks|slimey)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Tests whether a chunk is a so-called slime chunk. Slimes can generally spawn in the swamp biome and in slime chunks. For more info, see <a href='https://minecraft.wiki/w/Slime#.22Slime_chunks.22'>the Minecraft wiki</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /slimey:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if chunk at player is a slime chunk:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Yeah, it is!"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Nope, it isn't" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSneaking" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Sneaking</h1> <a href="#CondIsSneaking" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) sneaking</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) sneaking</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is sneaking. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevent mobs from seeing sneaking players if they are at least 4 meters apart<br>on target:<br>&nbsp;&nbsp;&nbsp;&nbsp;target is sneaking<br>&nbsp;&nbsp;&nbsp;&nbsp;distance of target and the entity is bigger than 4<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSolid" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Solid</h1> <a href="#CondIsSolid" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) solid</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) solid</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is solid. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> grass block is solid<br>player's tool isn't solid </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSprinting" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Sprinting</h1> <a href="#CondIsSprinting" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) sprinting</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) sprinting</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is sprinting. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is not sprinting </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsStackable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Stackable</h1> <a href="#CondIsStackable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>% (is|are) stackable</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>% (isn't|is not|aren't|are not) stackable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether an item is stackable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> diamond axe is stackable<br>birch wood is stackable<br>torch is stackable </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSwimming" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Swimming</h1> <a href="#CondIsSwimming" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) swimming</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) swimming</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.13 or newer</td> </tr> </table> <div class="item-description"> Checks whether a living entity is swimming. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is swimming </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsTameable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Tameable</h1> <a href="#CondIsTameable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) tameable</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) tameable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Check if an entity is tameable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim is tameable:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsTamed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Tamed</h1> <a href="#CondIsTamed" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (tamed|domesticated)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (tamed|domesticated)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Check if a tameable entity is tamed (horse, parrot, cat, etc.). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send true if {_horse} is tamed<br>tame {_horse} if {_horse} is untamed </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsTransparent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Transparent</h1> <a href="#CondIsTransparent" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) transparent</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) transparent</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is transparent. Note that this condition may not work for all blocks, due to the transparency list used by Spigot not being completely accurate. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is transparent. </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsUnbreakable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Unbreakable</h1> <a href="#CondIsUnbreakable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) [un]breakable</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) [un]breakable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1, 2.9.0 (breakable)</td> </tr> </table> <div class="item-description"> Checks whether an item is unbreakable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if event-item is unbreakable:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This item is unbreakable!" to player<br>if tool of {_p} is breakable:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your tool is breakable!" to {_p} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsUsingFeature" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Using Experimental Feature</h1> <a href="#CondIsUsingFeature" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [current] script is using %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">[the] [current] script is(n't| not) using %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> </table> <div class="item-description"> Checks whether a script is using an experimental feature by name. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the script is using "example feature"<br>on load:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the script is using "example feature":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "You're using an experimental feature!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsValid" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Valid</h1> <a href="#CondIsValid" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) valid</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) valid</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether an entity has died or been despawned for some other reason. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if event-entity is valid </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsWearing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Wearing</h1> <a href="#CondIsWearing" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) wearing %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) wearing %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Checks whether a player is wearing some armour. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is wearing an iron chestplate and iron leggings<br>player is wearing all diamond armour </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsWhitelisted" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Whitelisted</h1> <a href="#CondIsWhitelisted" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] server (is|(isn't|is not)) (in white[ ]list mode|white[ ]listed)</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are|(isn't|is not|aren't|are not)) white[ ]listed</li> <li class="skript-code-block">[the] server white[ ]list (is|(isn't|is not)) enforced</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2, 2.9.0 (enforce, offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17+ (enforce)</td> </tr> </table> <div class="item-description"> Whether or not the server or a player is whitelisted, or the server is whitelist enforced. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player is whitelisted:<br>if the server is whitelisted:<br>if the server whitelist is enforced: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsWithin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Within</h1> <a href="#CondIsWithin" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (isn't|is not|aren't|are not) within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) (within|in[side [of]]) %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#chunk'>chunk</a>/<a href='./classes.html#world'>world</a>/<a href='./classes.html#block'>block</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (isn't|is not|aren't|are not) (within|in[side [of]]) %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#chunk'>chunk</a>/<a href='./classes.html#world'>world</a>/<a href='./classes.html#block'>block</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17+ (within block)</td> </tr> </table> <div class="item-description"> Whether a location is within something else. The "something" can be a block, an entity, a chunk, a world, or a cuboid formed by two other locations. Note that using the <a href='conditions.html#CondCompare'>is between</a> condition will refer to a straight line between locations, while this condition will refer to the cuboid between locations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's location is within {_loc1} and {_loc2}:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are in a PvP zone!" to player<br><br>if player is in world("world"):<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are in the overworld!" to player<br><br>if attacker's location is inside of victim:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Back up!" to attacker and victim </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondWithinRadius" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Within Radius</h1> <a href="#CondWithinRadius" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) within %<a href='./classes.html#number'>number</a>% (block|metre|meter)[s] (around|of) %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (isn't|is not|aren't|are not) within %<a href='./classes.html#number'>number</a>% (block|metre|meter)[s] (around|of) %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a location is within a certain radius of another location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;if attacker's location is within 10 blocks around {_spawn}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't PVP in spawn." </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSkriptCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is a Skript command</h1> <a href="#CondIsSkriptCommand" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% (is|are) [a] s(k|c)ript (command|cmd)</li> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% (isn't|is not|aren't|are not) [a] s(k|c)ript (command|cmd)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> </table> <div class="item-description"> Checks whether a command/string is a custom Skript command. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Example 1<br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;command is a skript command<br><br># Example 2<br>"sometext" is a skript command </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOfType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is of Type</h1> <a href="#CondIsOfType" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#entity'>entities</a>% (is|are) of type[s] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entitydata'>entity types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) of type[s] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entitydata'>entity types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Checks whether an item or an entity is of the given type. This is mostly useful for variables, as you can use the general 'is' condition otherwise (e.g. 'victim is a creeper'). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tool is of type {selected type}<br>victim is of type {villager type} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOnGround" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is on Ground</h1> <a href="#CondIsOnGround" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) on [the] ground</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) on [the] ground</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev26</td> </tr> </table> <div class="item-description"> Checks whether an entity is on ground. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is not on ground </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsLeftHanded" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Left Handed</h1> <a href="#CondIsLeftHanded" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) (left|right)( |-)handed</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) (left|right)( |-)handed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.17.1+ (entities)</td> </tr> </table> <div class="item-description"> Checks if living entities or players are left or right-handed. Armor stands are neither right nor left-handed. Paper 1.17.1+ is required for non-player entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim is left handed:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondLidState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lid Is Open/Closed</h1> <a href="#CondLidState" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] lid[s] of %<a href='./classes.html#block'>blocks</a>% (is|are) (open[ed]|close[d])</li> <li class="skript-code-block">[the] lid[s] of %<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) (open[ed]|close[d])</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] lid[s] (is|are) (open[ed]|close[d])</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] lid[s] (isn't|is not|aren't|are not) (open[ed]|close[d])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Check to see whether lidded blocks (chests, shulkers, etc.) are open or closed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the lid of {_chest} is closed:<br>&nbsp;&nbsp;&nbsp;&nbsp;open the lid of {_block} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondMatches" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Matches</h1> <a href="#CondMatches" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (match[es]|do[es](n't| not) match) %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (partially match[es]|do[es](n't| not) partially match) %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> </table> <div class="item-description"> Checks whether the defined strings match the input regexes (Regular expressions). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;if message partially matches "\d":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Message contains a digit!"<br>&nbsp;&nbsp;&nbsp;&nbsp;if message doesn't match "[A-Za-z]+":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Message doesn't only contain letters!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPvP" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">PvP</h1> <a href="#CondPvP" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(is PvP|PvP is) enabled [in %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">(is PvP|PvP is) disabled [in %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> </table> <div class="item-description"> Checks the PvP state of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> PvP is enabled<br>PvP is disabled in "world" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondRegionContains" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region Contains</h1> <a href="#CondRegionContains" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[[the] region] %<a href='./classes.html#region'>regions</a>% contain[s] %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) ([contained] in|part of) [[the] region] %<a href='./classes.html#region'>regions</a>%</li> <li class="skript-code-block">[[the] region] %<a href='./classes.html#region'>regions</a>% (do|does)(n't| not) contain %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are)(n't| not) (contained in|part of) [[the] region] %<a href='./classes.html#region'>regions</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Checks whether a location is contained in a particular <a href='./classes.html#region'>region</a>. This condition requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is in the region {regions::3}<br><br>on region enter:<br>&nbsp;&nbsp;&nbsp;&nbsp;region contains {flags.%world%.red}<br>&nbsp;&nbsp;&nbsp;&nbsp;message "The red flag is near!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondResourcePack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Resource Pack</h1> <a href="#CondResourcePack" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] resource pack (was|is|has) [been] %<a href='./classes.html#resourcepackstate'>resource pack state</a>%</li> <li class="skript-code-block">[the] resource pack (was|is|has)(n't| not) [been] %<a href='./classes.html#resourcepackstate'>resource pack state</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#resource_pack_request_response">resource pack request response</a></td> </tr> </table> <div class="item-description"> Checks state of the resource pack in a <a href='events.html#resource_pack_request_action'>resource pack request response</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on resource pack response:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the resource pack wasn't accepted:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "You have to install the resource pack to play in this server!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondMinecraftVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Running Minecraft</h1> <a href="#CondMinecraftVersion" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">running [below] minecraft %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks if current Minecraft version is given version or newer. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> running minecraft "1.14" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondStartsEndsWith" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Starts/Ends With</h1> <a href="#CondStartsEndsWith" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (start|end)[s] with %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (doesn't|does not|do not|don't) (start|end) with %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36, 2.5.1 (multiple strings support)</td> </tr> </table> <div class="item-description"> Checks if a text starts or ends with another. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the argument starts with "test" or "debug":<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Stop!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondTextDisplayHasDropShadow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Has Drop Shadow</h1> <a href="#CondTextDisplayHasDropShadow" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[[the] text of] %<a href='./classes.html#display'>displays</a>% (has|have) [a] (drop|text) shadow</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text (has|have) [a] (drop|text) shadow</li> <li class="skript-code-block">[[the] text of] %<a href='./classes.html#display'>displays</a>% (doesn't|does not|do not|don't) have [a] (drop|text) shadow</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text (doesn't|does not|do not|don't) have [a] (drop|text) shadow</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Returns whether the text of a display has drop shadow applied. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {_display} has drop shadow:<br>&nbsp;&nbsp;&nbsp;&nbsp;remove drop shadow from the text of {_display} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondTextDisplaySeeThroughBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Visible Through Blocks</h1> <a href="#CondTextDisplaySeeThroughBlocks" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>% (is|are) visible through (blocks|walls)</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>% (isn't|is not|aren't|are not) visible through (blocks|walls)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Returns whether text displays can be seen through blocks or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if last spawned text display is visible through walls:<br>&nbsp;&nbsp;&nbsp;&nbsp;prevent last spawned text display from being visible through walls </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondDate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time</h1> <a href="#CondDate" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#date'>date</a>% (was|were)( more|(n't| not) less) than %<a href='./classes.html#timespan'>time span</a>% [ago]</li> <li class="skript-code-block">%<a href='./classes.html#date'>date</a>% (was|were)((n't| not) more| less) than %<a href='./classes.html#timespan'>time span</a>% [ago]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Tests whether a given <a href='classes.html#date'>real time</a> was more or less than some <a href='classes.html#timespan'>time span</a> ago. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /command-with-cooldown:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{command::%player's uuid%::last-usage} was less than a minute ago:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Please wait a minute between uses of this command."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {command::%player's uuid%::last-usage} to now<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# ... actual command trigger here ... </div> </div> </div> </div> </div> </div> </body> </html> 
\ No newline at end of file
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@@ -1 +1 @@
-<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-59e0b46</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" 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href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-59e0b46" target="_blank">v2.9.4-nightly-59e0b46</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#StructAliases">Aliases</a> <a href="#StructCommand">Command</a> <a href="#StructFunction">Function</a> <a href="#StructOptions">Options</a> <a href="#StructUsing">Using Experimental Feature</a> <a href="#StructVariables">Variables</a> <a href="#ExprAbsorbedBlocks">Absorbed blocks</a> <a href="#ExprActiveItem">Active Item</a> <a href="#ExprEntityItemUseTime">Active Item Use Time</a> <a href="#ExprAffectedEntities">Affected Entities</a> <a href="#ExprAge">Age of Block/Entity</a> <a href="#ExprAllBannedEntries">All Banned Players/IPs</a> <a href="#ExprAllGroups">All Groups</a> <a href="#ExprOps">All Operators</a> <a href="#ExprPermissions">All Permissions</a> <a href="#ExprScripts">All Scripts</a> <a href="#ExprAllCommands">All commands</a> <a href="#ExprAlphabetList">Alphabetical Sort</a> <a href="#ExprAltitude">Altitude</a> <a href="#ExprAmount">Amount</a> <a href="#ExprAmountOfItems">Amount of Items</a> <a href="#ExprAnvilRepairCost">Anvil Repair Cost</a> <a href="#ExprAnvilText">Anvil Text Input</a> <a href="#ExprAppliedEnchantments">Applied Enchantments</a> <a href="#ExprArgument">Argument</a> <a href="#ExprArithmetic">Arithmetic</a> <a href="#ExprArmorSlot">Armour Slot</a> <a href="#ExprAttachedBlock">Arrow Attached Block</a> <a href="#ExprArrowKnockbackStrength">Arrow Knockback Strength</a> <a href="#ExprArrowsStuck">Arrows Stuck</a> <a href="#ExprAttackCooldown">Attack Cooldown</a> <a href="#ExprAttacked">Attacked</a> <a href="#ExprAttacker">Attacker</a> <a href="#ExprBarterDrops">Barter Drops</a> <a href="#ExprBarterInput">Barter Input</a> <a href="#ExprBed">Bed</a> <a href="#ExprBiome">Biome</a> <a href="#ExprBlock">Block</a> <a href="#ExprBlock-2">Block</a> <a href="#ExprBreakSpeed">Block Break Speed</a> <a href="#ExprBlockData">Block Data</a> <a href="#ExprBlockHardness">Block Hardness</a> <a href="#ExprBlockSound">Block Sound</a> <a href="#ExprBlockSphere">Block Sphere</a> <a href="#ExprBlocks">Blocks</a> <a href="#ExprBlocksInRegion">Blocks in Region</a> <a href="#ExprBookAuthor">Book Author</a> <a href="#ExprBookPages">Book Pages</a> <a href="#ExprBookTitle">Book Title</a> <a href="#ExprBreedingFamily">Breeding Family</a> <a href="#ExprBurnCookTime">Burn/Cook Time</a> <a href="#ExprStringCase">Case Text</a> <a href="#ExprCodepoint">Character Codepoint</a> <a href="#ExprCharacterFromCodepoint">Character from Codepoint</a> <a href="#ExprCharacters">Characters Between</a> <a href="#ExprChatFormat">Chat Format</a> <a href="#ExprChatRecipients">Chat Recipients</a> <a href="#ExprChunk">Chunk</a> <a href="#ExprClicked">Clicked Block/Entity/Inventory/Slot</a> <a href="#ExprColorOf">Color of</a> <a href="#ExprColoured">Colored / Uncolored</a> <a href="#ExprCommand">Command</a> <a href="#ExprCommandBlockCommand">Command Block Command</a> <a href="#ExprCommandInfo">Command Info</a> <a href="#ExprCommandSender">Command Sender</a> <a href="#ExprCompassTarget">Compass Target</a> <a href="#LitConsole">Console</a> <a href="#ExprCmdCooldownInfo">Cooldown Time/Remaining Time/Elapsed Time/Last Usage/Bypass Permission</a> <a href="#ExprCoordinate">Coordinate</a> <a href="#ExprEntity">Creature/Entity/Player/Projectile/Villager/Powered Creeper/etc.</a> <a href="#ExprCursorSlot">Cursor Slot</a> <a href="#ExprChestInventory">Custom Chest Inventory</a> <a href="#ExprCustomModelData">Custom Model Data</a> <a href="#ExprDamage">Damage</a> <a href="#ExprDamageCause">Damage Cause</a> <a href="#ExprDurability">Damage Value/Durability</a> <a href="#ExprDamagedItem">Damaged Item</a> <a href="#ExprDateAgoLater">Date Ago/Later</a> <a href="#ExprDefaultValue">Default Value</a> <a href="#ExprDifference">Difference</a> <a href="#ExprDifficulty">Difficulty</a> <a href="#ExprDirection">Direction</a> <a href="#ExprDisplayBillboard">Display Billboard</a> <a href="#ExprDisplayBrightness">Display Brightness</a> <a href="#ExprDisplayGlowOverride">Display Glow Color Override</a> <a href="#ExprDisplayHeightWidth">Display Height/Width</a> <a href="#ExprDisplayInterpolation">Display Interpolation Delay/Duration</a> <a href="#ExprDisplayShadow">Display Shadow Radius/Strength</a> <a href="#ExprDisplayTeleportDuration">Display Teleport Delay/Duration</a> <a href="#ExprDisplayTransformationRotation">Display Transformation Rotation</a> <a href="#ExprDisplayTransformationScaleTranslation">Display Transformation Scale/Translation</a> <a href="#ExprDisplayViewRange">Display View Range</a> <a href="#ExprDistance">Distance</a> <a href="#ExprDrops">Drops</a> <a href="#ExprDropsOfBlock">Drops Of Block</a> <a href="#ExprElement">Elements</a> <a href="#ExprEnchantItem">Enchant Item</a> <a href="#ExprEnchantingExpCost">Enchanting Experience Cost</a> <a href="#ExprEnchantmentBonus">Enchantment Bonus</a> <a href="#ExprEnchantmentLevel">Enchantment Level</a> <a href="#ExprEnchantmentOffer">Enchantment Offer</a> <a href="#ExprEnchantmentOfferCost">Enchantment Offer Cost</a> <a href="#ExprEnderChest">Ender Chest</a> <a href="#ExprEntities">Entities</a> <a href="#ExprAI">Entity AI</a> <a href="#ExprEntityAttribute">Entity Attribute</a> <a href="#ExprFireTicks">Entity Fire Burn Duration</a> <a href="#ExprEntityTamer">Entity Owner</a> <a href="#ExprEntitySound">Entity Sound</a> <a href="#ExprExhaustion">Exhaustion</a> <a href="#ExprExperience">Experience</a> <a href="#ExprExperienceCooldownChangeReason">Experience Cooldown Change Reason</a> <a href="#ExprExperienceCooldown">Experience Pickup Cooldown</a> <a href="#ExprExplodedBlocks">Exploded Blocks</a> <a href="#ExprExplosionBlockYield">Explosion Block Yield</a> <a href="#ExprExplosionYield">Explosion Yield</a> <a href="#ExprExplosiveYield">Explosive Yield</a> <a href="#ExprFacing">Facing</a> <a href="#ExprFallDistance">Fall Distance</a> <a href="#ExprFertilizedBlocks">Fertilized Blocks</a> <a href="#ExprFilter">Filter (Expression)</a> <a href="#ExprFinalDamage">Final Damage</a> <a href="#ExprFireworkEffect">Firework Effect</a> <a href="#ExprFlightMode">Flight Mode</a> <a href="#ExprFoodLevel">Food Level</a> <a href="#ExprFormatDate">Formatted Date</a> <a href="#ExprTimeState">Former/Future State</a> <a href="#ExprMemory">Free / Max / Total Memory</a> <a href="#ExprFreezeTicks">Freeze Time</a> <a href="#ExprFurnaceSlot">Furnace Slot</a> <a href="#ExprGameMode">Game Mode</a> <a href="#ExprGameRule">Gamerule Value</a> <a href="#ExprGlidingState">Gliding State</a> <a href="#ExprGlowing">Glowing</a> <a href="#ExprGravity">Gravity</a> <a href="#ExprGroup">Group</a> <a href="#ExprHanging">Hanging Entity/Remover</a> <a href="#ExprHash">Hash</a> <a href="#ExprHatchingType">Hatching Entity Type</a> <a href="#ExprHatchingNumber">Hatching Number</a> <a href="#ExprEyeLocation">Head location</a> <a href="#ExprHealAmount">Heal Amount</a> <a href="#ExprHealReason">Heal Reason</a> <a href="#ExprHealth">Health</a> <a href="#ExprHiddenPlayers">Hidden Players</a> <a href="#ExprDomestication">Horse Domestication</a> <a href="#ExprHostname">Hostname</a> <a href="#ExprHotbarButton">Hotbar Button</a> <a href="#ExprHotbarSlot">Hotbar Slot</a> <a href="#ExprHoverList">Hover List</a> <a href="#ExprHumidity">Humidity</a> <a href="#ExprIP">IP</a> <a href="#ExprIndexOf">Index Of</a> <a href="#ExprIndices">Indices of List</a> <a href="#ExprEvtInitiator">Initiator Inventory</a> <a href="#ExprInput">Input</a> <a href="#ExprInventory">Inventory</a> <a href="#ExprInventoryAction">Inventory Action</a> <a href="#ExprInventoryCloseReason">Inventory Close Reason</a> <a href="#ExprInventoryInfo">Inventory Holder/Viewers/Rows/Slots</a> <a href="#ExprInventorySlot">Inventory Slot</a> <a href="#ExprItem">Item</a> <a href="#ExprItemAmount">Item Amount</a> <a href="#ExprItemCooldown">Item Cooldown</a> <a href="#ExprItemDisplayTransform">Item Display Transform</a> <a href="#ExprEnchantments">Item Enchantments</a> <a href="#ExprItemOfEntity">Item of an Entity</a> <a href="#ExprItemWithCustomModelData">Item with CustomModelData</a> <a href="#ExprItemWithLore">Item with Lore</a> <a href="#ExprItems">Items</a> <a href="#ExprItemsIn">Items In</a> <a href="#ExprJoinSplit">Join & Split</a> <a href="#ExprLanguage">Language</a> <a href="#ExprLastAttacker">Last Attacker</a> <a href="#ExprLastColor">Last Color</a> <a href="#ExprLastDamage">Last Damage</a> <a href="#ExprLastDamageCause">Last Damage Cause</a> <a href="#ExprLastDeathLocation">Last Death Location</a> <a href="#ExprLastLoadedServerIcon">Last Loaded Server Icon</a> <a href="#ExprLastResourcePackResponse">Last Resource Pack Response</a> <a href="#ExprLastSpawnedEntity">Last Spawned Entity</a> <a href="#ExprLastLoginTime">Last/First Login Time</a> <a href="#ExprLeashHolder">Leash Holder</a> <a href="#ExprLength">Length</a> <a href="#ExprLevel">Level</a> <a href="#ExprLevelProgress">Level Progress</a> <a href="#ExprLightLevel">Light Level</a> <a href="#ExprPlugins">Loaded Plugins</a> <a href="#ExprLocation">Location</a> <a href="#ExprLocation-2">Location</a> <a href="#ExprLocationOf">Location</a> <a href="#ExprLocationAt">Location At</a> <a href="#ExprLoopIteration">Loop Iteration</a> <a href="#ExprLoopValue">Loop value</a> <a href="#ExprLoot">Loot</a> <a href="#ExprLore">Lore</a> <a href="#ExprLoveTime">Love Time</a> <a href="#ExprLowestHighestSolidBlock">Lowest/Highest Solid Block</a> <a href="#ExprMOTD">MOTD</a> <a href="#ExprMaxDurability">Max Durability</a> <a href="#ExprMaxHealth">Max Health</a> <a href="#ExprMaxItemUseTime">Max Item Use Time</a> <a href="#ExprMaxMinecartSpeed">Max Minecart Speed</a> <a href="#ExprMaxPlayers">Max Players</a> <a href="#ExprMaxFreezeTicks">Maximum Freeze Time</a> <a href="#ExprMaxStack">Maximum Stack Size</a> <a href="#ExprMe">Me</a> <a href="#ExprMendingRepairAmount">Mending Repair Amount</a> <a href="#ExprMessage">Message</a> <a href="#ExprMetadata">Metadata</a> <a href="#ExprMiddleOfLocation">Middle of Location</a> <a href="#ExprMinecartDerailedFlyingVelocity">Minecart Derailed / Flying Velocity</a> <a href="#ExprBalance">Money</a> <a href="#ExprMoonPhase">Moon Phase</a> <a href="#ExprPushedBlocks">Moved blocks</a> <a href="#ExprName">Name / Display Name / Tab List Name</a> <a href="#ExprName-2">Name / Display Name / Tab List Name</a> <a href="#ExprNamed">Named Item/Inventory</a> <a href="#ExprNearestEntity">Nearest Entity</a> <a href="#LitNewLine">New Line</a> <a href="#ExprNoDamageTicks">No Damage Ticks</a> <a href="#ExprNow">Now</a> <a href="#ExprNumberOfCharacters">Number of Characters</a> <a href="#ExprNumbers">Numbers</a> <a href="#ExprOfflinePlayers">Offline players</a> <a href="#ExprOnlinePlayersCount">Online Player Count</a> <a href="#ExprOpenedInventory">Opened Inventory</a> <a href="#ExprParse">Parse</a> <a href="#ExprParseError">Parse Error</a> <a href="#ExprPassenger">Passenger</a> <a href="#ExprPercent">Percent of</a> <a href="#LitPi">Pi</a> <a href="#ExprPickupDelay">Pickup Delay</a> <a href="#ExprPing">Ping</a> <a href="#ExprPlain">Plain Item</a> <a href="#ExprPlayerChatCompletions">Player Chat Completions</a> <a href="#ExprCurrentInputKeys">Player Input Keys</a> <a href="#ExprPlayerlistHeaderFooter">Player List Header and Footer</a> <a href="#ExprPlayerProtocolVersion">Player Protocol Version</a> <a href="#ExprSkull">Player Skull</a> <a href="#ExprPlayerWeather">Player Weather</a> <a href="#ExprPortal">Portal</a> <a href="#ExprPortalCooldown">Portal Cooldown</a> <a href="#ExprPotionEffect">Potion Effect</a> <a href="#ExprPotionEffectTier">Potion Effect Tier</a> <a href="#ExprPotionEffects">Potion Effects</a> <a href="#ExprPrefixSuffix">Prefix/Suffix</a> <a href="#ExprProjectileCriticalState">Projectile Critical State</a> <a href="#ExprProtocolVersion">Protocol Version</a> <a href="#ExprQuitReason">Quit Reason</a> <a href="#ExprRandom">Random</a> <a href="#ExprRandomCharacter">Random Character</a> <a href="#ExprRandomNumber">Random Numbers</a> <a href="#ExprRandomUUID">Random UUID</a> <a href="#ExprRawName">Raw Name</a> <a href="#ExprRawString">Raw String</a> <a href="#ExprReadiedArrow">Readied Arrow/Bow</a> <a href="#ExprRedstoneBlockPower">Redstone Block Power</a> <a href="#ExprRegion">Region</a> <a href="#ExprMembersOfRegion">Region Members & Owners</a> <a href="#ExprRegionsAt">Regions At</a> <a href="#ExprRemainingAir">Remaining Air</a> <a href="#ExprRepeat">Repeat String</a> <a href="#ExprResonatingTime">Resonating Time</a> <a href="#ExprCharges">Respawn Anchor Charges</a> <a href="#ExprRespawnLocation">Respawn location</a> <a href="#ExprReversedList">Reversed List</a> <a href="#ExprRingingTime">Ringing Time</a> <a href="#ExprRotate">Rotated Quaternion/Vector</a> <a href="#ExprQuaternionAxisAngle">Rotation Axis/Angle</a> <a href="#ExprRound">Rounding</a> <a href="#ExprSaturation">Saturation</a> <a href="#ExprScoreboardTags">Scoreboard Tags</a> <a href="#ExprScript">Script Name</a> <a href="#ExprSeaLevel">Sea Level</a> <a href="#ExprSeaPickles">Sea Pickles</a> <a href="#ExprSentCommands">Sent Command List</a> <a href="#ExprServerIcon">Server Icon</a> <a href="#ExprSets">Sets</a> <a href="#ExprShooter">Shooter</a> <a href="#ExprShuffledList">Shuffled List</a> <a href="#ExprSignText">Sign Text</a> <a href="#ExprSkullOwner">Skull Owner</a> <a href="#ExprSlotIndex">Slot Index</a> <a href="#ExprSortedList">Sorted List</a> <a href="#ExprSourceBlock">Source Block</a> <a href="#ExprSpawn">Spawn</a> <a href="#ExprSpawnReason">Spawn Reason</a> <a href="#ExprSpawnerType">Spawner Type</a> <a href="#ExprSpecialNumber">Special Number</a> <a href="#ExprSpectatorTarget">Spectator Target</a> <a href="#ExprSpeed">Speed</a> <a href="#ExprSubstring">Substring</a> <a href="#ExprTPS">TPS (ticks per second)</a> <a href="#ExprTamer">Tamer</a> <a href="#ExprTarget">Target</a> <a href="#ExprTargetedBlock">Targeted Block</a> <a href="#ExprTeleportCause">Teleport Cause</a> <a href="#ExprTemperature">Temperature</a> <a href="#ExprTernary">Ternary</a> <a href="#ExprTextDisplayAlignment">Text Display Alignment</a> <a href="#ExprTextDisplayLineWidth">Text Display Line Width</a> <a href="#ExprTextDisplayOpacity">Text Display Opacity</a> <a href="#ExprTextOf">Text Of</a> <a href="#ExprEgg">The Egg</a> <a href="#ExprTime">Time</a> <a href="#ExprTimePlayed">Time Played</a> <a href="#ExprTimeSince">Time Since/Until</a> <a href="#ExprTimespanDetails">Timespan Details</a> <a href="#ExprTool">Tool</a> <a href="#ExprTotalExperience">Total Experience</a> <a href="#ExprTransformReason">Transform Reason</a> <a href="#ExprTypeOf">Type of</a> <a href="#ExprUUID">UUID</a> <a href="#ExprUnbreakable">Unbreakable Items</a> <a href="#ExprUnixDate">Unix Date</a> <a href="#ExprUnixTicks">Unix Timestamp</a> <a href="#ExprValueWithin">Value Within</a> <a href="#ExprXYZComponent">Vector/Quaternion - WXYZ Component</a> <a href="#ExprVectorAngleBetween">Vectors - Angle Between</a> <a href="#ExprLocationFromVector">Vectors - Create Location from Vector</a> <a href="#ExprVectorFromDirection">Vectors - Create from Direction</a> <a href="#ExprVectorFromXYZ">Vectors - Create from XYZ</a> <a href="#ExprVectorCrossProduct">Vectors - Cross Product</a> <a href="#ExprVectorCylindrical">Vectors - Cylindrical Shape</a> <a href="#ExprVectorDotProduct">Vectors - Dot Product</a> <a href="#ExprVectorLength">Vectors - Length</a> <a href="#ExprLocationVectorOffset">Vectors - Location Vector Offset</a> <a href="#ExprVectorNormalize">Vectors - Normalized</a> <a href="#ExprVectorRandom">Vectors - Random Vector</a> <a href="#ExprVectorSpherical">Vectors - Spherical Shape</a> <a href="#ExprVectorSquaredLength">Vectors - Squared Length</a> <a href="#ExprVectorBetweenLocations">Vectors - Vector Between Locations</a> <a href="#ExprVectorProjection">Vectors - Vector Projection</a> <a href="#ExprVectorOfLocation">Vectors - Vector from Location</a> <a href="#ExprVectorFromYawAndPitch">Vectors - Vector from Pitch and Yaw</a> <a href="#ExprVelocity">Vectors - Velocity</a> <a href="#ExprVehicle">Vehicle</a> <a href="#ExprVersion">Version</a> <a href="#ExprVersionString">Version String</a> <a href="#ExprPlayerViewDistance">View Distance</a> <a href="#ExprClientViewDistance">View Distance of Client</a> <a href="#ExprWeather">Weather</a> <a href="#ExprWhether">Whether</a> <a href="#ExprWhitelist">Whitelist</a> <a href="#ExprWithFireResistance">With Fire Resistance</a> <a href="#ExprWorld">World</a> <a href="#ExprWorldEnvironment">World Environment</a> <a href="#ExprSeed">World Seed</a> <a href="#ExprWorldFromName">World from Name</a> <a href="#ExprWorlds">Worlds</a> <a href="#ExprTimes">X Times</a> <a href="#ExprXOf">X of Item</a> <a href="#ExprYawPitch">Yaw / Pitch</a> <a href="#EffActionBar">Action Bar</a> <a href="#EffAllowAging">Allow Aging</a> <a href="#EffApplyBoneMeal">Apply Bone Meal</a> <a href="#EffBan">Ban</a> <a href="#EffBreakNaturally">Break Block</a> <a href="#EffBroadcast">Broadcast</a> <a href="#EffCancelItemUse">Cancel Active Item</a> <a href="#EffCancelCooldown">Cancel Command Cooldown</a> <a href="#EffCancelDrops">Cancel Drops</a> <a href="#EffCancelEvent">Cancel Event</a> <a href="#EffChange">Change: Set/Add/Remove/Delete/Reset</a> <a href="#EffCharge">Charge Entity</a> <a href="#EffColorItems">Color Items</a> <a href="#EffCommand">Command</a> <a href="#EffCommandBlockConditional">Conditional / Unconditional</a> <a href="#EffConnect">Connect</a> <a href="#EffContinue">Continue</a> <a href="#EffCopy">Copy Into Variable</a> <a href="#EffHealth">Damage/Heal/Repair</a> <a href="#Delay">Delay</a> <a href="#EffDetonate">Detonate Entities</a> <a href="#EffDoIf">Do If</a> <a href="#EffDrop">Drop</a> <a href="#EffScriptFile">Enable/Disable/Reload Script File</a> <a href="#EffEnchant">Enchant/Disenchant</a> <a href="#EffEnforceWhitelist">Enforce Whitelist</a> <a href="#EffEntityVisibility">Entity Visibility</a> <a href="#EffEquip">Equip</a> <a href="#EffExit">Exit</a> <a href="#EffExplodeCreeper">Explode Creeper</a> <a href="#EffExplosion">Explosion</a> <a href="#EffFeed">Feed</a> <a href="#EffForceAttack">Force Attack</a> <a href="#EffRespawn">Force Respawn</a> <a href="#EffHandedness">Handedness</a> <a href="#EffHidePlayerFromServerList">Hide Player from Server List</a> <a href="#EffIgnite">Ignite/Extinguish</a> <a href="#EffTooltip">Item Tooltips</a> <a href="#EffKeepInventory">Keep Inventory / Experience</a> <a href="#EffKick">Kick</a> <a href="#EffKill">Kill</a> <a href="#EffKnockback">Knockback</a> <a href="#EffFireworkLaunch">Launch firework</a> <a href="#EffLeash">Leash entities</a> <a href="#EffLightning">Lightning</a> <a href="#EffLoadServerIcon">Load Server Icon</a> <a href="#EffWorldLoad">Load World</a> <a href="#EffSuppressWarnings">Locally Suppress Warning</a> <a href="#EffLog">Log</a> <a href="#EffLook">Look At</a> <a href="#EffMakeAdultOrBaby">Make Adult/Baby</a> <a href="#EffBreedable">Make Breedable</a> <a href="#EffMakeEggHatch">Make Egg Hatch</a> <a href="#EffFireResistant">Make Fire Resistant</a> <a href="#EffMakeFly">Make Fly</a> <a href="#EffIncendiary">Make Incendiary</a> <a href="#EffInvisible">Make Invisible</a> <a href="#EffInvulnerability">Make Invulnerable</a> <a href="#EffMakeSay">Make Say</a> <a href="#EffGlowingText">Make Sign Glow</a> <a href="#EffMessage">Message</a> <a href="#EffOpenBook">Open Book</a> <a href="#EffOpenInventory">Open/Close Inventory</a> <a href="#EffLidState">Open/Close Lid</a> <a href="#EffPathfind">Pathfind</a> <a href="#EffVisualEffect">Play Effect</a> <a href="#EffPlaySound">Play Sound</a> <a href="#EffPlayerInfoVisibility">Player Info Visibility</a> <a href="#EffPoison">Poison/Cure</a> <a href="#EffPotion">Potion Effects</a> <a href="#EffPush">Push</a> <a href="#EffPvP">PvP</a> <a href="#EffReplace">Replace</a> <a href="#EffReturn">Return</a> <a href="#EffRing">Ring Bell</a> <a href="#EffRotate">Rotate</a> <a href="#EffWorldSave">Save World</a> <a href="#EffSendBlockChange">Send Block Change</a> <a href="#EffSendResourcePack">Send Resource Pack</a> <a href="#EffShear">Shear</a> <a href="#EffShoot">Shoot</a> <a href="#EffSilence">Silence Entity</a> <a href="#EffSort">Sort</a> <a href="#EffStopServer">Stop Server</a> <a href="#EffStopSound">Stop Sound</a> <a href="#EffSwingHand">Swing Hand</a> <a href="#EffTame">Tame / Untame</a> <a href="#EffTeleport">Teleport</a> <a href="#EffTextDisplayDropShadow">Text Display Drop Shadow</a> <a href="#EffTextDisplaySeeThroughBlocks">Text Display See Through Blocks</a> <a href="#EffResetTitle">Title - Reset</a> <a href="#EffSendTitle">Title - Send</a> <a href="#EffToggle">Toggle</a> <a href="#EffToggleFlight">Toggle Flight</a> <a href="#EffToggleCanPickUpItems">Toggle Picking Up Items</a> <a href="#EffTree">Tree</a> <a href="#EffVehicle">Vehicle</a> <a href="#EffOp">op/deop</a> <a href="#EffSecSpawn">Spawn</a> <a href="#CondAlphanumeric">Alphanumeric</a> <a href="#CondIsResonating">Bell Is Resonating</a> <a href="#CondIsRinging">Bell Is Ringing</a> <a href="#CondCanAge">Can Age</a> <a href="#CondCanBreed">Can Breed</a> <a href="#CondCanBuild">Can Build</a> <a href="#CondCanFly">Can Fly</a> <a href="#CondCanHold">Can Hold</a> <a href="#CondCanPickUpItems">Can Pick Up Items</a> <a href="#CondCanSee">Can See</a> <a href="#CondChatColors">Can See Chat Colors</a> <a href="#CondChatVisibility">Can See Messages</a> <a href="#CondChance">Chance</a> <a href="#CondCompare">Comparison</a> <a href="#CondContains">Contains</a> <a href="#CondDamageCause">Damage Cause</a> <a href="#CondAnchorWorks">Do Respawn Anchors Work</a> <a href="#CondWillHatch">Egg Will Hatch</a> <a href="#CondIsSheared">Entity Is Sheared</a> <a href="#CondEntityIsWet">Entity is Wet</a> <a href="#CondEntityIsInLiquid">Entity is in Liquid</a> <a href="#CondCancelled">Event Cancelled</a> <a href="#CondIsSet">Exists/Is Set</a> <a href="#CondAI">Has AI</a> <a href="#CondChatFiltering">Has Chat Filtering</a> <a href="#CondHasClientWeather">Has Client Weather</a> <a href="#CondHasCustomModelData">Has Custom Model Data</a> <a href="#CondGlowingText">Has Glowing Text</a> <a href="#CondHasItemCooldown">Has Item Cooldown</a> <a href="#CondTooltip">Has Item Tooltips</a> <a href="#CondHasLineOfSight">Has Line of Sight</a> <a href="#CondHasMetadata">Has Metadata</a> <a href="#CondPermission">Has Permission</a> <a href="#CondPlayedBefore">Has Played Before</a> <a href="#CondHasPotion">Has Potion</a> <a href="#CondHasResourcePack">Has Resource Pack</a> <a href="#CondHasScoreboardTag">Has Scoreboard Tag</a> <a href="#CondIgnitionProcess">Ignition Process</a> <a href="#CondPastFuture">In The Past/Future</a> <a href="#CondIsAdult">Is Adult</a> <a href="#CondIsAlive">Is Alive</a> <a href="#CondIsBaby">Is Baby</a> <a href="#CondIsBanned">Is Banned</a> <a href="#CondRespawnLocation">Is Bed/Anchor Spawn</a> <a href="#CondIsBlock">Is Block</a> <a href="#CondIsBlockRedstonePowered">Is Block Redstone Powered</a> <a href="#CondIsBlocking">Is Blocking</a> <a href="#CondIsBurning">Is Burning</a> <a href="#CondIsCharged">Is Charged</a> <a href="#CondIsClimbing">Is Climbing</a> <a href="#CondIsCommandBlockConditional">Is Conditional</a> <a href="#CondIsEdible">Is Edible</a> <a href="#CondIsEmpty">Is Empty</a> <a href="#CondIsEnchanted">Is Enchanted</a> <a href="#CondIsDivisibleBy">Is Evenly Divisible By</a> <a href="#CondIsFireResistant">Is Fire Resistant</a> <a href="#CondIsFlammable">Is Flammable</a> <a href="#CondIsFlying">Is Flying</a> <a href="#CondIsFrozen">Is Frozen</a> <a href="#CondIsFuel">Is Fuel</a> <a href="#CondIsGliding">Is Gliding</a> <a href="#CondIsHandRaised">Is Hand Raised</a> <a href="#CondItemInHand">Is Holding</a> <a href="#CondIsInLove">Is In Love</a> <a href="#CondIncendiary">Is Incendiary</a> <a href="#CondIsInfinite">Is Infinite</a> <a href="#CondIsInteractable">Is Interactable</a> <a href="#CondIsInvisible">Is Invisible</a> <a href="#CondIsInvulnerable">Is Invulnerable</a> <a href="#CondIsJumping">Is Jumping</a> <a href="#CondLeashed">Is Leashed</a> <a href="#CondIsLoaded">Is Loaded</a> <a href="#CondIsMember">Is Member/Owner of Region</a> <a href="#CondIsVectorNormalized">Is Normalized</a> <a href="#CondIsOccluding">Is Occluding</a> <a href="#CondIsOnline">Is Online</a> <a href="#CondIsOp">Is Operator</a> <a href="#CondIsPassable">Is Passable</a> <a href="#CondIsPathfinding">Is Pathfinding</a> <a href="#CondIsPluginEnabled">Is Plugin Enabled</a> <a href="#CondIsPoisoned">Is Poisoned</a> <a href="#CondIsPreferredTool">Is Preferred Tool</a> <a href="#CondIsPressingKey">Is Pressing Key</a> <a href="#CondIsRiding">Is Riding</a> <a href="#CondIsRiptiding">Is Riptiding</a> <a href="#CondScriptLoaded">Is Script Loaded</a> <a href="#CondIsSilent">Is Silent</a> <a href="#CondIsSleeping">Is Sleeping</a> <a href="#CondIsSlimeChunk">Is Slime Chunk</a> <a href="#CondIsSneaking">Is Sneaking</a> <a href="#CondIsSolid">Is Solid</a> <a href="#CondIsSprinting">Is Sprinting</a> <a href="#CondIsStackable">Is Stackable</a> <a href="#CondIsSwimming">Is Swimming</a> <a href="#CondIsTameable">Is Tameable</a> <a href="#CondIsTamed">Is Tamed</a> <a href="#CondIsTransparent">Is Transparent</a> <a href="#CondIsUnbreakable">Is Unbreakable</a> <a href="#CondIsUsingFeature">Is Using Experimental Feature</a> <a href="#CondIsValid">Is Valid</a> <a href="#CondIsWearing">Is Wearing</a> <a href="#CondIsWhitelisted">Is Whitelisted</a> <a href="#CondIsWithin">Is Within</a> <a href="#CondWithinRadius">Is Within Radius</a> <a href="#CondIsSkriptCommand">Is a Skript command</a> <a href="#CondIsOfType">Is of Type</a> <a href="#CondIsOnGround">Is on Ground</a> <a href="#CondIsLeftHanded">Left Handed</a> <a href="#CondLidState">Lid Is Open/Closed</a> <a href="#CondMatches">Matches</a> <a href="#CondPvP">PvP</a> <a href="#CondRegionContains">Region Contains</a> <a href="#CondResourcePack">Resource Pack</a> <a href="#CondMinecraftVersion">Running Minecraft</a> <a href="#CondStartsEndsWith">Starts/Ends With</a> <a href="#CondTextDisplayHasDropShadow">Text Display Has Drop Shadow</a> <a href="#CondTextDisplaySeeThroughBlocks">Text Display Visible Through Blocks</a> <a href="#CondDate">Time</a> <a href="#SecConditional">Conditionals</a> <a href="#SecFilter">Filter (Section)</a> <a href="#SecLoop">Loop</a> <a href="#SecWhile">While Loop</a> <a href="#at_time">At Time</a> <a href="#anvil_damage">On Anvil Damage</a> <a href="#anvil_prepare">On Anvil Prepare</a> <a href="#aoe_cloud_effect">On AoE Cloud Effect</a> <a href="#arm_swing">On Arm Swing</a> <a href="#armor_change">On Armor Change</a> <a href="#bed_enter">On Bed Enter</a> <a href="#bed_leave">On Bed Leave</a> <a href="#bell_resonate">On Bell Resonate</a> <a href="#bell_ring">On Bell Ring</a> <a href="#block_damage">On Block Damage</a> <a href="#block_drop">On Block Drop</a> <a href="#block_fertilize">On Block Fertilize</a> <a href="#block_growth">On Block Growth</a> <a href="#book_edit">On Book Edit</a> <a href="#book_sign">On Book Sign</a> <a href="#break_mine">On Break / Mine</a> <a href="#broadcast">On Broadcast</a> <a href="#bucket_empty">On Bucket Empty</a> <a href="#bucket_fill">On Bucket fill</a> <a href="#burn">On Burn</a> <a href="#can_build_check">On Can Build Check</a> <a href="#chat">On Chat</a> <a href="#chunk_generate">On Chunk Generate</a> <a href="#chunk_load">On Chunk Load</a> <a href="#chunk_unload">On Chunk Unload</a> <a href="#click">On Click</a> <a href="#combust">On Combust</a> <a href="#command">On Command</a> <a href="#connect">On Connect</a> <a href="#consume">On Consume</a> <a href="#craft">On Craft</a> <a href="#creeper_power">On Creeper Power</a> <a href="#damage">On Damage</a> <a href="#death">On Death</a> <a href="#dispense">On Dispense</a> <a href="#drop">On Drop</a> <a href="#egg_throw">On Egg Throw</a> <a href="#enchant">On Enchant</a> <a href="#enchant_prepare">On Enchant Prepare</a> <a href="#enderman_enrage">On Enderman Enrage</a> <a href="#endermansheepsilverfishfalling_block">On Enderman/Sheep/Silverfish/Falling Block</a> <a href="#entity_breed">On Entity Breed</a> <a href="#entity_dismount">On Entity Dismount</a> <a href="#entity_jump">On Entity Jump</a> <a href="#entity_mount">On Entity Mount</a> <a href="#entity_portal">On Entity Portal</a> <a href="#entity_potion_effect">On Entity Potion Effect</a> <a href="#entity_transform">On Entity Transform</a> <a href="#experience_change">On Experience Change</a> <a href="#experience_cooldown_change">On Experience Cooldown Change</a> <a href="#experience_spawn">On Experience Spawn</a> <a href="#explode">On Explode</a> <a href="#explosion_prime">On Explosion Prime</a> <a href="#fade">On Fade</a> <a href="#firework_explode">On Firework Explode</a> <a href="#first_join">On First Join</a> <a href="#fishing">On Fishing</a> <a href="#flight_toggle">On Flight Toggle</a> <a href="#flow">On Flow</a> <a href="#form">On Form</a> <a href="#fuel_burn">On Fuel Burn</a> <a href="#gamemode_change">On Gamemode Change</a> <a href="#gliding_state_change">On Gliding State Change</a> <a href="#grow">On Grow</a> <a href="#hand_item_swap">On Hand Item Swap</a> <a href="#heal">On Heal</a> <a href="#horse_jump">On Horse Jump</a> <a href="#hunger_meter_change">On Hunger Meter Change</a> <a href="#ignition">On Ignition</a> <a href="#inventory_click">On Inventory Click</a> <a href="#inventory_close">On Inventory Close</a> <a href="#inventory_drag">On Inventory Drag</a> <a href="#inventory_item_move">On Inventory Item Move</a> <a href="#inventory_open">On Inventory Open</a> <a href="#inventory_pickup">On Inventory Pickup</a> <a href="#inventory_slot_change">On Inventory Slot Change</a> <a href="#item_break">On Item Break</a> <a href="#item_damage">On Item Damage</a> <a href="#item_despawn">On Item Despawn</a> <a href="#item_mend">On Item Mend</a> <a href="#item_merge">On Item Merge</a> <a href="#item_spawn">On Item Spawn</a> <a href="#join">On Join</a> <a href="#jump">On Jump</a> <a href="#kick">On Kick</a> <a href="#language_change">On Language Change</a> <a href="#leaves_decay">On Leaves Decay</a> <a href="#level_change">On Level Change</a> <a href="#lightning_strike">On Lightning Strike</a> <a href="#loot_generate">On Loot Generate</a> <a href="#love_mode_enter">On Love Mode Enter</a> <a href="#move_rotate">On Move / Rotate</a> <a href="#move_on">On Move On</a> <a href="#physics">On Physics</a> <a href="#pick_up">On Pick Up</a> <a href="#pig_zap">On Pig Zap</a> <a href="#piglin_barter">On Piglin Barter</a> <a href="#piston_extend">On Piston Extend</a> <a href="#piston_retract">On Piston Retract</a> <a href="#place">On Place</a> <a href="#player_chunk_enter">On Player Chunk Enter</a> <a href="#player_deep_sleep">On Player Deep Sleep</a> <a href="#player_input">On Player Input</a> <a href="#player_pickup_arrow">On Player Pickup Arrow</a> <a href="#player_trade">On Player Trade</a> <a href="#player_world_change">On Player World Change</a> <a href="#portal">On Portal</a> <a href="#portal_create">On Portal Create</a> <a href="#portal_enter">On Portal Enter</a> <a href="#prepare_craft">On Prepare Craft</a> <a href="#pressure_plate_trip">On Pressure Plate / Trip</a> <a href="#projectile_collide">On Projectile Collide</a> <a href="#projectile_hit">On Projectile Hit</a> <a href="#quit">On Quit</a> <a href="#ready_arrow">On Ready Arrow</a> <a href="#redstone">On Redstone</a> <a href="#region_enterleave">On Region Enter/Leave</a> <a href="#resource_pack_request_response">On Resource Pack Request Response</a> <a href="#respawn">On Respawn</a> <a href="#resurrect_attempt">On Resurrect Attempt</a> <a href="#riptide">On Riptide</a> <a href="#script_loadunload">On Script Load/Unload</a> <a href="#send_command_list">On Send Command List</a> <a href="#server_list_ping">On Server List Ping</a> <a href="#server_startstop">On Server Start/Stop</a> <a href="#sheep_regrow_wool">On Sheep Regrow Wool</a> <a href="#shoot">On Shoot</a> <a href="#sign_change">On Sign Change</a> <a href="#slime_split">On Slime Split</a> <a href="#smelt">On Smelt</a> <a href="#sneak_toggle">On Sneak Toggle</a> <a href="#spawn">On Spawn</a> <a href="#spawn_change">On Spawn Change</a> <a href="#spectate">On Spectate</a> <a href="#sponge_absorb">On Sponge Absorb</a> <a href="#spread">On Spread</a> <a href="#sprint_toggle">On Sprint Toggle</a> <a href="#stonecutter_recipe_select">On Stonecutter Recipe Select</a> <a href="#stop_using_item">On Stop Using Item</a> <a href="#swim_toggle">On Swim Toggle</a> <a href="#tame">On Tame</a> <a href="#target">On Target</a> <a href="#teleport">On Teleport</a> <a href="#tool_change">On Tool Change</a> <a href="#vehicle_create">On Vehicle Create</a> <a href="#vehicle_damage">On Vehicle Damage</a> <a href="#vehicle_destroy">On Vehicle Destroy</a> <a href="#vehicle_enter">On Vehicle Enter</a> <a href="#vehicle_exit">On Vehicle Exit</a> <a href="#weather_change">On Weather Change</a> <a href="#world_init">On World Init</a> <a href="#world_load">On World Load</a> <a href="#world_save">On World Save</a> <a href="#world_unload">On World Unload</a> <a href="#zombie_break_door">On Zombie Break Door</a> <a href="#periodical">Periodical</a> <a href="#eventperiodical">Periodical</a> <a href="#attributetype">Attribute Type</a> <a href="#biome">Biome</a> <a href="#block">Block</a> <a href="#blockdata">Block Data</a> <a href="#boolean">Boolean</a> <a href="#CatType">Cat Type</a> <a href="#chunk">Chunk</a> <a href="#clicktype">Click Type</a> <a href="#color">Color</a> <a href="#commandsender">Command Sender</a> <a href="#damagecause">Damage Cause</a> <a href="#date">Date</a> <a href="#difficulty">Difficulty</a> <a href="#direction">Direction</a> <a href="#billboard">Display Billboard</a> <a href="#display">Display Entity</a> <a href="#textalignment">Display Text Alignment</a> <a href="#enchantment">Enchantment</a> <a href="#enchantmentoffer">Enchantment Offer</a> <a href="#enchantmenttype">Enchantment Type</a> <a href="#entity">Entity</a> <a href="#entitypotioncause">Entity Potion Cause</a> <a href="#entitydata">Entity Type</a> <a href="#entitytype">Entity Type with Amount</a> <a href="#experience">Experience</a> <a href="#experiencecooldownchangereason">Experience Cooldown Change Reason</a> <a href="#fireworkeffect">Firework Effect</a> <a href="#FireworkType">Firework Type</a> <a href="#gamemode">Game Mode</a> <a href="#gamerule">Gamerule</a> <a href="#gamerulevalue">Gamerule Value</a> <a href="#gene">Gene</a> <a href="#healreason">Heal Reason</a> <a href="#inputkey">Input Key</a> <a href="#inventory">Inventory</a> <a href="#inventoryaction">Inventory Action</a> <a href="#inventoryclosereason">Inventory Close Reasons</a> <a href="#inventorytype">Inventory Type</a> <a href="#itemstack">Item</a> <a href="#itemdisplaytransform">Item Display Transforms</a> <a href="#itemtype">Item Type</a> <a href="#livingentity">Living Entity</a> <a href="#location">Location</a> <a href="#metadataholder">Metadata Holder</a> <a href="#money">Money</a> <a href="#moonphase">Moon Phase</a> <a href="#number">Number</a> <a href="#object">Object</a> <a href="#offlineplayer">Offline Player</a> <a href="#player">Player</a> <a href="#potioneffect">Potion Effect</a> <a href="#potioneffecttype">Potion Effect Type</a> <a href="#projectile">Projectile</a> <a href="#quaternion">Quaternion</a> <a href="#quitreason">Quit Reason</a> <a href="#region">Region</a> <a href="#resourcepackstate">Resource Pack State</a> <a href="#cachedservericon">Server Icon</a> <a href="#slot">Slot</a> <a href="#soundcategory">Sound Category</a> <a href="#spawnreason">Spawn Reason</a> <a href="#teleportcause">Teleport Cause</a> <a href="#string">Text</a> <a href="#time">Time</a> <a href="#timeperiod">Timeperiod</a> <a href="#timespan">Timespan</a> <a href="#transformreason">Transform Reason</a> <a href="#structuretype">Tree Type</a> <a href="#classinfo">Type</a> <a href="#vector">Vector</a> <a href="#visualeffect">Visual Effect</a> <a href="#weathertype">Weather Type</a> <a href="#WolfVariant">Wolf Variant</a> <a href="#world">World</a> <a href="#environment">World Environment</a> <a href="#abs">abs</a> <a href="#acos">acos</a> <a href="#asin">asin</a> <a href="#atan">atan</a> <a href="#atan2">atan2</a> <a href="#axisAngle">axisAngle</a> <a href="#calcExperience">calcExperience</a> <a href="#caseEquals">caseEquals</a> <a href="#ceil">ceil</a> <a href="#ceiling">ceiling</a> <a href="#clamp">clamp</a> <a href="#concat">concat</a> <a href="#cos">cos</a> <a href="#date">date</a> <a href="#exp">exp</a> <a href="#floor">floor</a> <a href="#formatNumber">formatNumber</a> <a href="#isNaN">isNaN</a> <a href="#ln">ln</a> <a href="#location">location</a> <a href="#log">log</a> <a href="#max">max</a> <a href="#min">min</a> <a href="#mod">mod</a> <a href="#offlineplayer">offlineplayer</a> <a href="#player">player</a> <a href="#product">product</a> <a href="#quaternion">quaternion</a> <a href="#rgb">rgb</a> <a href="#round">round</a> <a href="#sin">sin</a> <a href="#sqrt">sqrt</a> <a href="#sum">sum</a> <a href="#tan">tan</a> <a href="#vector">vector</a> <a href="#world">world</a> </div> </nav> <h1 id="nav-title">All Elements</h1> <div id="content"> <div class="item-wrapper type-Structure" id="StructAliases" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Aliases</h1> <a href="#StructAliases" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">aliases</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Used for registering custom aliases for a script. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> aliases:<br>&nbsp;&nbsp;&nbsp;&nbsp;blacklisted items = TNT, bedrock, obsidian, mob spawner, lava, lava bucket<br>&nbsp;&nbsp;&nbsp;&nbsp;shiny swords = gold sword, iron sword, diamond sword </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command</h1> <a href="#StructCommand" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">command &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Required Entries:</td> <td>trigger</td> </tr> <tr class="item-details"> <td class="item-table-label">Optional Entries:</td> <td>usage, description, prefix, permission, permission message, aliases, executable by, cooldown, cooldown message, cooldown bypass, cooldown storage</td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Used for registering custom commands. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /broadcast &lt;string&gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;usage: A command for broadcasting a message to all players.<br>&nbsp;&nbsp;&nbsp;&nbsp;permission: skript.command.broadcast<br>&nbsp;&nbsp;&nbsp;&nbsp;permission message: You don't have permission to broadcast messages<br>&nbsp;&nbsp;&nbsp;&nbsp;aliases: /bc<br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players and console<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown: 15 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown message: You last broadcast a message %elapsed time% ago. You can broadcast another message in %remaining time%.<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown bypass: skript.command.broadcast.admin<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown storage: {cooldown::%player%}<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast the argument </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructFunction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Function</h1> <a href="#StructFunction" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[local] function &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2, 2.7 (local functions)</td> </tr> </table> <div class="item-description"> Functions are structures that can be executed with arguments/parameters to run code. They can also return a value to the trigger that is executing the function. Note that local functions come before global functions execution </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function sayMessage(message: text):<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast {_message} # our message argument is available in '{_message}'<br><br>local function giveApple(amount: number) :: item:<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_amount} of apple<br><br>function getPoints(p: player) returns number:<br>&nbsp;&nbsp;&nbsp;&nbsp;return {points::%{_p}%} </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructOptions" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Options</h1> <a href="#StructOptions" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">options</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Options are used for replacing parts of a script with something else. For example, an option may represent a message that appears in multiple locations. Take a look at the example below that showcases this. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> options:<br>&nbsp;&nbsp;&nbsp;&nbsp;no_permission: You're missing the required permission to execute this command!<br><br>command /ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;permission: command.ping<br>&nbsp;&nbsp;&nbsp;&nbsp;permission message: {@no_permission}<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Pong!"<br><br>command /pong:<br>&nbsp;&nbsp;&nbsp;&nbsp;permission: command.pong<br>&nbsp;&nbsp;&nbsp;&nbsp;permission message: {@no_permission}<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Ping!" </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructUsing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Using Experimental Feature</h1> <a href="#StructUsing" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">using &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> </table> <div class="item-description"> Place at the top of a script file to enable an optional experimental feature. For example, this might include </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> using 1.21<br>using my-cool-addon-feature </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructVariables" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Variables</h1> <a href="#StructVariables" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">variables</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Used for defining variables present within a script. This section is not required, but it ensures that a variable has a value if it doesn't exist when the script is loaded. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> variables:<br>&nbsp;&nbsp;&nbsp;&nbsp;{joins} = 0<br>&nbsp;&nbsp;&nbsp;&nbsp;{balance::%player%} = 0<br><br>on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;add 1 to {joins}<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Your balance is %{balance::%player%}%"<br> </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAbsorbedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Absorbed blocks</h1> <a href="#ExprAbsorbedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] absorbed blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#sponge_absorb">sponge absorb</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The blocks absorbed by a sponge block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the absorbed blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprActiveItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Active Item</h1> <a href="#ExprActiveItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (raised|active) (tool|item|weapon) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (raised|active) (tool|item|weapon)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> Returns the item the entities are currently using (ie: the food they're eating, the bow they're drawing back, etc.). This cannot be changed. If an entity is not using any item, this will return null. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim's active tool is a bow:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;interrupt player's active item use </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntityItemUseTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Active Item Use Time</h1> <a href="#ExprEntityItemUseTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [elapsed|remaining] (item|tool) us[ag]e time of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [elapsed|remaining] (item|tool) us[ag]e time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the time that the entities have either spent using an item, or the time left for them to finish using an item. If an entity is not using any item, this will return 0 seconds. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast player's remaining item use time<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast player's item use time </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAffectedEntities" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Affected Entities</h1> <a href="#ExprAffectedEntities" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] affected entities</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#livingentity">Living Entity</a></td> </tr> </table> <div class="item-description"> The affected entities in the <a href='events.html#aoe_cloud_effect'>area cloud effect</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on area cloud effect:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop affected entities:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if loop-value is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "WARNING: you've step on an area effect cloud!" to loop-value </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Age of Block/Entity</h1> <a href="#ExprAge" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [max[imum]] age of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%'[s] [max[imum]] age</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns the age or maximum age of blocks and age for entities (there in no maximum age for entities). For blocks, 'Age' represents the different growth stages that a crop-like block can go through. A value of 0 indicates that the crop was freshly planted, whilst a value equal to 'maximum age' indicates that the crop is ripe and ready to be harvested. For entities, 'Age' represents the time left for them to become adults and it's in minus increasing to be 0 which means they're adults, e.g. A baby cow needs 20 minutes to become an adult which equals to 24,000 ticks so their age will be -24000 once spawned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Set targeted crop to fully grown crop<br>set age of targeted block to maximum age of targeted block<br> <br># Spawn a baby cow that will only need 1 minute to become an adult<br>spawn a baby cow at player<br>set age of last spawned entity to -1200 # in ticks = 60 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAllBannedEntries" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Banned Players/IPs</h1> <a href="#ExprAllBannedEntries" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] banned (players|(ips|ip addresses))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Obtains the list of all banned players or IP addresses. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /banlist:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send all the banned players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAllGroups" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Groups</h1> <a href="#ExprAllGroups" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">all groups</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, a permission plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> All the groups a player can have. This expression requires Vault and a compatible permissions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /group &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if argument is "list":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "%all groups%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOps" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Operators</h1> <a href="#ExprOps" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] [server] [non(-| )]op[erator]s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> The list of operators on the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_ops::*} to all operators </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPermissions" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Permissions</h1> <a href="#ExprPermissions" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] permissions (from|of) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] %<a href='./classes.html#player'>players</a>%'[s] permissions</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev33</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all permissions of the defined player(s). Note that the modifications to resulting list do not actually change permissions. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_permissions::*} to all permissions of the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprScripts" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Scripts</h1> <a href="#ExprScripts" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [of the]|the] scripts [without ([subdirectory] paths|parents)]</li> <li class="skript-code-block">[all [of the]|the] (enabled|loaded) scripts [without ([subdirectory] paths|parents)]</li> <li class="skript-code-block">[all [of the]|the] (disabled|unloaded) scripts [without ([subdirectory] paths|parents)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all of the scripts, or just the enabled or disabled ones. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /scripts:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "All Scripts: %scripts%" to player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Loaded Scripts: %enabled scripts%" to player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Unloaded Scripts: %disabled scripts%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAllCommands" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All commands</h1> <a href="#ExprAllCommands" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the|all [of] the)] [registered] [script] commands</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all registered commands or all script commands. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "Number of all commands: %size of all commands%"<br>send "Number of all script commands: %size of all script commands%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAlphabetList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Alphabetical Sort</h1> <a href="#ExprAlphabetList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">alphabetically sorted %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev18b</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Sorts given strings in alphabetical order. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_list::*} to alphabetically sorted {_strings::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAltitude" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Altitude</h1> <a href="#ExprAltitude" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] altitude[s] of %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] altitude[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Effectively an alias of 'y-<a href='#ExprCoordinate'>coordinate</a> of …', it represents the height of some object above bedrock. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;altitude of the attacker is higher than the altitude of the victim<br>&nbsp;&nbsp;&nbsp;&nbsp;set damage to damage * 1.2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Amount</h1> <a href="#ExprAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (amount|number|size) of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] recursive (amount|number|size) of %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The amount of something. Please note that <code>amount of %items%</code> will not return the number of items, but the number of stacks, e.g. 1 for a stack of 64 torches. To get the amount of items in a stack, see the <a href='#ExprItemAmount'>item amount</a> expression.<p>Also, you can get the recursive size of a list, which will return the recursive size of the list with sublists included, e.g.<p><pre> {list::*} Structure<br> ├──── {list::1}: 1<br> ├──── {list::2}: 2<br> │ ├──── {list::2::1}: 3<br> │ │ └──── {list::2::1::1}: 4<br> │ └──── {list::2::2}: 5<br> └──── {list::3}: 6 </pre><p>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! </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "There are %number of all players% players online!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAmountOfItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Amount of Items</h1> <a href="#ExprAmountOfItems" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (amount|number) of %<a href='./classes.html#itemtype'>item types</a>% (in|of) %<a href='./classes.html#inventory'>inventories</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Counts how many of a particular <a href='./classes.html#itemtype'>item type</a> are in a given inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You have %number of ores in the player's inventory% ores in your inventory." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAnvilRepairCost" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Anvil Repair Cost</h1> <a href="#ExprAnvilRepairCost" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [anvil] [item] [max[imum]] repair cost [of %<a href='./classes.html#inventory'>inventories</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>%'[s] [anvil] [item] [max[imum]] repair cost</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns the experience cost (in levels) to complete the current repair or the maximum experience cost (in levels) to be allowed by the current repair. The default value of max cost set by vanilla Minecraft is 40. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {AnvilRepairSaleActive} = true:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;wait a tick # recommended, to avoid client bugs<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set anvil repair cost to anvil repair cost * 50%<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Anvil repair sale is ON!" to player<br><br>on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;player have permission "anvil.repair.max.bypass"<br>&nbsp;&nbsp;&nbsp;&nbsp;set max repair cost of event-inventory to 99999 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAnvilText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Anvil Text Input</h1> <a href="#ExprAnvilText" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] anvil [inventory] (rename|text) input of %<a href='./classes.html#inventory'>inventories</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>%'[s] anvil [inventory] (rename|text) input</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> An expression to get the name to be applied to an item in an anvil inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;type of event-inventory is anvil inventory<br>&nbsp;&nbsp;&nbsp;&nbsp;if the anvil text input of the event-inventory is "FREE OP":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ban player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAppliedEnchantments" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Applied Enchantments</h1> <a href="#ExprAppliedEnchantments" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] applied enchant[ment]s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant">enchant</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#enchantmenttype">Enchantment Type</a></td> </tr> </table> <div class="item-description"> The applied enchantments in an enchant event. Deleting or removing the applied enchantments will prevent the item's enchantment. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the applied enchantments to sharpness 10 and fire aspect 5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArgument" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Argument</h1> <a href="#ExprArgument" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last arg[ument]</li> <li class="skript-code-block">[the] arg[ument](-| )&lt;(\d+)&gt;</li> <li class="skript-code-block">[the] &lt;(\d*1)st|(\d*2)nd|(\d*3)rd|(\d*[4-90])th&gt; arg[ument][s]</li> <li class="skript-code-block">[(all [[of] the]|the)] arg[ument][s]</li> <li class="skript-code-block">[the] %*<a href='./classes.html#classinfo'>type</a>%( |-)arg[ument][( |-)&lt;\d+&gt;]</li> <li class="skript-code-block">[the] arg[ument]( |-)%*<a href='./classes.html#classinfo'>type</a>%[( |-)&lt;\d+&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.7 (support for command events)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Usable in script commands and command events. Holds the value of an argument given to the command, e.g. if the command "/tell &lt;player&gt; &lt;text&gt;" is used like "/tell Njol Hello Njol!" argument 1 is the player named "Njol" and argument 2 is "Hello Njol!". One can also use the type of the argument instead of its index to address the argument, e.g. in the above example 'player-argument' is the same as 'argument 1'. Please note that specifying the argument type is only supported in script commands. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give the item-argument to the player-argument<br>damage the player-argument by the number-argument<br>give a diamond pickaxe to the argument<br>add argument 1 to argument 2<br>heal the last argument </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArithmetic" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arithmetic</h1> <a href="#ExprArithmetic" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]+[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]+[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]+[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]+[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]-[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]-[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]-[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]-[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]*[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]*[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]*[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]*[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]/[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]/[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]/[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]/[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]^[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]^[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]^[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]^[ ]%<a href='./classes.html#object'>object</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Arithmetic expressions, e.g. 1 + 2, (health of player - 2) / 3, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's health to 10 - the player's health<br>loop (argument + 2) / 5 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Two useless numbers: %loop-num * 2 - 5%, %2^loop-num - 1%"<br>message "You have %health of player * 2% half hearts of HP!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArmorSlot" data-keywords="armor"> <div class="item-title"> <h1 style="display: inline-block">Armour Slot</h1> <a href="#ExprArmorSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (((boots|shoes)|leg[ging]s|chestplate[s]|helmet[s]) [(item|slot)]|armo[u]r[s]) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (((boots|shoes)|leg[ging]s|chestplate[s]|helmet[s]) [(item|slot)]|armo[u]r[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (Armour)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> Equipment of living entities, i.e. the boots, leggings, chestplate or helmet. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set chestplate of the player to a diamond chestplate<br>helmet of player is neither a helmet nor air # player is wearing a block, e.g. from another plugin </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttachedBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arrow Attached Block</h1> <a href="#ExprAttachedBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (attached|hit) block of %<a href='./classes.html#projectile'>projectiles</a>%</li> <li class="skript-code-block">%<a href='./classes.html#projectile'>projectiles</a>%'[s] (attached|hit) block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Returns the attached block of an arrow. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set hit block of last shot arrow to diamond block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArrowKnockbackStrength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arrow Knockback Strength</h1> <a href="#ExprArrowKnockbackStrength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] arrow knockback strength of %<a href='./classes.html#projectile'>projectiles</a>%</li> <li class="skript-code-block">%<a href='./classes.html#projectile'>projectiles</a>%'[s] arrow knockback strength</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> An arrow's knockback strength. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on shoot:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-projectile is an arrow<br>&nbsp;&nbsp;&nbsp;&nbsp;set arrow knockback strength of event-projectile to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArrowsStuck" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arrows Stuck</h1> <a href="#ExprArrowsStuck" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[number of] arrow[s] stuck in %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of arrows stuck in a living entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set arrows stuck in player to 5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttackCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attack Cooldown</h1> <a href="#ExprAttackCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] attack cooldown of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] attack cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns the current cooldown for a player's attack. This is used to calculate damage, with 1.0 representing a fully charged attack and 0.0 representing a non-charged attack. NOTE: Currently this can not be set to anything. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;if attack cooldown of attacker &lt; 1:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set damage to 0<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Your hit was too weak! wait until your weapon is fully charged next time." to attacker </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttacked" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attacked</h1> <a href="#ExprAttacked" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (attacked|damaged|victim) [&lt;(.+)&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3, 2.6.1 (projectile hit event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a>, <a href="events.html#death">death</a>, <a href="events.html#projectile_hit">projectile hit</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The victim of a damage event, e.g. when a player attacks a zombie this expression represents the zombie. When using Minecraft 1.11+, this also covers the hit entity in a projectile hit event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is a creeper<br>&nbsp;&nbsp;&nbsp;&nbsp;damage the attacked by 1 heart </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttacker" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attacker</h1> <a href="#ExprAttacker" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (attacker|damager)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a>, <a href="events.html#death">death</a>, <a href="events.html#destroy">destroy</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The attacker of a damage event, e.g. when a player attacks a zombie this expression represents the player. Please note that the attacker can also be a block, e.g. a cactus or lava, but this expression will not be set in these cases. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;attacker is a player<br>&nbsp;&nbsp;&nbsp;&nbsp;health of attacker is less than or equal to 2<br>&nbsp;&nbsp;&nbsp;&nbsp;damage victim by 1 heart </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBarterDrops" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Barter Drops</h1> <a href="#ExprBarterDrops" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [piglin] barter[ing] drops</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> The items dropped by the piglin in a piglin bartering event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piglin barter:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the bartering drops contain a jack-o-lantern:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove jack-o-lantern from bartering output<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "it's not halloween yet!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBarterInput" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Barter Input</h1> <a href="#ExprBarterInput" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [piglin] barter[ing] input</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> The item picked up by the piglin in a piglin bartering event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piglin barter:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the bartering input is a gold ingot:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "my precious..." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Bed</h1> <a href="#ExprBed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [((safe|valid)|(unsafe|invalid))] bed[s] [location[s]] of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] [((safe|valid)|(unsafe|invalid))] bed[s] [location[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.7 (offlineplayers, safe bed)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Returns the bed location of a player, i.e. the spawn point of a player if they ever slept in a bed and the bed still exists and is unobstructed however, you can set the unsafe bed location of players and they will respawn there even if it has been obstructed or doesn't exist anymore and that's the default behavior of this expression otherwise you will need to be specific i.e. <code>safe bed location</code>.<p>NOTE: Offline players can not have their bed location changed, only online players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if bed of player exists:<br>&nbsp;&nbsp;&nbsp;&nbsp;teleport player the the player's bed<br>else:<br>&nbsp;&nbsp;&nbsp;&nbsp;teleport the player to the world's spawn point<br><br>set the bed location of player to spawn location of world("world") # unsafe/invalid bed location<br>set the safe bed location of player to spawn location of world("world") # safe/valid bed location </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBiome" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Biome</h1> <a href="#ExprBiome" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] biome [(of|%<a href='./classes.html#direction'>direction</a>%) %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] biome</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4, 2.6.1 (3D biomes)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#biome">Biome</a></td> </tr> </table> <div class="item-description"> The biome at a certain location. Please note that biomes are only defined for x/z-columns (i.e. the <a href='#ExprAltitude'>altitude</a> (y-coordinate) doesn't matter), up until Minecraft 1.15.x. As of Minecraft 1.16, biomes are now 3D (per block vs column). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # damage player in deserts constantly<br>every real minute:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;biome at loop-player is desert<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;damage the loop-player by 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block</h1> <a href="#ExprBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block is ore<br>set block below to air<br>spawn a creeper above the block<br>loop blocks in radius 4:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-block is obsidian<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to water<br>block is a chest:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the inventory of the block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlock-2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block</h1> <a href="#ExprBlock-2" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] block %<a href='./classes.html#direction'>direction</a>% [%<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block is ore<br>set block below to air<br>spawn a creeper above the block<br>loop blocks in radius 4:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-block is obsidian<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to water<br>block is a chest:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the inventory of the block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBreakSpeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Break Speed</h1> <a href="#ExprBreakSpeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] break speed[s] [of %<a href='./classes.html#block'>blocks</a>%] [for %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#block'>block</a>%'[s] break speed[s] [for %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.17+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Gets the speed at which the given player would break this block, taking into account tools, potion effects, whether or not the player is in water, enchantments, etc. The returned value is the amount of progress made in breaking the block each tick. When the total breaking progress reaches 1.0, the block is broken. Note that the break speed can change in the course of breaking a block, e.g. if a potion effect is applied or expires, or the player jumps/enters water. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on left click using diamond pickaxe:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-block is set<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Break Speed: %break speed for player%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Data</h1> <a href="#ExprBlockData" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] block[ ]data of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#display'>displays</a>%'[s] block[ ]data</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.5.2 (set), INSERT VERSION (block displays)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#blockdata">Block Data</a></td> </tr> </table> <div class="item-description"> Get the <a href='classes.html#blockdata'>block data</a> associated with a block. This data can also be used to set blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_data} to block data of target block<br>set block at player to {_data}<br><br>set block data of target block to oak_stairs[facing=south;waterlogged=true] </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockHardness" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Hardness</h1> <a href="#ExprBlockHardness" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [block] hardness of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [block] hardness</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Obtains the block's hardness level (also known as "strength"). This number is used to calculate the time required to break each block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_hard} to block hardness of target block<br>if block hardness of target block &gt; 5: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockSound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Sound</h1> <a href="#ExprBlockSound" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (break|fall|hit|place|step) sound[s] of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>/<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>/<a href='./classes.html#itemtype'>item types</a>%'[s] (break|fall|hit|place|step) sound[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Gets the sound that a given block, blockdata, or itemtype will use in a specific scenario. This will return a string in the form of "SOUND_EXAMPLE", which can be used in the play sound syntax.<p>Check out <a href="https://minecraft.wiki/w/Sounds.json">this website</a> for a list of sounds in Minecraft, or <a href="https://minecraft.wiki/w/Sound">this one</a> to go to the Sounds wiki page. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play sound (break sound of dirt) at all players<br>set {_sounds::*} to place sounds of dirt, grass block, blue wool and stone </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockSphere" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Sphere</h1> <a href="#ExprBlockSphere" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] blocks in radius %<a href='./classes.html#number'>number</a>% [(of|around) %<a href='./classes.html#location'>location</a>%]</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks around %<a href='./classes.html#location'>location</a>% in radius %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> All blocks in a sphere around a center, mostly useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop blocks in radius 5 around the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to air </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Blocks</h1> <a href="#ExprBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] blocks %<a href='./classes.html#direction'>direction</a>% [%<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks from %<a href='./classes.html#location'>location</a>% [on] %<a href='./classes.html#direction'>direction</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks from %<a href='./classes.html#location'>location</a>% to %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks between %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks (in|within) %<a href='./classes.html#chunk'>chunk</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.5.1 (within/cuboid/chunk)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Blocks relative to other blocks or between other blocks. Can be used to get blocks relative to other blocks or for looping. Blocks from/to and between will return a straight line whereas blocks within will return a cuboid. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop blocks above the player:<br>loop blocks between the block below the player and the targeted block:<br>set the blocks below the player, the victim and the targeted block to air<br>set all blocks within {loc1} and {loc2} to stone<br>set all blocks within chunk at player to air </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlocksInRegion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Blocks in Region</h1> <a href="#ExprBlocksInRegion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the)] blocks (in|of) [[the] region[s]] %<a href='./classes.html#region'>regions</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> All blocks in a <a href='./classes.html#region'>region</a>. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all blocks in the region {arena.%{faction.%player%}%}:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the loop-block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBookAuthor" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Book Author</h1> <a href="#ExprBookAuthor" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [book] (author|writer|publisher) of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [book] (author|writer|publisher)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The author of a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Title: %author of event-item%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBookPages" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Book Pages</h1> <a href="#ExprBookPages" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] [book] (pages|content) of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%'[s] [book] (pages|content)</li> <li class="skript-code-block">[book] page %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%'[s] [book] page %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31, 2.7 (changers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The pages of a book (Supports Skript's chat format) Note: In order to modify the pages of a new written book, you must have the title and author of the book set. Skript will do this for you, but if you want your own, please set those values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Pages: %pages of event-item%"<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Page 1: %page 1 of event-item%"<br><br>set page 1 of player's held item to "Book writing" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBookTitle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Book Title</h1> <a href="#ExprBookTitle" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] book (name|title) of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] book (name|title)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The title of a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Title: %title of event-item%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBreedingFamily" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Breeding Family</h1> <a href="#ExprBreedingFamily" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] breeding mother</li> <li class="skript-code-block">[the] breeding father</li> <li class="skript-code-block">[the] [bred] (offspring|child)</li> <li class="skript-code-block">[the] breeder</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#livingentity">Living Entity</a></td> </tr> </table> <div class="item-description"> Represents family members within a breeding event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on breeding:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "When a %breeding mother% and %breeding father% love each other very much, they make a %bred offspring%" to breeder </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBurnCookTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Burn/Cook Time</h1> <a href="#ExprBurnCookTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] burn[ing] time</li> <li class="skript-code-block">[the] (burn|cook)[ing] time of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (burn|cook)[ing] time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The time a furnace takes to burn an item in a <a href='events.html#fuel_burn'>fuel burn</a> event. Can also be used to change the burn/cook time of a placed furnace. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fuel burn:<br>&nbsp;&nbsp;&nbsp;&nbsp;if fuel slot is coal:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set burning time to 1 tick </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprStringCase" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Case Text</h1> <a href="#ExprStringCase" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in (upper|lower)[ ]case</li> <li class="skript-code-block">(upper|lower)[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">capitali(s|z)ed %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lenient|strict) ](proper|title)[ ]case</li> <li class="skript-code-block">[(lenient|strict) ](proper|title)[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lenient|strict) ]camel[ ]case</li> <li class="skript-code-block">[(lenient|strict) ]camel[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lenient|strict) ]pascal[ ]case</li> <li class="skript-code-block">[(lenient|strict) ]pascal[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lower|upper|capital|screaming)[ ]]snake[ ]case</li> <li class="skript-code-block">[(lower|upper|capital|screaming)[ ]]snake[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lower|upper|capital)[ ]]kebab[ ]case</li> <li class="skript-code-block">[(lower|upper|capital)[ ]]kebab[ ]case %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16 (lowercase and uppercase), 2.5 (advanced cases)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Copy of given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, and Kebab-Case </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> "Oops!" in lowercase # oops!<br>"oops!" in uppercase # OOPS!<br>"hellO i'm steve!" in proper case # HellO I'm Steve!<br>"hellO i'm steve!" in strict proper case # Hello I'm Steve!<br>"spAwn neW boSs ()" in camel case # spAwnNeWBoSs()<br>"spAwn neW boSs ()" in strict camel case # spawnNewBoss()<br>"geneRate ranDom numBer ()" in pascal case # GeneRateRanDomNumBer()<br>"geneRate ranDom numBer ()" in strict pascal case # GenerateRandomNumber()<br>"Hello Player!" in snake case # Hello_Player!<br>"Hello Player!" in lower snake case # hello_player!<br>"Hello Player!" in upper snake case # HELLO_PLAYER!<br>"What is your name?" in kebab case # What-is-your-name?<br>"What is your name?" in lower kebab case # what-is-your-name?<br>"What is your name?" in upper kebab case # WHAT-IS-YOUR-NAME? </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCodepoint" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Character Codepoint</h1> <a href="#ExprCodepoint" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [unicode|character] code([ ]point| position) of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>%'[s] [unicode|character] code([ ]point| position)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns the Unicode codepoint of a character </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function is_in_order(letters: strings) :: boolean:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop {_letters::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {_codepoint} to codepoint of lowercase loop-value<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false if {_codepoint} is not set # 'loop-value is not a single character'<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{_previous-codepoint} is set<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# if the codepoint of the current character is not<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1 more than the codepoint of the previous character<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# then the letters are not in order<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{_codepoint} - {_previous-codepoint} is not 1<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {_previous-codepoint} to {_codepoint}<br>&nbsp;&nbsp;&nbsp;&nbsp;return true </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCharacterFromCodepoint" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Character from Codepoint</h1> <a href="#ExprCharacterFromCodepoint" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">character (from|at|with) code([ ]point| position) %integer%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns the character at the specified codepoint </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function chars_between(lower: string, upper: string) :: strings:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_lower} to codepoint of {_lower}<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_none} if {_lower} is not set<br><br>&nbsp;&nbsp;&nbsp;&nbsp;set {_upper} to codepoint of {_upper}<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_none} if {_upper} is not set<br><br>&nbsp;&nbsp;&nbsp;&nbsp;loop integers between {_lower} and {_upper}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add character from codepoint loop-value to {_chars::*}<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_chars::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCharacters" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Characters Between</h1> <a href="#ExprCharacters" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] [alphanumeric] characters (between|from) %<a href='./classes.html#string'>text</a>% (and|to) %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> All characters between two given characters, useful for generating random strings. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. The <a href="https://www.asciitable.com/">ASCII table linked here</a> shows this ordering for the first 256 characters. If you would like only alphanumeric characters you can use the 'alphanumeric' option in the expression. If strings of more than one character are given, only the first character of each is used. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop characters from "a" to "f":<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-value%"<br><br># 0123456789:;&lt;=&gt;?@ABC... ...uvwxyz<br>send characters between "0" and "z"<br><br># 0123456789ABC... ...uvwxyz<br>send alphanumeric characters between "0" and "z" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChatFormat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chat Format</h1> <a href="#ExprChatFormat" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (message|chat) format[ting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Can be used to get/retrieve the chat format. The sender of a message is represented by [player] or [sender], and the message by [message] or [msg]. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the chat format to "&amp;lt;yellow&amp;gt;[player]&amp;lt;light gray&amp;gt;: &amp;lt;green&amp;gt;[message]" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChatRecipients" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chat Recipients</h1> <a href="#ExprChatRecipients" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[chat][( |-)]recipients</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-v7, 2.2-dev35 (clearing recipients)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> Recipients of chat events where this is called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> chat recipients </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChunk" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chunk</h1> <a href="#ExprChunk" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] chunk[s] (of|%<a href='./classes.html#direction'>directions</a>%) %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] chunk[s]</li> <li class="skript-code-block">[(all [[of] the]|the)] loaded chunks (of|in) %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.8.0 (loaded chunks)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#chunk">Chunk</a></td> </tr> </table> <div class="item-description"> Returns the <a href='./classes.html#chunk'>chunk</a> of a block, location or entity is in, or a list of the loaded chunks of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add the chunk at the player to {protected chunks::*}<br>set {_chunks::*} to the loaded chunks of the player's world </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprClicked" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Clicked Block/Entity/Inventory/Slot</h1> <a href="#ExprClicked" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (clicked [enchant[ment]] (button|option)|clicked (block|%*<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#entitydata'>entity type</a>%)|clicked slot|clicked inventory|click (type|action)|inventory action)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2-dev35 (more clickable things)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#click">click</a>, <a href="events.html#inventory_click">inventory click</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The clicked block, entity, inventory, inventory slot, inventory click type or inventory action. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You clicked on a %type of clicked entity%!"<br>if the clicked block is a chest:<br>&nbsp;&nbsp;&nbsp;&nbsp;show the inventory of the clicked block to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprColorOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Color of</h1> <a href="#ExprColorOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] colo[u]r[s] of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#fireworkeffect'>firework effects</a>/<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#fireworkeffect'>firework effects</a>/<a href='./classes.html#display'>displays</a>%'[s] colo[u]r[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2, INSERT VERSION (displays)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#color">Color</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#color'>color</a> of an item, entity, block, firework effect, or text display. This can also be used to color chat messages with "&lt;%color of ...%&gt;this text is colored!". Do note that firework effects support setting, adding, removing, resetting, and deleting; text displays support setting and resetting; and items, entities, and blocks only support setting, and only for very few items/blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on click on wool:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "This wool block is &lt;%color of block%&gt;%color of block%&lt;reset&gt;!"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the color of the block to black </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprColoured" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Colored / Uncolored</h1> <a href="#ExprColoured" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(colo[u]r-|colo[u]red )%<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">(format-|formatted )%<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">(un|non)[-](colo[u]r-|colo[u]red |format-|formatted )%<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Parses &lt;color&gt;s and, optionally, chat styles in a message or removes any colors <i>and</i> chat styles from the message. Parsing all chat styles requires this expression to be used in same line with the <a href=effects.html#EffSend>send effect</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;set message to colored message # Safe; only colors get parsed<br>command /fade &amp;lt;player&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set display name of the player-argument to uncolored display name of the player-argument<br>command /format &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message formatted text-argument # Safe, because we're sending to whoever used this command </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command</h1> <a href="#ExprCommand" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (full|complete|whole) command</li> <li class="skript-code-block">[the] command [(label|alias)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.7 (support for script commands)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#command">command</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The command that caused an 'on command' event (excluding the leading slash and all arguments) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevent any commands except for the /exit command during some game<br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {game::%player%::playing} is true:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if the command is not "exit":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "You're not allowed to use commands during the game"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommandBlockCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Block Command</h1> <a href="#ExprCommandBlockCommand" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [command[ ]block] command of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%'[s] [command[ ]block] command</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Gets or sets the command associated with a command block or minecart with command block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send command of {_block}<br>set command of {_cmdMinecart} to "say asdf" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommandInfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Info</h1> <a href="#ExprCommandInfo" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] main command [label|name] [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] main command [label|name]</li> <li class="skript-code-block">[the] description [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] description</li> <li class="skript-code-block">[the] label [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] label</li> <li class="skript-code-block">[the] usage [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] usage</li> <li class="skript-code-block">[(all|the|all [of] the)] aliases [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] aliases</li> <li class="skript-code-block">[the] permission [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] permission</li> <li class="skript-code-block">[the] permission message [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] permission message</li> <li class="skript-code-block">[the] plugin [owner] [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] plugin [owner]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Get information about a command. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> main command label of command "skript"<br>description of command "help"<br>label of command "pl"<br>usage of command "help"<br>aliases of command "bukkit:help"<br>permission of command "/op"<br>command "op"'s permission message<br>command "sk"'s plugin owner<br><br>command /greet &lt;player&gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;usage: /greet &lt;target&gt;<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if arg-1 is sender:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;cYou can't greet yourself! Usage: %the usage%"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "%sender% greets you!" to arg-1<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You greeted %arg-1%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommandSender" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Sender</h1> <a href="#ExprCommandSender" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [command['s]] (sender|executor)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#command">command</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#commandsender">Command Sender</a></td> </tr> </table> <div class="item-description"> The player or the console who sent a command. Mostly useful in <a href='commands'>commands</a> and <a href='events.html#command'>command events</a>. If the command sender is a command block, its location can be retrieved by using %block's location% </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make the command sender execute "/say hi!"<br><br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "%executor% used command /%command% %arguments%" to "commands.log" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCompassTarget" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Compass Target</h1> <a href="#ExprCompassTarget" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] compass target of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] compass target</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location a player's compass is pointing at. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # make all player's compasses target a player stored in {compass::target::%player%}<br>every 5 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the loop-player's compass target to location of {compass::target::%%loop-player%} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="LitConsole" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Console</h1> <a href="#LitConsole" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (console|server)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#commandsender">Command Sender</a></td> </tr> </table> <div class="item-description"> Represents the server's console which can receive messages and execute commands </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> execute console command "/stop"<br>send "message to console" to the console </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCmdCooldownInfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cooldown Time/Remaining Time/Elapsed Time/Last Usage/Bypass Permission</h1> <a href="#ExprCmdCooldownInfo" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] remaining [time] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> <li class="skript-code-block">[the] elapsed [time] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> <li class="skript-code-block">[the] ((cooldown|wait) time|[wait] time of [the] (cooldown|wait) [(of|for) [the] [current] command])</li> <li class="skript-code-block">[the] last usage [date] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> <li class="skript-code-block">[the] [cooldown] bypass perm[ission] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev33</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Only usable in command events. Represents the cooldown time, the remaining time, the elapsed time, the last usage date, or the cooldown bypass permission. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /home:<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown: 10 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown message: You last teleported home %elapsed time% ago, you may teleport home again in %remaining time%.<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;teleport player to {home::%player%} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCoordinate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Coordinate</h1> <a href="#ExprCoordinate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (x|y|z)(-| )(coord[inate]|pos[ition]|loc[ation])[s] of %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] (x|y|z)(-| )(coord[inate]|pos[ition]|loc[ation])[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Represents a given coordinate of a location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's y-coordinate is smaller than 40:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Watch out for lava!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Creature/Entity/Player/Projectile/Villager/Powered Creeper/etc.</h1> <a href="#ExprEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]&lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The entity involved in an event (an entity is a player, a creature or an inanimate object like ignited TNT, a dropped item or an arrow). You can use the specific type of the entity that's involved in the event, e.g. in a 'death of a creeper' event you can use 'the creeper' instead of 'the entity'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give a diamond sword of sharpness 3 to the player<br>kill the creeper<br>kill all powered creepers in the wolf's world<br>projectile is an arrow </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCursorSlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cursor Slot</h1> <a href="#ExprCursorSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] cursor slot of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] cursor slot</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev17</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> The item which the player has on their inventory cursor. This slot is always empty if player has no inventory open. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> cursor slot of player is dirt<br>set cursor slot of player to 64 diamonds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChestInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Custom Chest Inventory</h1> <a href="#ExprChestInventory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] chest inventory (named|with name) %<a href='./classes.html#string'>text</a>% [with %<a href='./classes.html#number'>number</a>% row[s]]</li> <li class="skript-code-block">[a] [new] chest inventory with %<a href='./classes.html#number'>number</a>% row[s] [(named|with name) %<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34, 2.8.0 (chat format)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+ (chat format)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> Returns a chest inventory with the given amount of rows and the name. Use the <a href=effects.html#EffOpenInventory>open inventory</a> effect to open it. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open chest inventory with 1 row named "test" to player<br><br>set {_inventory} to a chest inventory with 1 row<br>set slot 4 of {_inventory} to a diamond named "example"<br>open {_inventory} to player<br><br>open chest inventory named "&lt;#00ff00&gt;hex coloured title!" with 6 rows to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCustomModelData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Custom Model Data</h1> <a href="#ExprCustomModelData" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [custom] model data of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [custom] model data</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.14+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Get/set the CustomModelData tag for an item. (Value is an integer between 0 and 99999999) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set custom model data of player's tool to 3<br>set {_model} to custom model data of player's tool </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDamage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage</h1> <a href="#ExprDamage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] damage</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.5, 2.8.0 (item damage event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Damage">Damage</a>, <a href="events.html#Vehicle_Damage">Vehicle Damage</a>, <a href="events.html#Item_Damage">Item Damage</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> How much damage is done in a entity/vehicle/item damage events. For entity damage events, possibly ignoring armour, criticals and/or enchantments (remember that in Skript '1' is one full heart, not half a heart). For items, it's the amount of durability damage the item will be taking. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-item is any tool<br>&nbsp;&nbsp;&nbsp;&nbsp;clear damage # unbreakable tools as the damage will be 0<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;increase the damage by 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDamageCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Cause</h1> <a href="#ExprDamageCause" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] damage (cause|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#damagecause">Damage Cause</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#damagecause'>damage cause</a> of a damage event. Please click on the link for more information. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> damage cause is lava, fire or burning </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDurability" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Value/Durability</h1> <a href="#ExprDurability" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (damage[s] [value[s]]|durabilit(y|ies)) of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%'[s] (damage[s] [value[s]]|durabilit(y|ies))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2, 2.7 (durability reversed)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The damage value/durability of an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set damage value of player's tool to 10<br>reset the durability of {_item}<br>set durability of player's held item to 0 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDamagedItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damaged Item</h1> <a href="#ExprDamagedItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with (damage|data) [value] %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% damaged by %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Directly damages an item. In MC versions 1.12.2 and lower, this can be used to apply data values to items/blocks </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give player diamond sword with damage value 100<br>set player's tool to diamond hoe damaged by 250<br>give player diamond sword with damage 700 named "BROKEN SWORD"<br>set {_item} to diamond hoe with damage value 50 named "SAD HOE"<br>set target block of player to wool with data value 1<br>set target block of player to potato plant with data value 7 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDateAgoLater" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Date Ago/Later</h1> <a href="#ExprDateAgoLater" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#timespan'>time span</a>% (ago|in the past|before [the] [date] %<a href='./classes.html#date'>date</a>%)</li> <li class="skript-code-block">%<a href='./classes.html#timespan'>time span</a>% (later|(from|after) [the] [date] %<a href='./classes.html#date'>date</a>%)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev33</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> A date the specified timespan before/after another date. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_yesterday} to 1 day ago<br>set {_hourAfter} to 1 hour after {someOtherDate}<br>set {_hoursBefore} to 5 hours before {someOtherDate} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDefaultValue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Default Value</h1> <a href="#ExprDefaultValue" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#object'>objects</a>% (otherwise|?) %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> A shorthand expression for giving things a default value. If the first thing isn't set, the second thing will be returned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast {score::%player's uuid%} otherwise "%player% has no score!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDifference" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Difference</h1> <a href="#ExprDifference" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">difference (between|of) %<a href='./classes.html#object'>object</a>% and %<a href='./classes.html#object'>object</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The difference between two values Supported types include <a href='./classes.html#number'>numbers</a>, <a href='./classes/#date'>dates</a> and <a href='./classes/#time'>times</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if difference between {command::%player%::lastuse} and now is smaller than a minute:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You have to wait a minute before using this command again!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDifficulty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Difficulty</h1> <a href="#ExprDifficulty" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] difficult(y|ies) of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] difficult(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#difficulty">Difficulty</a></td> </tr> </table> <div class="item-description"> The difficulty of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the difficulty of "world" to hard </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDirection" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Direction</h1> <a href="#ExprDirection" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(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) [%<a href='./classes.html#direction'>direction</a>%]</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] in [the] (direction|horizontal direction|facing|horizontal facing) of %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#block'>block</a>% [(of|from)]</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] in %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#block'>block</a>%'[s] (direction|horizontal direction|facing|horizontal facing) [(of|from)]</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] (in[ ]front [of]|forward[s]|behind|backwards|[to the] (right|left) [of])</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] horizontal[ly] (in[ ]front [of]|forward[s]|behind|backwards|to the (right|left) [of])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (basic), 2.0 (extended)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#direction">Direction</a></td> </tr> </table> <div class="item-description"> A helper expression for the <a href='classes.html#direction'>direction type</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> thrust the player upwards<br>set the block behind the player to water<br>loop blocks above the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_rand} to a random integer between 1 and 10<br>&nbsp;&nbsp;&nbsp;&nbsp;set the block {_rand} meters south east of the loop-block to stone<br>block in horizontal facing of the clicked entity from the player is air<br>spawn a creeper 1.5 meters horizontally behind the player<br>spawn a TNT 5 meters above and 2 meters horizontally behind the player<br>thrust the last spawned TNT in the horizontal direction of the player with speed 0.2<br>push the player upwards and horizontally forward at speed 0.5<br>push the clicked entity in in the direction of the player at speed -0.5<br>open the inventory of the block 2 blocks below the player to the player<br>teleport the clicked entity behind the player<br>grow a regular tree 2 meters horizontally behind the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayBillboard" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Billboard</h1> <a href="#ExprDisplayBillboard" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] bill[ |-]board[ing] [setting] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] bill[ |-]board[ing] [setting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#billboard">Display Billboard</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#billboard'>billboard</a> setting of <a href='classes.html#display'>displays</a>. This describes the axes/points around which the display can pivot. Displays spawn with the 'fixed' billboard by default. Resetting this expression will also set it to 'fixed'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set billboard of the last spawned text display to center </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayBrightness" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Brightness</h1> <a href="#ExprDisplayBrightness" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [block|sky] (light [level]|brightness) override[s] of %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] [block|sky] (light [level]|brightness) override[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns or changes the brightness override of <a href='classes.html#display'>displays</a>. Unmodified displays will not have a brightness override value set. Resetting or deleting this value will remove the override. Use the 'block' or 'sky' options to get/change specific values or get 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 will set both sky and block light to the given value. Make sure to set both block and sky levels to your desired values for the best results. Likewise, you can only clear the brightness override, you cannot clear/reset the sky/block values individually. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set sky light override of the last spawned text display to 7<br>subtract 3 from the block light level override of the last spawned text display<br>if sky light level override of {_display} is 5:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear brightness override of {_display} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayGlowOverride" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Glow Color Override</h1> <a href="#ExprDisplayGlowOverride" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] glow[ing] colo[u]r[s] override[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] glow[ing] colo[u]r[s] override[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#color">Color</a></td> </tr> </table> <div class="item-description"> Returns or changes the glowing color override of <a href='classes.html#display'>displays</a>. This overrides whatever color is already set for the scoreboard team of the displays. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set glow color override of the last spawned text display to blue </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayHeightWidth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Height/Width</h1> <a href="#ExprDisplayHeightWidth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] display (height|width) [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] display (height|width)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns or changes the height or width of <a href='classes.html#display'>displays</a>. The rendering culling bounding box spans horizontally width/2 from entity position, which determines the point at which the display will be frustum culled (no longer rendered because the game determines you are no longer able to see it). If set to 0, no culling will occur on both the vertical and horizontal directions. Default is 0.0. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set display height of the last spawned text display to 2.5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayInterpolation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Interpolation Delay/Duration</h1> <a href="#ExprDisplayInterpolation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] interpolation (delay|duration)[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] interpolation (delay|duration)[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns or changes the interpolation delay/duration of <a href='classes.html#display'>displays</a>. Interpolation duration is the amount of time a display will take to interpolate, or shift, between its current state and a new state. Interpolation delay is the amount of ticks before client-side interpolation will commence.Setting to 0 seconds will make it immediate. Resetting either value will return that value to 0. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set interpolation delay of the last spawned text display to 2 ticks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayShadow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Shadow Radius/Strength</h1> <a href="#ExprDisplayShadow" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] shadow (radius|strength) [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] shadow (radius|strength)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns or changes the shadow radius/strength of <a href='classes.html#display'>displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set shadow radius of the last spawned text display to 1.75 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayTeleportDuration" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Teleport Delay/Duration</h1> <a href="#ExprDisplayTeleportDuration" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] teleport[ation] duration[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] teleport[ation] duration[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.4+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The teleport duration of displays is the amount of time it takes to get between locations. 0 means that updates are applied immediately. 1 means that the display entity will move from current position to the updated one over one tick. Higher values spread the movement over multiple ticks. Max of 59 ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set teleport delay of the last spawned text display to 2 ticks<br>teleport last spawned text display to {_location}<br>wait 2 ticks<br>message "display entity has arrived at %{_location}%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayTransformationRotation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Transformation Rotation</h1> <a href="#ExprDisplayTransformationRotation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (left|right) [transformation] rotation [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] (left|right) [transformation] rotation</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quaternion">Quaternion</a></td> </tr> </table> <div class="item-description"> Returns or changes the transformation rotation of <a href='classes.html#display'>displays</a>. The left rotation is applied first, with the right rotation then being applied based on the rotated axis. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set left transformation rotation of last spawned block display to quaternion(1, 0, 0, 0) # reset block display </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayTransformationScaleTranslation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Transformation Scale/Translation</h1> <a href="#ExprDisplayTransformationScaleTranslation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (display|[display] transformation) (scale|translation) of %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] (display|[display] transformation) (scale|translation)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Returns or changes the transformation scale or translation of <a href='classes.html#display'>displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set transformation translation of display to vector from -0.5, -0.5, -0.5 # Center the display in the same position as a block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayViewRange" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display View Range</h1> <a href="#ExprDisplayViewRange" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [display] view (range|radius) [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] [display] view (range|radius)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns or changes the view range of <a href='classes.html#display'>displays</a>. Default value is 1.0. This value is then multiplied by 64 and the player's entity view distance setting to determine the actual range. For example, a player with 150% entity view distance will see a block display with a view range of 1.2 at 1.2 * 64 * 150% = 115.2 blocks away. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set view range of the last spawned text display to 2.9 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Distance</h1> <a href="#ExprDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] distance between %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The distance between two points. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the distance between the player and {home::%uuid of player%} is smaller than 20:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You're very close to your home!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDrops" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Drops</h1> <a href="#ExprDrops" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] drops</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#death">death</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Only works in death events. Holds the drops of the dying creature. Drops can be prevented by removing them with "remove ... from drops", e.g. "remove all pickaxes from the drops", or "clear drops" if you don't want any drops at all. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> clear drops<br>remove 4 planks from the drops </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDropsOfBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Drops Of Block</h1> <a href="#ExprDropsOfBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the|all [of] the)] drops of %<a href='./classes.html#block'>blocks</a>% [(using|with) %<a href='./classes.html#itemtype'>item type</a>% [(as %<a href='./classes.html#entity'>entity</a>%)]]</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'s drops [(using|with) %<a href='./classes.html#itemtype'>item type</a>% [(as %<a href='./classes.html#entity'>entity</a>%)]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15+ ('as %entity%')</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> A list of the items that will drop when a block is broken. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on break of block:<br>&nbsp;&nbsp;&nbsp;&nbsp;give drops of block using player's tool to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprElement" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Elements</h1> <a href="#ExprElement" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (first|last) element [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] (first|last) %integer% elements [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[a] random element [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] %integer%(st|nd|rd|th) [[to] last] element [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] elements (from|between) %integer% (to|and) %integer% [out] of %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.7 (relative to last element), 2.8.0 (range of elements)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The first, last, range or a random element of a set, e.g. a list variable. See also: <a href='#ExprRandom'>random expression</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast the first 3 elements of {top players::*}<br>set {_last} to last element of {top players::*}<br>set {_random player} to random element out of all players<br>send 2nd last element of {top players::*} to player<br>set {page2::*} to elements from 11 to 20 of {top players::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchant Item</h1> <a href="#ExprEnchantItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] enchant[ed] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant_prepare">enchant prepare</a>, <a href="events.html#enchant">enchant</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> The enchant item in an enchant prepare event or enchant event. It can be modified, but enchantments will still be applied in the enchant event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the enchanted item to a diamond chestplate<br>on enchant prepare:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the enchant item to a wooden sword </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantingExpCost" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchanting Experience Cost</h1> <a href="#ExprEnchantingExpCost" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [displayed] ([e]xp[erience]|enchanting) cost</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant">enchant</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The cost of enchanting in an enchant event. This is number that was displayed in the enchantment table, not the actual number of levels removed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Cost: %the displayed enchanting cost%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentBonus" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Bonus</h1> <a href="#ExprEnchantmentBonus" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] enchantment bonus</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant_prepare">enchant prepare</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The enchantment bonus in an enchant prepare event. This represents the number of bookshelves affecting/surrounding the enchantment table. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "There are %enchantment bonus% bookshelves surrounding this enchantment table!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Level</h1> <a href="#ExprEnchantmentLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [enchant[ment]] level[s] of %<a href='./classes.html#enchantment'>enchantments</a>% (on|of) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#enchantment'>enchantments</a>% [enchant[ment]] level[s] (on|of) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] %<a href='./classes.html#enchantment'>enchantments</a>% [enchant[ment]] level[s]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [enchant[ment]] level[s] of %<a href='./classes.html#enchantment'>enchantments</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The level of a particular <a href='classes.html#enchantment'>enchantment</a> on an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is a sword of sharpness:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You have a sword of sharpness %level of sharpness of the player's tool% equipped" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentOffer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Offer</h1> <a href="#ExprEnchantmentOffer" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [of]] [the] enchant[ment] offers</li> <li class="skript-code-block">enchant[ment] offer[s] %<a href='./classes.html#number'>numbers</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>%(st|nd|rd|th) enchant[ment] offer</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant_prepare">enchant prepare</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.11 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#enchantmentoffer">Enchantment Offer</a></td> </tr> </table> <div class="item-description"> The enchantment offer in enchant prepare events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant prepare:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your enchantment offers are: %the enchantment offers%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentOfferCost" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Offer Cost</h1> <a href="#ExprEnchantmentOfferCost" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [enchant[ment]] cost of %<a href='./classes.html#enchantmentoffer'>enchantment offers</a>%</li> <li class="skript-code-block">%<a href='./classes.html#enchantmentoffer'>enchantment offers</a>%'[s] [enchant[ment]] cost</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.11 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The cost of an enchantment offer. This is displayed to the right of an enchantment offer. If the cost is changed, it will always be at least 1. This changes how many levels are required to enchant, but does not change the number of levels removed. To change the number of levels removed, use the enchant event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set cost of enchantment offer 1 to 50 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnderChest" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ender Chest</h1> <a href="#ExprEnderChest" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ender[ ]chest[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] ender[ ]chest[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> The ender chest of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open the player's ender chest to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntities" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entities</h1> <a href="#ExprEntities" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] %*<a href='./classes.html#entitydata'>entity types</a>% [(in|of) ([world[s]] %<a href='./classes.html#world'>worlds</a>%|%<a href='./classes.html#chunk'>chunks</a>%)]</li> <li class="skript-code-block">[(all [[of] the]|the)] entities of type[s] %<a href='./classes.html#entitydata'>entity types</a>% [(in|of) ([world[s]] %<a href='./classes.html#world'>worlds</a>%|%<a href='./classes.html#chunk'>chunks</a>%)]</li> <li class="skript-code-block">[(all [[of] the]|the)] %*<a href='./classes.html#entitydata'>entity types</a>% (within|[with]in radius) %<a href='./classes.html#number'>number</a>% [(block[s]|met(er|re)[s])] (of|around) %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] entities of type[s] %<a href='./classes.html#entitydata'>entity types</a>% in radius %<a href='./classes.html#number'>number</a>% (of|around) %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] %*<a href='./classes.html#entitydata'>entity types</a>% within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] entities of type[s] %<a href='./classes.html#entitydata'>entity types</a>% within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2.1, 2.5 (chunks), INSERT VERSION (within)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> All entities in all worlds, in a specific world, in a chunk, in a radius around a certain location or within two locations. e.g. <code>all players</code>, <code>all creepers in the player's world</code>, or <code>players in radius 100 of the player</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> kill all creepers in the player's world<br>send "Psst!" to all players within 100 meters of the player<br>give a diamond to all ops<br>heal all tamed wolves in radius 2000 around {town center}<br>delete all monsters in chunk at player<br>size of all players within {_corner::1} and {_corner::2}} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAI" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity AI</h1> <a href="#ExprAI" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (ai|artificial intelligence) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (ai|artificial intelligence)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Returns whether an entity has AI. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set artificial intelligence of target entity to false </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntityAttribute" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Attribute</h1> <a href="#ExprEntityAttribute" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] %<a href='./classes.html#attributetype'>attribute type</a>% [((total|final|modified))] attribute [value] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] %<a href='./classes.html#attributetype'>attribute type</a>% [((total|final|modified))] attribute [value]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.6.1 (final attribute value)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The numerical value of an entity's particular attribute. Note that the movement speed attribute cannot be reliably used for players. For that purpose, use the speed expression instead. Resetting an entity's attribute is only available in Minecraft 1.11 and above. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are wounded!" to victim<br>&nbsp;&nbsp;&nbsp;&nbsp;set victim's attack speed attribute to 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFireTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Fire Burn Duration</h1> <a href="#ExprFireTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (burn[ing]|fire) (time|duration) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] (burn[ing]|fire) (time|duration)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> How much time an entity will be burning for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "You will stop burning in %fire time of player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntityTamer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Owner</h1> <a href="#ExprEntityTamer" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (owner|tamer) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (owner|tamer)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> The owner of a tameable entity, such as a horse or wolf. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set owner of target entity to player<br>delete owner of target entity<br>set {_t} to uuid of tamer of target entity </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntitySound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Sound</h1> <a href="#ExprEntitySound" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (damage|hurt) sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (damage|hurt) sound[s]</li> <li class="skript-code-block">[the] death sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] death sound[s]</li> <li class="skript-code-block">[the] [(tall|high)|(low|normal)] fall damage sound[s] [from [[a] height [of]] %<a href='./classes.html#number'>number</a>%] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [(tall|high)|(low|normal)] fall [damage] sound[s] [from [[a] height [of]] %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">[the] swim[ming] sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] swim[ming] sound[s]</li> <li class="skript-code-block">[the] [(fast|speedy)] splash sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [(fast|speedy)] splash sound[s]</li> <li class="skript-code-block">[the] eat[ing] sound[s] of %<a href='./classes.html#livingentity'>living entities</a>% [(with|using|[while] eating [a]) %<a href='./classes.html#itemtype'>item type</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] eat[ing] sound[s]</li> <li class="skript-code-block">[the] drink[ing] sound[s] of %<a href='./classes.html#livingentity'>living entities</a>% [(with|using|[while] drinking [a]) %<a href='./classes.html#itemtype'>item type</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] drink[ing] sound[s]</li> <li class="skript-code-block">[the] ambient sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] ambient sound[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Gets the sound that a given entity will make in a specific scenario. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play sound (hurt sound of player) at player<br>set {_sounds::*} to death sounds of (all mobs in radius 10 of player) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExhaustion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exhaustion</h1> <a href="#ExprExhaustion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] exhaustion of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] exhaustion</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The exhaustion of a player. This is mainly used to determine the rate of hunger depletion. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set exhaustion of all players to 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExperience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience</h1> <a href="#ExprExperience" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(spawned|dropped)] [e]xp[erience] [orb[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1, 2.5.3 (block break event), 2.7 (experience change event), INSERT VERSION (breeding event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#experience_spawn">experience spawn</a>, <a href="events.html#break_mine">break / mine</a>, <a href="events.html#experience_change">experience change</a>, <a href="events.html#entity_breeding">entity breeding</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#experience">Experience</a></td> </tr> </table> <div class="item-description"> How much experience was spawned in an experience spawn or block break event. Can be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on experience spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;add 5 to the spawned experience<br><br>on break of coal ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear dropped experience<br><br>on break of diamond ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;if tool of player = diamond pickaxe:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add 100 to dropped experience<br><br>on breed:<br>&nbsp;&nbsp;&nbsp;&nbsp;breeding father is a cow<br>&nbsp;&nbsp;&nbsp;&nbsp;set dropped experience to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExperienceCooldownChangeReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience Cooldown Change Reason</h1> <a href="#ExprExperienceCooldownChangeReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [the] (experience|[e]xp) cooldown change (reason|cause|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#experiencecooldownchangereason">Experience Cooldown Change Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#experiencechangereason'>experience change reason</a> within in an<a href='events.html#experience%20cooldown%20change%20event'>experience cooldown change event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player experience cooldown change:<br>&nbsp;&nbsp;&nbsp;&nbsp;if xp cooldown change reason is plugin:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#Changed by a plugin<br>&nbsp;&nbsp;&nbsp;&nbsp;else if xp cooldown change reason is orb pickup:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#Changed by picking up xp orb </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExperienceCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience Pickup Cooldown</h1> <a href="#ExprExperienceCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [the] (experience|[e]xp) [pickup|collection] cooldown of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [the] (experience|[e]xp) [pickup|collection] cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The experience cooldown of a player. Experience cooldown is how long until a player can pick up another orb of experience. The cooldown of a player must be 0 to pick up another orb of experience. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send experience cooldown of player<br>set the xp pickup cooldown of player to 1 hour<br>if exp collection cooldown of player &gt;= 10 minutes:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the experience pickup cooldown of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplodedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exploded Blocks</h1> <a href="#ExprExplodedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] exploded blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.8.6 (modify blocks)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#explode">explode</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Get all the blocks that were destroyed in an explode event. Supports add/remove/set/clear/delete blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop exploded blocks:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add loop-block to {exploded::blocks::*}<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop exploded blocks:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if loop-block is grass:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove loop-block from exploded blocks<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear exploded blocks<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;set exploded blocks to blocks in radius 10 around event-entity<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;add blocks above event-entity to exploded blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplosionBlockYield" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosion Block Yield</h1> <a href="#ExprExplosionBlockYield" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [explosion['s]] block (yield|amount)</li> <li class="skript-code-block">[the] percentage of blocks dropped</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#explosion">explosion</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The percentage of exploded blocks dropped in an explosion event. When changing the yield, a value greater than 1 will function the same as using 1. Attempting to change the yield to a value less than 0 will have no effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explode:<br>set the explosion's block yield to 10% </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplosionYield" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosion Yield</h1> <a href="#ExprExplosionYield" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] explosion (yield|radius|size)</li> <li class="skript-code-block">[the] (yield|radius|size) of [the] explosion</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#explosion_prime">explosion prime</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The yield of the explosion in an explosion prime event. This is how big the explosion is. When changing the yield, values less than 0 will be ignored. Read <a href='https://minecraft.wiki/w/Explosion'>this wiki page</a> for more information </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the yield of the explosion to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplosiveYield" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosive Yield</h1> <a href="#ExprExplosiveYield" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] explosive (yield|radius|size) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] explosive (yield|radius|size)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.12 or newer for creepers</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The yield of an explosive (creeper, primed tnt, fireball, etc.). This is how big of an explosion is caused by the entity. Read <a href='https://minecraft.wiki/w/Explosion'>this wiki page</a> for more information </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of a creeper:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the explosive yield of the event-entity to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFacing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Facing</h1> <a href="#ExprFacing" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(horizontal)] facing of %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#block'>blocks</a>%'[s] [(horizontal)] facing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#direction">Direction</a></td> </tr> </table> <div class="item-description"> The facing of an entity or block, i.e. exactly north, south, east, west, up or down (unlike <a href='#ExprDirection'>direction</a> which is the exact direction, e.g. '0.5 south and 0.7 east') </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # makes a bridge<br>loop blocks from the block below the player in the horizontal facing of the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to cobblestone </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFallDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Fall Distance</h1> <a href="#ExprFallDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] fall[en] (distance|height) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] fall[en] (distance|height)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The distance an entity has fallen for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set all entities' fall distance to 10<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%victim's fall distance%" to victim </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFertilizedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Fertilized Blocks</h1> <a href="#ExprFertilizedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all] [the] fertilized blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#block_fertilize">block fertilize</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The blocks fertilized in block fertilize events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the fertilized blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFilter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Filter (Expression)</h1> <a href="#ExprFilter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#object'>objects</a>% (where|that match) \[&lt;.+&gt;\]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Filters a list based on a condition. For example, if you ran 'broadcast "something" and "something else" where [string input is "something"]', only "something" would be broadcast as it is the only string that matched the condition. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "congrats on being staff!" to all players where [player input has permission "staff"] </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFinalDamage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Final Damage</h1> <a href="#ExprFinalDamage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] final damage</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev19</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> How much damage is done in a damage event, considering all types of damage reduction. Can NOT be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%final damage%" to victim </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFireworkEffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Firework Effect</h1> <a href="#ExprFireworkEffect" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(flickering|trailing|flickering trailing|trailing flickering)] %<a href='./classes.html#fireworktype'>firework type</a>% [firework [effect]] colo[u]red %<a href='./classes.html#color'>colors</a>%</li> <li class="skript-code-block">[(flickering|trailing|flickering trailing|trailing flickering)] %<a href='./classes.html#fireworktype'>firework type</a>% [firework [effect]] colo[u]red %<a href='./classes.html#color'>colors</a>% fad(e|ing) [to] %<a href='./classes.html#color'>colors</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#fireworkeffect">Firework Effect</a></td> </tr> </table> <div class="item-description"> Represents a 'firework effect' which can be used in the <a href='effects.html#EffFireworkLaunch'>launch firework</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> launch flickering trailing burst firework colored blue and green at player<br>launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity<br>launch ball large colored red, purple and white fading to light green and black at player's location with duration 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFlightMode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Flight Mode</h1> <a href="#ExprFlightMode" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] fl(y[ing]|ight) (mode|state) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] fl(y[ing]|ight) (mode|state)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Whether the player(s) are allowed to fly. Use <a href=effects.html#EffMakeFly>Make Fly</a> effect to force player(s) to fly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set flight mode of player to true<br>send "%flying state of all players%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFoodLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Food Level</h1> <a href="#ExprFoodLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (food|hunger)[[ ](level|met(er|re)|bar)] [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (food|hunger)[[ ](level|met(er|re)|bar)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The food level of a player from 0 to 10. Has several aliases: food/hunger level/meter/bar. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's food level to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFormatDate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Formatted Date</h1> <a href="#ExprFormatDate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>% formatted [human-readable] [(with|as) %<a href='./classes.html#string'>text</a>%]</li> <li class="skript-code-block">[human-readable] formatted %<a href='./classes.html#date'>dates</a>% [(with|as) %<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31, 2.7 (support variables in format)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Converts date to human-readable text format. By default, 'yyyy-MM-dd HH:mm:ss z' (e.g. '2018-03-30 16:03:12 +01') will be used. For reference, see this <a href="https://en.wikipedia.org/wiki/ISO_8601">Wikipedia article</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /date:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Full date: %now formatted human-readable%" to sender<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Short date: %now formatted as "yyyy-MM-dd"%" to sender </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimeState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Former/Future State</h1> <a href="#ExprTimeState" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (former|past|old) [state] [of] %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>% before [the event]</li> <li class="skript-code-block">[the] (future|to-be|new) [state] [of] %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>%(-to-be| after[(wards| the event)])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Represents the value of an expression before an event happened or the value it will have directly after the event, e.g. the old or new level respectively in a <a href='./events.html#level_change'>level change event</a>. Note: The past, future and present states of an expression are sometimes called 'time states' of an expression. Note 2: If you don't specify whether to use the past or future state of an expression that has different values, its default value will be used which is usually the value after the event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on teleport:<br>&nbsp;&nbsp;&nbsp;&nbsp;former world was "world_nether" # or 'world was'<br>&nbsp;&nbsp;&nbsp;&nbsp;world will be "world" # or 'world after the event is'<br>on tool change:<br>&nbsp;&nbsp;&nbsp;&nbsp;past tool is an axe<br>&nbsp;&nbsp;&nbsp;&nbsp;the tool after the event will be air<br>on weather change:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {weather::%world%::old} to past weather<br>&nbsp;&nbsp;&nbsp;&nbsp;set {weather::%world%::current} to the new weather </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMemory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Free / Max / Total Memory</h1> <a href="#ExprMemory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [server] (free|max[imum]|total) (memory|ram)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">double</a></td> </tr> </table> <div class="item-description"> The free, max or total memory of the server in Megabytes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> while player is online:<br>&nbsp;&nbsp;&nbsp;&nbsp;send action bar "Memory left: %free memory%/%max memory%MB" to player<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 5 ticks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFreezeTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Freeze Time</h1> <a href="#ExprFreezeTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] freeze time of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] freeze time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> How much time an entity has been in powdered snow for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's freeze time is less than 3 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "you're about to freeze!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFurnaceSlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Furnace Slot</h1> <a href="#ExprFurnaceSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (ore slot|fuel slot|result [slot])</li> <li class="skript-code-block">[the] (ore|fuel|result) slot[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (ore|fuel|result) slot[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (syntax rework)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#smelt">smelt</a>, <a href="events.html#fuel_burn">fuel burn</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> A slot of a furnace, i.e. either the ore, fuel or result slot. Remember to use '<a href='#ExprBlock'>block</a>' and not <code>furnace</code>, as <code>furnace</code> is not an existing expression. Note that <code>the result</code> and <code>the result slot</code> refer to separate things. <code>the result</code> is the product in a smelt event and <code>the result slot</code> is the output slot of a furnace (where <code>the result</code> will end up). Note that if the result in a smelt event is changed to an item that differs in type from the items currently in the result slot, the smelting will fail to complete (the item will attempt to smelt itself again). Note that if values other than <code>the result</code> are changed, event values may not accurately reflect the actual items in a furnace. Thus you may wish to use the event block in this case (e.g. <code>the fuel slot of the event-block</code>) to get accurate values if needed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the fuel slot of the clicked block to a lava bucket<br>set the block's ore slot to 64 iron ore<br>give the result of the block to the player<br>clear the result slot of the block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGameMode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Game Mode</h1> <a href="#ExprGameMode" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] game[ ]mode of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] game[ ]mode</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#gamemode">Game Mode</a></td> </tr> </table> <div class="item-description"> The gamemode of a player. (<a href="classes.html#gamemode">Gamemodes</a>) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's gamemode is survival<br>set the player's gamemode to creative </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGameRule" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gamerule Value</h1> <a href="#ExprGameRule" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] gamerule %<a href='./classes.html#gamerule'>gamerule</a>% of %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#gamerulevalue">Gamerule Value</a></td> </tr> </table> <div class="item-description"> The gamerule value of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the gamerule commandBlockOutput of world "world" to false </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGlidingState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gliding State</h1> <a href="#ExprGlidingState" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (gliding|glider) [state] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (gliding|glider) [state]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Sets of gets gliding state of player. It allows you to set gliding state of entity even if they do not have an <a href="https://minecraft.wiki/w/Elytra">Elytra</a> equipped. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set gliding of player to off </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGlowing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Glowing</h1> <a href="#ExprGlowing" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] glowing of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] glowing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev18</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Indicates if targeted entity is glowing (new 1.9 effect) or not. Glowing entities can be seen through walls. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set glowing of player to true </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGravity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gravity</h1> <a href="#ExprGravity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] gravity of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] gravity</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> If entity is affected by gravity or not, i.e. if it has Minecraft 1.10+ NoGravity flag. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set gravity of player off </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGroup" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Group</h1> <a href="#ExprGroup" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] group[s] of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] group[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, a permission plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The primary group or all groups of a player. This expression requires Vault and a compatible permissions plugin to be installed. If you have LuckPerms, ensure you have vault integration enabled in the luck perms configurations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%group of player%" # this is the player's primary group<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%groups of player%" # this is all of the player's groups </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHanging" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hanging Entity/Remover</h1> <a href="#ExprHanging" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hanging (entity|remover)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Returns the hanging entity or remover in hanging <a href='./events.html#break_mine'>break</a> and <a href='./events.html#place'>place</a> events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on break of item frame:<br>&nbsp;&nbsp;&nbsp;&nbsp;if item of hanging entity is diamond pickaxe:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if hanging remover is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't break that item frame!" to hanging remover </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHash" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hash</h1> <a href="#ExprHash" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% hash[ed] with (MD5|SHA-256)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev32 (SHA-256 algorithm)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Hashes the given text using the MD5 or SHA-256 algorithms. Each algorithm is suitable for different use cases.<p> MD5 is provided mostly for backwards compatibility, as it is outdated and not secure. SHA-256 is more secure, and can used to hash somewhat confidental data like IP addresses and even passwords. It is not <i>that</i> secure out of the box, so please consider using salt when dealing with passwords! When hashing data, you <strong>must</strong> specify algorithms that will be used for security reasons! <p>Please note that a hash cannot be reversed under normal circumstanses. You will not be able to get original value from a hash with Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /setpass &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {password::%uuid of player%} to text-argument hashed with SHA-256<br>command /login &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if text-argument hashed with SHA-256 is {password::%uuid of player%}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Login successful."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Wrong password!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHatchingType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hatching Entity Type</h1> <a href="#ExprHatchingType" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hatching entity [type]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entitydata">Entity Type</a></td> </tr> </table> <div class="item-description"> The type of the entity that will be hatched in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the hatching entity type to a primed tnt </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHatchingNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hatching Number</h1> <a href="#ExprHatchingNumber" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hatching number</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">byte</a></td> </tr> </table> <div class="item-description"> The number of entities that will be hatched in a Player Egg Throw event. Please note that no more than 127 entities can be hatched at once. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the hatching number to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEyeLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Head location</h1> <a href="#ExprEyeLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (head|eye[s]) [location[s]] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (head|eye[s]) [location[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location of an entity's head, mostly useful for players and e.g. looping blocks in the player's line of sight. Please note that this location is only accurate for entities whose head is exactly above their center, i.e. players, endermen, zombies, skeletons, etc., but not sheep, pigs or cows. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the block at the player's head to air<br>set the block in front of the player's eyes to glass<br>loop blocks in front of the player's head: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHealAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Heal Amount</h1> <a href="#ExprHealAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] heal[ing] amount</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#heal">heal</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">double</a></td> </tr> </table> <div class="item-description"> The amount of health healed in a <a href='/events.html#heal'>heal event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player healing:<br>&nbsp;&nbsp;&nbsp;&nbsp;increase the heal amount by 2<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 0.5 from the healing amount </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHealReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Heal Reason</h1> <a href="#ExprHealReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (regen|health regain|heal[ing]) (reason|cause)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#heal">heal</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#healreason">Heal Reason</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#healreason'>heal reason</a> of a <a href='./events.html#heal'>heal event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on heal:<br>&nbsp;&nbsp;&nbsp;&nbsp;heal reason is satiated<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You ate enough food and gained full health back!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHealth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Health</h1> <a href="#ExprHealth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] health of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] health</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The health of a creature, e.g. a player, mob, villager, etc. The minimum value is 0, and the maximum is the creature's max health (e.g. 10 for players). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You have %health% HP left." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHiddenPlayers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hidden Players</h1> <a href="#ExprHiddenPlayers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] hidden players (of|for) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] players hidden (from|for|by) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> The players hidden from a player that were hidden using the <a href='effects.html#EffEntityVisibility'>entity visibility</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "&amp;lt;light red&amp;gt;You are currently hiding: &amp;lt;light gray&amp;gt;%hidden players of the player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDomestication" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Horse Domestication</h1> <a href="#ExprDomestication" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [max[imum]] domestication level of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [max[imum]] domestication level</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Gets and/or sets the (max) domestication of a horse. The domestication of a horse is how close a horse is to becoming tame - the higher the domestication, the closer they are to becoming tame (must be between 1 and the max domestication level of the horse). The max domestication of a horse is how long it will take for a horse to become tame (must be greater than 0). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function domesticateAndTame(horse: entity, p: offline player, i: int = 10):<br>&nbsp;&nbsp;&nbsp;&nbsp;add {_i} to domestication level of {_horse}<br>&nbsp;&nbsp;&nbsp;&nbsp;if domestication level of {_horse} &gt;= max domestication level of {_horse}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tame {_horse}<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set tamer of {_horse} to {_p} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHostname" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hostname</h1> <a href="#ExprHostname" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (host|domain)[ ][name]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The hostname used by the connecting player to connect to the server in a <a href='events.html#connect'>connect</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on connect:<br>&nbsp;&nbsp;&nbsp;&nbsp;hostname is "testers.example.com"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Welcome back tester!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHotbarButton" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hotbar Button</h1> <a href="#ExprHotbarButton" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hotbar button</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The hotbar button clicked in an <a href='events.html#inventory_click'>inventory click</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You clicked the hotbar button %hotbar button%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHotbarSlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hotbar Slot</h1> <a href="#ExprHotbarSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [([currently] selected|current)] hotbar slot[s] [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [([currently] selected|current)] hotbar slot[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> The currently selected hotbar <a href='./classes.html#slot'>slot</a>. To retrieve its number use <a href='#ExprSlotIndex'>Slot Index</a> expression. Use future and past tense to grab the previous slot in an item change event, see example. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "%player's current hotbar slot%"<br>set player's selected hotbar slot to slot 4 of player<br><br>send "index of player's current hotbar slot = 1" # second slot from the left<br><br>on item held change:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the selected hotbar slot was a diamond:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the currently selected hotbar slot to slot 5 of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHoverList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hover List</h1> <a href="#ExprHoverList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [custom] [player|server] (hover|sample) ([message] list|message)</li> <li class="skript-code-block">[the] [custom] player [hover|sample] list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#server_list_ping">server list ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The list when you hover on the player counts of the server in the server list. This can be changed using texts or players in a <a href='events.html#server_list_ping'>server list ping</a> event only. Adding players to the list means adding the name of the players. And note that, for example if there are 5 online players (includes <a href='#ExprOnlinePlayersCount'>fake online count</a>) in the server and the hover list is set to 3 values, Minecraft will show "... and 2 more ..." at end of the list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the hover list<br>&nbsp;&nbsp;&nbsp;&nbsp;add "&amp;aWelcome to the &amp;6Minecraft &amp;aserver!" to the hover list<br>&nbsp;&nbsp;&nbsp;&nbsp;add "" to the hover list # A blank line<br>&nbsp;&nbsp;&nbsp;&nbsp;add "&amp;cThere are &amp;6%online players count% &amp;conline players!" to the hover list </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHumidity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Humidity</h1> <a href="#ExprHumidity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] humidit(y|ies) of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] humidit(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Humidity of given blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_humidity} to event-block's humidity </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprIP" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">IP</h1> <a href="#ExprIP" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">IP[s][( |-)address[es]] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] IP[s][( |-)address[es]]</li> <li class="skript-code-block">IP[( |-)address]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.2-dev26 (when used in connect event), 2.3 (when used in server list ping event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The IP address of a player, or the connected player in a <a href='events.html#connect'>connect</a> event, or the pinger in a <a href='events.html#server_list_ping'>server list ping</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ban the IP address of the player<br>broadcast "Banned the IP %IP of player%"<br><br>on connect:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "[%now%] %player% (%ip%) is connected to the server."<br><br>on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%IP-address%" to the console </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprIndexOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Index Of</h1> <a href="#ExprIndexOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(first|last)] index of %<a href='./classes.html#string'>text</a>% in %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The first or last index of a character (or text) in a text, or -1 if it doesn't occur in the text. Indices range from 1 to the <a href='#ExprIndexOf'>length</a> of the text. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_first} to the first index of "@" in the text argument<br>if {_s} contains "abc":<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_s} to the first (index of "abc" in {_s} + 3) characters of {_s} # removes everything after the first "abc" from {_s} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprIndices" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Indices of List</h1> <a href="#ExprIndices" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(the|all [[of] the])] (indexes|indices) of %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>%'[s] (indexes|indices)</li> <li class="skript-code-block">[sorted] (indices|indexes) of %~<a href='./classes.html#object'>objects</a>% in (ascending|descending) order</li> <li class="skript-code-block">[sorted] %~<a href='./classes.html#object'>objects</a>%'[s] (indices|indexes) in (ascending|descending) order</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4 (indices), 2.6.1 (sorting)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all the indices of a list variable, optionally sorted by their values. To sort the indices, all objects in the list must be comparable; Otherwise, this expression will just return the unsorted indices. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {l::*} to "some", "cool" and "values"<br>broadcast "%indices of {l::*}%" # result is 1, 2 and 3<br><br>set {_leader-board::first} to 17<br>set {_leader-board::third} to 30<br>set {_leader-board::second} to 25<br>set {_leader-board::fourth} to 42<br>set {_ascending-indices::*} to sorted indices of {_leader-board::*} in ascending order<br>broadcast "%{_ascending-indices::*}%" #result is first, second, third, fourth<br>set {_descending-indices::*} to sorted indices of {_leader-board::*} in descending order<br>broadcast "%{_descending-indices::*}%" #result is fourth, third, second, first </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEvtInitiator" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Initiator Inventory</h1> <a href="#ExprEvtInitiator" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]initiator[( |-)inventory]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Inventory_Item_Move">Inventory Item Move</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> Returns the initiator inventory in an on <a href="./events.html?search=#inventory_item_move">inventory item move</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory item move:<br>&nbsp;&nbsp;&nbsp;&nbsp;holder of event-initiator-inventory is a chest<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Item transport happening at %location at holder of event-initiator-inventory%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInput" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Input</h1> <a href="#ExprInput" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">input</li> <li class="skript-code-block">%*<a href='./classes.html#classinfo'>type</a>% input</li> <li class="skript-code-block">input index</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36, 2.9.0 (input index)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Represents the input in a filter expression or sort effect. For example, if you ran 'broadcast "something" and "something else" where [input is "something"] the condition would be checked twice, using "something" and "something else" as the inputs. The 'input index' pattern can be used when acting on a variable to access the index of the input. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "congrats on being staff!" to all players where [input has permission "staff"]<br>sort {_list::*} based on length of input index </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory</h1> <a href="#ExprInventory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] inventor(y|ies) of %inventoryholders/<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%inventoryholders/<a href='./classes.html#itemtype'>item types</a>%'[s] inventor(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The inventory of a block or player. You can usually omit this expression and can directly add or remove items to/from blocks or players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add a plank to the player's inventory<br>clear the player's inventory<br>remove 5 wool from the inventory of the clicked block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventoryAction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Action</h1> <a href="#ExprInventoryAction" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] inventory action</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventoryaction">Inventory Action</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#inventoryaction'>inventory action</a> of an inventory event. Please click on the link for more information. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> inventory action is pickup all </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventoryCloseReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Close Reason</h1> <a href="#ExprInventoryCloseReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] inventory clos(e|ing) (reason|cause)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Inventory_Close">Inventory Close</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventoryclosereason">Inventory Close Reasons</a></td> </tr> </table> <div class="item-description"> The <a href='/classes.html#inventoryclosereason'>inventory close reason</a> of an <a href='/events.html#inventory_close'>inventory close event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory close:<br>&nbsp;&nbsp;&nbsp;&nbsp;inventory close reason is teleport<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your inventory closed due to teleporting!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventoryInfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Holder/Viewers/Rows/Slots</h1> <a href="#ExprInventoryInfo" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(holder[s]|viewers|[amount of] rows|[amount of] slots) of %<a href='./classes.html#inventory'>inventories</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>%'[s] (holder[s]|viewers|[amount of] rows|[amount of] slots)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34, 2.5 (slots)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Gets the amount of rows/slots, viewers and holder of an inventory.<p>NOTE: 'Viewers' expression returns a list of players viewing the inventory. Note that a player is considered to be viewing their own inventory and internal crafting screen even when said inventory is not open. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> event-inventory's amount of rows<br>holder of player's top inventory<br>{_inventory}'s viewers </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventorySlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Slot</h1> <a href="#ExprInventorySlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] slot[s] %<a href='./classes.html#number'>numbers</a>% of %<a href='./classes.html#inventory'>inventory</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventory</a>%'[s] slot[s] %<a href='./classes.html#number'>numbers</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev24</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> Represents a slot in an inventory. It can be used to change the item in an inventory too. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if slot 0 of player is air:<br>&nbsp;&nbsp;&nbsp;&nbsp;set slot 0 of player to 2 stones<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 1 stone from slot 0 of player<br>&nbsp;&nbsp;&nbsp;&nbsp;add 2 stones to slot 0 of player<br>&nbsp;&nbsp;&nbsp;&nbsp;clear slot 1 of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item</h1> <a href="#ExprItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> The item involved in an event, e.g. in a drop, dispense, pickup or craft event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on dispense:<br>&nbsp;&nbsp;&nbsp;&nbsp;item is a clock<br>&nbsp;&nbsp;&nbsp;&nbsp;set the time to 6:00 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Amount</h1> <a href="#ExprItemAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item[[ ]stack] (amount|size|number) of %<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%'[s] item[[ ]stack] (amount|size|number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev24</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The amount of an <a href='classes.html#itemstack'>item stack</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "You have got %item amount of player's tool% %player's tool% in your hand!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Cooldown</h1> <a href="#ExprItemCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [item] cooldown of %<a href='./classes.html#itemtype'>item types</a>% for %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [item] cooldown for %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Change the cooldown of a specific material to a certain amount of <a href='./classes.html#timespan'>Timespan</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click using stick:<br>&nbsp;&nbsp;&nbsp;&nbsp;set item cooldown of player's tool for player to 1 minute<br>&nbsp;&nbsp;&nbsp;&nbsp;set item cooldown of stone and grass for all players to 20 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;reset item cooldown of cobblestone and dirt for all players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemDisplayTransform" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Display Transform</h1> <a href="#ExprItemDisplayTransform" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item [display] transform [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] item [display] transform</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemdisplaytransform">Item Display Transforms</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#itemdisplaytransform'>item display transform</a> of <a href='classes.html#display'>item displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the item transform of the last spawned item display to first person left handed<br>set the item transform of the last spawned item display to no transform # Reset to default </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantments" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Enchantments</h1> <a href="#ExprEnchantments" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] enchantments of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] enchantments</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#enchantmenttype">Enchantment Type</a></td> </tr> </table> <div class="item-description"> All the enchantments an <a href='classes.html#itemtype'>item type</a> has. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> clear enchantments of event-item </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemOfEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item of an Entity</h1> <a href="#ExprItemOfEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item [inside] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] item [inside]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35, 2.2-dev36 (improved), 2.5.2 (throwable projectiles), INSERT VERSION (item displays)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> An item associated with an entity. For dropped item entities, it gets the item that was dropped. For item frames, the item inside the frame is returned. For throwable projectiles (snowballs, enderpearls etc.) or item displays, it gets the displayed item. Other entities do not have items associated with them. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> item of event-entity<br><br>set the item inside of event-entity to a diamond sword named "Example" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemWithCustomModelData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item with CustomModelData</h1> <a href="#ExprItemWithCustomModelData" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with [custom] model data %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.14+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Get an item with a CustomModelData tag. (Value is an integer between 0 and 99999999) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give player a diamond sword with custom model data 2<br>set slot 1 of inventory of player to wooden hoe with custom model data 357 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemWithLore" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item with Lore</h1> <a href="#ExprItemWithLore" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with [(a|the)] lore %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Returns the given item type with the specified lore added to it. If multiple strings are passed, each of them will be a separate line in the lore. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_test} to stone with lore "line 1" and "line 2"<br>give {_test} to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Items</h1> <a href="#ExprItems" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] block[[ ]type]s</li> <li class="skript-code-block">every block[[ ]type]</li> <li class="skript-code-block">[all [[of] the]|the|every] block[s] of type[s] %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">[all [[of] the]|the|every] item[s] of type[s] %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 pre-5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Items or blocks of a specific type, useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop items of type ore and log:<br>&nbsp;&nbsp;&nbsp;&nbsp;block contains loop-item<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Theres at least one %loop-item% in this block"<br>drop all blocks at the player # drops one of every block at the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemsIn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Items In</h1> <a href="#ExprItemsIn" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]] items ([with]in|of|contained in|out of) [inventor(y|ies)] %<a href='./classes.html#inventory'>inventories</a>%</li> <li class="skript-code-block">all [[of] the] %<a href='./classes.html#itemtype'>item types</a>% ([with]in|of|contained in|out of) [inventor(y|ies)] %<a href='./classes.html#inventory'>inventories</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.8.0 (specific types of items)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> All items or specific type(s) of items in an inventory. Useful for looping or storing in a list variable. Please note that the positions of the items in the inventory are not saved, only their order is preserved. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all items in the player's inventory:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-item is enchanted<br>&nbsp;&nbsp;&nbsp;&nbsp;remove loop-item from the player<br>set {inventory::%uuid of player%::*} to items in the player's inventory </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprJoinSplit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Join & Split</h1> <a href="#ExprJoinSplit" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(concat[enate]|join) %<a href='./classes.html#string'>texts</a>% [(with|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>%]</li> <li class="skript-code-block">split %<a href='./classes.html#string'>text</a>% (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [with case sensitivity] [without [the] trailing [empty] (string|text)]</li> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% split (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [with case sensitivity] [without [the] trailing [empty] (string|text)]</li> <li class="skript-code-block">regex split %<a href='./classes.html#string'>text</a>% (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [without [the] trailing [empty] (string|text)]</li> <li class="skript-code-block">regex %<a href='./classes.html#string'>text</a>% split (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [without [the] trailing [empty] (string|text)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1, 2.5.2 (regex support), 2.7 (case sensitivity), INSERT VERSION (without trailing string)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Joins several texts with a common delimiter (e.g. ", "), or splits a text into multiple texts at a given delimiter. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "Online players: %join all players' names with "" | ""%" # %all players% would use the default "x, y, and z"<br>set {_s::*} to the string argument split at "," </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLanguage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Language</h1> <a href="#ExprLanguage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [([currently] selected|current)] [game] (language|locale) [setting] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [([currently] selected|current)] [game] (language|locale) [setting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Currently selected game language of a player. The value of the language is not defined properly. The vanilla Minecraft client will use lowercase language / country pairs separated by an underscore, but custom resource packs may use any format they wish. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message player's current language </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastAttacker" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Attacker</h1> <a href="#ExprLastAttacker" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last attacker of %<a href='./classes.html#entity'>entity</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entity</a>%'[s] last attacker</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The last block or entity that attacked an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%last attacker of event-entity%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastColor" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Color</h1> <a href="#ExprLastColor" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last color[s] of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>%'[s] last color[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The colors used at the end of a string. The colors of the returned string will be formatted with their symbols. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_color} to the last colors of "&lt;red&gt;hey&lt;blue&gt;yo" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastDamage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Damage</h1> <a href="#ExprLastDamage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last damage of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] last damage</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The last damage that was done to an entity. Note that changing it doesn't deal more/less damage. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set last damage of event-entity to 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastDamageCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Damage Cause</h1> <a href="#ExprLastDamageCause" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last damage (cause|reason|type) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] last damage (cause|reason|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#damagecause">Damage Cause</a></td> </tr> </table> <div class="item-description"> Cause of last damage done to an entity </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set last damage cause of event-entity to fire tick </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastDeathLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Death Location</h1> <a href="#ExprLastDeathLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last] death location[s] of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] [last] death location[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Gets the last death location of a player, or offline player, if available. Can also be set, reset, and deleted if the player is online. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to the last death location of player<br>teleport player to last death location of (random element out of all players) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastLoadedServerIcon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Loaded Server Icon</h1> <a href="#ExprLastLoadedServerIcon" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last[ly]] loaded server icon</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#cachedservericon">Server Icon</a></td> </tr> </table> <div class="item-description"> Returns the last loaded server icon with the <a href='effects.html#EffLoadServerIcon'>load server icon</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {server-icon} to the last loaded server icon </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastResourcePackResponse" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Resource Pack Response</h1> <a href="#ExprLastResourcePackResponse" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last] resource pack response[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [last] resource pack response[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.9 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#resourcepackstate">Resource Pack State</a></td> </tr> </table> <div class="item-description"> Returns the last resource pack response received from a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's last resource pack response is deny or download fail: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastSpawnedEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Spawned Entity</h1> <a href="#ExprLastSpawnedEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last[ly]] (spawned|shot) %*<a href='./classes.html#entitydata'>entity type</a>%</li> <li class="skript-code-block">[the] [last[ly]] dropped (item)</li> <li class="skript-code-block">[the] [last[ly]] (created|struck) (lightning)</li> <li class="skript-code-block">[the] [last[ly]] (launched|deployed) (firework)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3 (spawned entity), 2.0 (shot entity), 2.2-dev26 (dropped item), 2.7 (struck lightning, firework)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Holds the entity that was spawned most recently with the spawn effect (section), dropped with the <a href='../effects/#EffDrop'>drop effect</a>, shot with the <a href='../effects/#EffShoot'>shoot effect</a> or created with the <a href='../effects/#EffLightning'>lightning effect</a>. Please note that even though you can spawn multiple mobs simultaneously (e.g. with 'spawn 5 creepers'), only the last spawned mob is saved and can be used. If you spawn an entity, shoot a projectile and drop an item you can however access all them together. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn a priest<br>set {healer::%spawned priest%} to true<br>shoot an arrow from the last spawned entity<br>ignite the shot projectile<br>drop a diamond sword<br>push last dropped item upwards<br>teleport player to last struck lightning<br>delete last launched firework </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastLoginTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last/First Login Time</h1> <a href="#ExprLastLoginTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (last|first) login of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] (last|first) login</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> When a player last/first logged in the server. 'last login' requires paper to get the last login, otherwise it will get the last time they were seen on the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /onlinefor:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You have been online for %difference between player's last login and now%."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You first joined the server %difference between player's first login and now% ago." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLeashHolder" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Leash Holder</h1> <a href="#ExprLeashHolder" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] leash holder[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] leash holder[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The leash holder of a living entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_example} to the leash holder of the target mob </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Length</h1> <a href="#ExprLength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] length of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>%'[s] length</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The length of a text, in number of characters. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_l} to length of the string argument </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Level</h1> <a href="#ExprLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] level of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] level</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#level_change">level change</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The level of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> reduce the victim's level by 1<br>set the player's level to 0 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLevelProgress" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Level Progress</h1> <a href="#ExprLevelProgress" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] level progress of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] level progress</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#level_change">level change</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The player's progress in reaching the next level, this represents the experience bar in the game. Please note that this value is between 0 and 1 (e.g. 0.5 = half experience bar). Changing this value can cause the player's level to change if the resulting level progess is negative or larger than 1, e.g. <code>increase the player's level progress by 0.5</code> will make the player gain a level if their progress was more than 50%. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # use the exp bar as mana<br>on rightclick with a blaze rod:<br>&nbsp;&nbsp;&nbsp;&nbsp;player's level progress is larger than 0.2<br>&nbsp;&nbsp;&nbsp;&nbsp;shoot a fireball from the player<br>&nbsp;&nbsp;&nbsp;&nbsp;reduce the player's level progress by 0.2<br>every 2 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;level progress of loop-player is smaller than 0.9:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;increase level progress of the loop-player by 0.1<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set level progress of the loop-player to 0.99<br>on xp spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLightLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Light Level</h1> <a href="#ExprLightLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(sky|sun|block)[ ]]light[ ]level [(of|%<a href='./classes.html#direction'>direction</a>%) %<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">byte</a></td> </tr> </table> <div class="item-description"> Gets the light level at a certain location which ranges from 0 to 15. It can be separated into sunlight (15 = direct sunlight, 1-14 = indirect) and block light (torches, glowstone, etc.). The total light level of a block is the maximum of the two different light types. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # set vampire players standing in bright sunlight on fire<br>every 5 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{vampire::%uuid of loop-player%} is true<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sunlight level at the loop-player is greater than 10<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ignite the loop-player for 5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlugins" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loaded Plugins</h1> <a href="#ExprPlugins" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] [loaded] plugins</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> An expression to obtain a list of the names of the server's loaded plugins. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the loaded plugins contains "Vault":<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "This server uses Vault plugin!"<br><br>send "Plugins (%size of loaded plugins%): %plugins%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#ExprLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-](location|position)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location where an event happened (e.g. at an entity or block), or a location <a href='#ExprDirection'>relative</a> to another (e.g. 1 meter above another location). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> drop 5 apples at the event-location # exactly the same as writing 'drop 5 apples'<br>set {_loc} to the location 1 meter above the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocation-2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#ExprLocation-2" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (location|position) %<a href='./classes.html#direction'>directions</a>% [%<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location where an event happened (e.g. at an entity or block), or a location <a href='#ExprDirection'>relative</a> to another (e.g. 1 meter above another location). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> drop 5 apples at the event-location # exactly the same as writing 'drop 5 apples'<br>set {_loc} to the location 1 meter above the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#ExprLocationOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(location|position) of %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%'[s] (location|position)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location of a block or entity. This not only represents the x, y and z coordinates of the location but also includes the world and the direction an entity is looking (e.g. teleporting to a saved location will make the teleported entity face the same saved direction every time). Please note that the location of an entity is at it's feet, use <a href='#ExprEyeLocation'>head location</a> to get the location of the head. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {home::%uuid of player%} to the location of the player<br>message "You home was set to %player's location% in %player's world%." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationAt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location At</h1> <a href="#ExprLocationAt" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (location|position) [at] [\(][x[ ][=[ ]]]%<a href='./classes.html#number'>number</a>%, [y[ ][=[ ]]]%<a href='./classes.html#number'>number</a>%, [and] [z[ ][=[ ]]]%<a href='./classes.html#number'>number</a>%[\)] [[(in|of) [[the] world]] %<a href='./classes.html#world'>world</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Allows to create a <a href='./classes.html#location'>location</a> from three coordinates and a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to the location at arg-1, arg-2, arg-3 of the world arg-4<br>distance between the player and the location (0, 0, 0) is less than 200 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoopIteration" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loop Iteration</h1> <a href="#ExprLoopIteration" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] loop(-| )(counter|iteration)[-%*<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Returns the loop's current iteration count (for both normal and while loops). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> while player is online:<br>&nbsp;&nbsp;&nbsp;&nbsp;give player 1 stone<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 5 ticks<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-counter &gt; 30:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop loop<br><br>loop {top-balances::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-iteration &lt;= 10:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "#%loop-iteration% %loop-index% has $%loop-value%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoopValue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loop value</h1> <a href="#ExprLoopValue" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] loop-&lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (loop-counter)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Returns the currently looped value. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Countdown<br>loop 10 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "%11 - loop-number%"<br>&nbsp;&nbsp;&nbsp;&nbsp;wait a second<br><br># Generate a 10x10 floor made of randomly colored wool below the player<br>loop blocks from the block below the player to the block 10 east of the block below the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop blocks from the loop-block to the block 10 north of the loop-block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set loop-block-2 to any wool<br><br>loop {top-balances::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-iteration &lt;= 10<br>&nbsp;&nbsp;&nbsp;&nbsp;send "#%loop-iteration% %loop-index% has $%loop-value%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loot</h1> <a href="#ExprLoot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] loot</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.16+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> The loot that will be generated in a 'loot generate' event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on loot generate:<br>&nbsp;&nbsp;&nbsp;&nbsp;chance of %10<br>&nbsp;&nbsp;&nbsp;&nbsp;add 64 diamonds<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You hit the jackpot!!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLore" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lore</h1> <a href="#ExprLore" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] lore of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%'[s] lore</li> <li class="skript-code-block">[the] line %<a href='./classes.html#number'>number</a>% of [the] lore of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">[the] line %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%'[s] lore</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>%(st|nd|rd|th) line of [the] lore of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>%(st|nd|rd|th) line of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%'[s] lore</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> An item's lore. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the 1st line of the item's lore to "&amp;lt;orange&amp;gt;Excalibur 2.0" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoveTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Love Time</h1> <a href="#ExprLoveTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] love[d] time of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] love[d] time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time the animals have been in love for. Using a value of 30 seconds is equivalent to using an item to breed them. Only works on animals that can be bred and returns '0 seconds' for animals that can't be bred. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%event-entity% has been in love for %love time of event-entity% more than you!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLowestHighestSolidBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lowest/Highest Solid Block</h1> <a href="#ExprLowestHighestSolidBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (highest|lowest) [solid] block (at|of) %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] (highest|lowest) [solid] block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34, 2.9.0 (lowest solid block, 'non-air' option removed, additional syntax option)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> An expression to obtain the lowest or highest solid (impassable) block at a location. Note that the y-coordinate of the location is not taken into account for this expression. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> teleport the player to the block above the highest block at the player<br>set the highest solid block at the player's location to the lowest solid block at the player's location </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMOTD" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">MOTD</h1> <a href="#ExprMOTD" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(default)|(shown|displayed)] (MOTD|message of [the] day)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The message of the day in the server list. This can be changed in a <a href='events.html#server_list_ping'>server list ping</a> event only. 'default MOTD' returns the default MOTD always and can't be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the motd to "Join now!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxDurability" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Durability</h1> <a href="#ExprMaxDurability" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] (durabilit(y|ies)|damage) of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%'[s] max[imum] (durabilit(y|ies)|damage)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.9.0 (change)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.20.5+ (custom amount)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The maximum durability of an item. Changing requires Minecraft 1.20.5+ Note: 'delete' will remove the max durability from the item (making it a non-damageable item). Delete requires Paper 1.21+ </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> maximum durability of diamond sword<br>if max durability of player's tool is not 0: # Item is damageable<br>set max durability of player's tool to 5000<br>add 5 to max durability of player's tool<br>reset max durability of player's tool<br>delete max durability of player's tool </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxHealth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Health</h1> <a href="#ExprMaxHealth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] health of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] max[imum] health</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a>, <a href="events.html#death">death</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The maximum health of an entity, e.g. 10 for a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the maximum health of the player to 100<br>spawn a giant<br>set the last spawned entity's max health to 1000 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxItemUseTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Item Use Time</h1> <a href="#ExprMaxItemUseTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] [item] us(e|age) (time|duration) of %<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>%'[s] max[imum] [item] us(e|age) (time|duration)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the max duration an item can be used for before the action completes. E.g. it takes 1.6 seconds to drink a potion, or 1.4 seconds to load an unenchanted crossbow. Some items, like bows and shields, do not have a limit to their use. They will return 1 hour. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast max usage duration of player's tool </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxMinecartSpeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Minecart Speed</h1> <a href="#ExprMaxMinecartSpeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] minecart (speed|velocity) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] max[imum] minecart (speed|velocity)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The maximum speed of a minecart. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on minecart:<br>&nbsp;&nbsp;&nbsp;&nbsp;set max minecart speed of event-entity to 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxPlayers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Players</h1> <a href="#ExprMaxPlayers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(real|default)|(fake|shown|displayed)] max[imum] player[s] [count|amount|number|size]</li> <li class="skript-code-block">[the] [(real|default)|(fake|shown|displayed)] max[imum] (count|amount|number|size) of players</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, 2.7 (modify max real players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+ (modify max real players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The count of max players. This can be changed in a <a href='events.html#server_list_ping'>server list ping</a> event only. 'real max players' returns the real count of max players of the server and can be modified on Paper 1.16 or later. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the max players count to (online players count + 1) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxFreezeTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Maximum Freeze Time</h1> <a href="#ExprMaxFreezeTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] freeze time of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] max[imum] freeze time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The maximum amount of time an entity can spend in powdered snow before taking damage. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> difference between player's freeze time and player's max freeze time is less than 1 second:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "you're about to freeze!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxStack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Maximum Stack Size</h1> <a href="#ExprMaxStack" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] stack[[ ]size] of %<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>%'[s] max[imum] stack[[ ]size]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The maximum stack size of the specified material, e.g. 64 for torches, 16 for buckets, and 1 for swords. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "You can only pick up %max stack size of player's tool% of %type of (player's tool)%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMe" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Me</h1> <a href="#ExprMe" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">me</li> <li class="skript-code-block">my[self]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> A 'me' expression that can be used in players' effect commands only. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> !heal me<br>!kick myself<br>!give a diamond axe to me </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMendingRepairAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Mending Repair Amount</h1> <a href="#ExprMendingRepairAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [mending] repair amount</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of durability points an item is to be repaired in a mending event. Modifying the repair amount will affect how much experience is given to the player after mending. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item mend:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the mending repair amount to 100 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMessage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Message</h1> <a href="#ExprMessage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [chat( |-)]message</li> <li class="skript-code-block">[the] (join|log[ ]in)( |-)message</li> <li class="skript-code-block">[the] (quit|leave|log[ ]out|kick)( |-)message</li> <li class="skript-code-block">[the] death( |-)message</li> <li class="skript-code-block">[the] broadcast(-|[ed] )message</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6 (chat message), 1.4.9 (join & quit messages), 2.0 (death message), 2.9.0 (clear message), INSERT VERSION (broadcasted message)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#chat">chat</a>, <a href="events.html#join">join</a>, <a href="events.html#quit">quit</a>, <a href="events.html#death">death</a>, <a href="events.html#broadcast">broadcast</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The (chat) message of a chat event, the join message of a join event, the quit message of a quit event, the death message of a death event or the broadcasted message in a broadcast event. This expression is mostly useful for being changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has permission "admin"<br>&nbsp;&nbsp;&nbsp;&nbsp;set message to "&amp;c%message%"<br><br>on first join:<br>&nbsp;&nbsp;&nbsp;&nbsp;set join message to "Welcome %player% to our awesome server!"<br><br>on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has played before<br>&nbsp;&nbsp;&nbsp;&nbsp;set join message to "Welcome back, %player%!"<br><br>on quit:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {vanish::%player's uuid%} is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;clear quit message<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set quit message to "%player% left this awesome server!"<br><br>on death:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the death message to "%player% died!"<br><br>on broadcast:<br>&nbsp;&nbsp;&nbsp;&nbsp;set broadcast message to "&amp;a[BROADCAST] %broadcast message%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMetadata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Metadata</h1> <a href="#ExprMetadata" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">metadata [(value|tag)[s]] %<a href='./classes.html#string'>texts</a>% of %<a href='./classes.html#metadataholder'>metadata holders</a>%</li> <li class="skript-code-block">%<a href='./classes.html#metadataholder'>metadata holders</a>%'[s] metadata [(value|tag)[s]] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36, INSERT VERSION (add, remove)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Metadata is a way to store temporary data on entities, blocks and more that disappears after a server restart. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set metadata value "healer" of player to true<br>broadcast "%metadata value ""healer"" of player%"<br>clear metadata value "healer" of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMiddleOfLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Middle of Location</h1> <a href="#ExprMiddleOfLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (middle|center) [point] of %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%'[s] (middle|center) [point]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Returns the middle/center of a location. In other words, returns the middle of the X, Z coordinates and the floor value of the Y coordinate of a location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /stuck:<br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;teleport player to the center of player's location<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You're no longer stuck." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMinecartDerailedFlyingVelocity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Minecart Derailed / Flying Velocity</h1> <a href="#ExprMinecartDerailedFlyingVelocity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [minecart] (derailed|flying) velocity of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] [minecart] (derailed|flying) velocity</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> The velocity of a minecart as soon as it has been derailed or as soon as it starts flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on minecart:<br>&nbsp;&nbsp;&nbsp;&nbsp;set derailed velocity of event-entity to vector 2, 10, 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBalance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Money</h1> <a href="#ExprBalance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (money|balance|[bank] account) of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] (money|balance|[bank] account)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.5 (offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, an economy plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#money">Money</a></td> </tr> </table> <div class="item-description"> How much virtual money a player has (can be changed). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You have %player's money%" # the currency name will be added automatically<br>remove 20$ from the player's balance # replace '$' by whatever currency you use<br>add 200 to the player's account # or omit the currency altogether </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMoonPhase" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Moon Phase</h1> <a href="#ExprMoonPhase" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (lunar|moon) phase[s] of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] (lunar|moon) phase[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#moonphase">Moon Phase</a></td> </tr> </table> <div class="item-description"> The current moon phase of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if moon phase of player's world is full moon:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Watch for the wolves!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPushedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Moved blocks</h1> <a href="#ExprPushedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] moved blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev27</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Blocks which are moved in a piston event. Cannot be used outside of piston events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the moved blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprName" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Name / Display Name / Tab List Name</h1> <a href="#ExprName" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (name[s]|(display|nick|chat|custom)[ ]name[s]) of %<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#gamerule'>gamerules</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#gamerule'>gamerules</a>%'[s] (name[s]|(display|nick|chat|custom)[ ]name[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>before 2.1, 2.2-dev20 (inventory name), 2.4 (non-living entity support, changeable inventory name), 2.7 (worlds)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, gamerule or world.<p><ul> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Players</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> 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).</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Entities</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> 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'.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> The custom name of the entity. Can be changed, which will also enable <em>custom name visibility</em> of the entity so name tag of the entity will be visible always.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Items</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> The <em>custom</em> name of the item (not the Minecraft locale name). Can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Inventories</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> 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.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Gamerules (1.13+)</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the gamerule. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Worlds</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the world. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> </ul> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has permission "name.red"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's display name to "&amp;lt;red&amp;gt;[admin] &amp;lt;gold&amp;gt;%name of player%"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's tab list name to "&amp;lt;green&amp;gt;%player's name%"<br>set the name of the player's tool to "Legendary Sword of Awesomeness" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprName-2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Name / Display Name / Tab List Name</h1> <a href="#ExprName-2" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ((player|tab)[ ]list name[s]) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] ((player|tab)[ ]list name[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>before 2.1, 2.2-dev20 (inventory name), 2.4 (non-living entity support, changeable inventory name), 2.7 (worlds)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, gamerule or world.<p><ul> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Players</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> 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).</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Entities</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> 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'.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> The custom name of the entity. Can be changed, which will also enable <em>custom name visibility</em> of the entity so name tag of the entity will be visible always.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Items</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> The <em>custom</em> name of the item (not the Minecraft locale name). Can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Inventories</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> 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.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Gamerules (1.13+)</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the gamerule. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Worlds</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the world. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> </ul> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has permission "name.red"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's display name to "&amp;lt;red&amp;gt;[admin] &amp;lt;gold&amp;gt;%name of player%"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's tab list name to "&amp;lt;green&amp;gt;%player's name%"<br>set the name of the player's tool to "Legendary Sword of Awesomeness" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNamed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Named Item/Inventory</h1> <a href="#ExprNamed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#inventorytype'>inventory type</a>% (named|with name[s]) %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev34 (inventories)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Directly names an item/inventory, useful for defining a named item/inventory in a script. If you want to (re)name existing items/inventories you can either use this expression or use <code>set <a href='#ExprName'>name of &lt;item/inventory&gt;</a> to &lt;text&gt;</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give a diamond sword of sharpness 100 named "&amp;lt;gold&amp;gt;Excalibur" to the player<br>set tool of player to the player's tool named "&amp;lt;gold&amp;gt;Wand"<br>set the name of the player's tool to "&amp;lt;gold&amp;gt;Wand"<br>open hopper inventory named "Magic Hopper" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNearestEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Nearest Entity</h1> <a href="#ExprNearestEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] nearest %*<a href='./classes.html#entitydata'>entity types</a>% [[relative] to %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#location'>location</a>%]</li> <li class="skript-code-block">[the] %*<a href='./classes.html#entitydata'>entity types</a>% nearest [to %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Gets the entity nearest to a location or another entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> kill the nearest pig and cow relative to player<br>teleport player to the nearest cow relative to player<br>teleport player to the nearest entity relative to player<br><br>on click:<br>&nbsp;&nbsp;&nbsp;&nbsp;kill nearest pig </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="LitNewLine" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">New Line</h1> <a href="#LitNewLine" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">nl</li> <li class="skript-code-block">new[ ]line</li> <li class="skript-code-block">line[ ]break</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns a line break separator. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "Hello%nl%Goodbye!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNoDamageTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">No Damage Ticks</h1> <a href="#ExprNoDamageTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (invulnerability|invincibility|no damage) tick[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (invulnerability|invincibility|no damage) tick[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of ticks that an entity is invulnerable to damage for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;set victim's invulnerability ticks to 20 #Victim will not take damage for the next second </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Now</h1> <a href="#ExprNow" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">now</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> The current <a href='classes.html#date'>system time</a> of the server. Use <a href='#ExprTime'>time</a> to get the <a href='classes.html#time'>Minecraft time</a> of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Current server time: %now%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNumberOfCharacters" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Number of Characters</h1> <a href="#ExprNumberOfCharacters" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">number of upper[ ]case char(acters|s) in %<a href='./classes.html#string'>text</a>%</li> <li class="skript-code-block">number of lower[ ]case char(acters|s) in %<a href='./classes.html#string'>text</a>%</li> <li class="skript-code-block">number of digit char(acters|s) in %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of uppercase, lowercase, or digit characters in a string. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> #Simple Chat Filter<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;if number of uppercase chars in message / length of message &gt; 0.5<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;lt;red&amp;gt;Your message has to many caps!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNumbers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Numbers</h1> <a href="#ExprNumbers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] (numbers|integers|decimals) (between|from) %<a href='./classes.html#number'>number</a>% (and|to) %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6 (integers & numbers), 2.5.1 (decimals)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> All numbers between two given numbers, useful for looping. Use 'numbers' if your start is not an integer and you want to keep the fractional part of the start number constant, or use 'integers' if you only want to loop integers. You may also use 'decimals' if you want to use the decimal precision of the start number. You may want to use the 'times' expression instead, for instance 'loop 5 times:' </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop numbers from 2.5 to 5.5: # loops 2.5, 3.5, 4.5, 5.5<br>loop integers from 2.9 to 5.1: # same as '3 to 5', i.e. loops 3, 4, 5<br>loop decimals from 3.94 to 4: # loops 3.94, 3.95, 3.96, 3.97, 3.98, 3.99, 4 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOfflinePlayers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Offline players</h1> <a href="#ExprOfflinePlayers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] offline[ ]players</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> All players that have ever joined the server. This includes the players currently online. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "Size of all players who have joined the server: %size of all offline players%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOnlinePlayersCount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Online Player Count</h1> <a href="#ExprOnlinePlayersCount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [((real|default)|(fake|shown|displayed))] [online] player (count|amount|number)</li> <li class="skript-code-block">[the] [((real|default)|(fake|shown|displayed))] (count|amount|number|size) of online players</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper (fake count)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The amount of online players. This can be changed in a <a href='events.html#server_list_ping'>server list ping</a> event only to show fake online player amount. <code>real online player count</code> always return the real count of online players and can't be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;# This will make the max players count 5 if there are 4 players online.<br>&nbsp;&nbsp;&nbsp;&nbsp;set the fake max players count to (online player count + 1) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOpenedInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Opened Inventory</h1> <a href="#ExprOpenedInventory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (current|open|top) inventory [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (current|open|top) inventory</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev24, 2.2-dev35 (Just 'current inventory' works in player events)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> Return the currently opened inventory of a player. If no inventory is open, it returns the own player's crafting inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set slot 1 of player's current inventory to diamond sword </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprParse" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Parse</h1> <a href="#ExprParse" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% parsed as (%*<a href='./classes.html#classinfo'>type</a>%|"&lt;.*&gt;")</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Parses text as a given type, or as a given pattern. This expression can be used in two different ways: One which parses the entire text as a single instance of a type, e.g. as a number, and one that parses the text according to a pattern. If the given text could not be parsed, this expression will return nothing and the <a href='#ExprParseError'>parse error</a> will be set if some information is available. Some notes about parsing with a pattern: - The pattern must be a <a href='./patterns/'>Skript pattern</a>, e.g. percent signs are used to define where to parse which types, e.g. put a %number% or %items% in the pattern if you expect a number or some items there. - You <i>have to</i> save the expression's value in a list variable, e.g. <code>set {parsed::*} to message parsed as "..."</code>. - The list variable will contain the parsed values from all %types% in the pattern in order. If a type was plural, e.g. %items%, the variable's value at the respective index will be a list variable, e.g. the values will be stored in {parsed::1::*}, not {parsed::1}. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {var} to line 1 parsed as number<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {var::*} to message parsed as "buying %items% for %money%"<br>&nbsp;&nbsp;&nbsp;&nbsp;if parse error is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "%parse error%"<br>&nbsp;&nbsp;&nbsp;&nbsp;else if {var::*} is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove {var::2} from the player's balance<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;give {var::1::*} to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprParseError" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Parse Error</h1> <a href="#ExprParseError" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last] [parse] error</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The error which caused the last <a href='#ExprParse'>parse operation</a> to fail, which might not be set if a pattern was used and the pattern didn't match the provided text at all. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {var} to line 1 parsed as integer<br>if {var} is not set:<br>&nbsp;&nbsp;&nbsp;&nbsp;parse error is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "&amp;lt;red&amp;gt;Line 1 is invalid: %last parse error%"<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "&amp;lt;red&amp;gt;Please put an integer on line 1!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPassenger" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Passenger</h1> <a href="#ExprPassenger" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] passenger[s] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] passenger[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev26 (Multiple passengers for 1.11.2+)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The passenger of a vehicle, or the rider of a mob. For 1.11.2 and above, it returns a list of passengers and you can use all changers in it. See also: <a href='#ExprVehicle'>vehicle</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> #for 1.11 and lower<br>passenger of the minecart is a creeper or a cow<br>the saddled pig's passenger is a player<br>#for 1.11.2+<br>passengers of the minecart contains a creeper or a cow<br>the boat's passenger contains a pig<br>add a cow and a zombie to passengers of last spawned boat<br>set passengers of player's vehicle to a pig and a horse<br>remove all pigs from player's vehicle<br>clear passengers of boat </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPercent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Percent of</h1> <a href="#ExprPercent" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>number</a>%(\%| percent) of %<a href='./classes.html#number'>numbers</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns a percentage of one or more numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set damage to 10% of victim's health<br>set damage to 125 percent of damage<br>set {_result} to {_percent} percent of 999<br>set {_result::*} to 10% of {_numbers::*}<br>set experience to 50% of player's total experience </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="LitPi" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Pi</h1> <a href="#LitPi" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(pi|π)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">double</a></td> </tr> </table> <div class="item-description"> Returns the mathematical constant pi. (approx. 3.1415926535) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_tau} to pi * 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPickupDelay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Pickup Delay</h1> <a href="#ExprPickupDelay" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] pick[ ]up delay of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] pick[ ]up delay</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time before a dropped item can be picked up by an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> drop diamond sword at {_location} without velocity<br>set pickup delay of last dropped item to 5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ping</h1> <a href="#ExprPing" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ping of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] ping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Pings of players, as Minecraft server knows them. Note that they will almost certainly be different from the ones you'd get from using ICMP echo requests. This expression is only supported on some server software (PaperSpigot). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /ping &lt;player=%player%&gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "%arg-1%'s ping is %arg-1's ping%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlain" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Plain Item</h1> <a href="#ExprPlain" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a[n]] (plain|unmodified) %<a href='./classes.html#itemtype'>item type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> A plain item is an item with no modifications. It can be used to convert items to their default state or to match with other default items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player's tool is a plain diamond: # check if player's tool has no modifications<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are holding a plain diamond!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerChatCompletions" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Chat Completions</h1> <a href="#ExprPlayerChatCompletions" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [custom] chat completion[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [custom] chat completion[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The custom chat completion suggestions. You can add, set, remove, and clear them. Removing the names of online players with this expression is ineffective. This expression will not return anything due to Bukkit limitations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add "Skript" and "Njol" to chat completions of all players<br>remove "text" from {_p}'s chat completions<br>clear player's chat completions </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCurrentInputKeys" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Input Keys</h1> <a href="#ExprCurrentInputKeys" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [current] (inputs|input keys) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [current] (inputs|input keys)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inputkey">Input Key</a></td> </tr> </table> <div class="item-description"> Get the current input keys of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "%player% is pressing %current input keys of player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerlistHeaderFooter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player List Header and Footer</h1> <a href="#ExprPlayerlistHeaderFooter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (player|tab)[ ]list (header|footer) [(text|message)] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (player|tab)[ ]list (header|footer) [(text|message)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The message above and below the player list in the tab menu. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set all players' tab list header to "Welcome to the Server!"<br>send "%the player's tab list header%" to player<br>reset all players' tab list header </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerProtocolVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Protocol Version</h1> <a href="#ExprPlayerProtocolVersion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] protocol version of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] protocol version</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Player's protocol version. For more information and list of protocol versions <a href='https://wiki.vg/Protocol_version_numbers'>visit wiki.vg</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /protocolversion &amp;ltplayer&amp;gt:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Protocol version of %arg-1%: %protocol version of arg-1%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSkull" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Skull</h1> <a href="#ExprSkull" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (head|skull) of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] (head|skull)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Gets a skull item representing a player. Skulls for other entities are provided by the aliases. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give the victim's skull to the attacker<br>set the block at the entity to the entity's skull </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerWeather" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Weather</h1> <a href="#ExprPlayerWeather" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(client|custom)] weather of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [(client|custom)] weather</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#weathertype">Weather Type</a></td> </tr> </table> <div class="item-description"> The weather for a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set weather of arg-player to rainy<br>reset player's weather<br>if arg-player's weather is rainy </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPortal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Portal</h1> <a href="#ExprPortal" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] portal['s] blocks</li> <li class="skript-code-block">[the] blocks of [the] portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#portal_create">portal_create</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The blocks associated with a portal in the portal creation event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal creation:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop portal blocks:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-block% is part of a portal!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPortalCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Portal Cooldown</h1> <a href="#ExprPortalCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] portal cooldown of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] portal cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time before an entity can use a portal. By default, it is 15 seconds after exiting a nether portal or end gateway. Players in survival/adventure get a cooldown of 0.5 seconds, while those in creative get no cooldown. Resetting will set the cooldown back to the default 15 seconds for non-player entities and 0.5 seconds for players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal:<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 tick<br>&nbsp;&nbsp;&nbsp;&nbsp;set portal cooldown of event-entity to 5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPotionEffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect</h1> <a href="#ExprPotionEffect" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[new] potion effect of %<a href='./classes.html#potioneffecttype'>potion effect type</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without particles] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">[new] ambient potion effect of %<a href='./classes.html#potioneffecttype'>potion effect type</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without particles] [for %<a href='./classes.html#timespan'>time span</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#potioneffect">Potion Effect</a></td> </tr> </table> <div class="item-description"> Create a new potion effect to apply to an entity or item type. Do note that when applying potion effects to tipped arrows/lingering potions, Minecraft reduces the timespan. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to potion effect of speed of tier 1 without particles for 10 minutes<br>add {_p} to potion effects of player's tool<br>add {_p} to potion effects of target entity<br>add potion effect of speed 1 to potion effects of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPotionEffectTier" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect Tier</h1> <a href="#ExprPotionEffectTier" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [potion] (tier|amplifier|level) of %<a href='./classes.html#potioneffecttype'>potion effect types</a>% (of|for|on) %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> An expression to obtain the amplifier of a potion effect applied to an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the amplifier of haste of player &gt;= 3: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPotionEffects" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effects</h1> <a href="#ExprPotionEffects" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(all [[of] the]|the)] [active] potion effects of %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#itemtype'>item types</a>%'[s] [(all [[of] the]|the)] [active] potion effects</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#potioneffect">Potion Effect</a></td> </tr> </table> <div class="item-description"> Represents the active potion effects of entities and itemtypes. You can clear all potion effects of an entity/itemtype and add/remove a potion effect/type to/from an entity/itemtype. Do note you will not be able to clear the base potion effects of a potion item. In that case, just set the item to a water bottle. When adding a potion effect type (rather than a potion effect), it will default to 15 seconds with tier 1. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p::*} to active potion effects of player<br>clear all the potion effects of player<br>clear all the potion effects of player's tool<br>add potion effects of player to potion effects of player's tool<br>add speed to potion effects of target entity<br>remove speed and night vision from potion effects of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPrefixSuffix" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Prefix/Suffix</h1> <a href="#ExprPrefixSuffix" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [chat] (prefix|suffix) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [chat] (prefix|suffix)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, INSERT VERSION (delete)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, a chat plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The prefix or suffix as defined in the server's chat plugin. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player's prefix%%player's display name%%player's suffix%: %message%" to the player's world<br><br>set the player's prefix to "[&amp;lt;red&amp;gt;Admin&lt;reset&gt;] "<br><br>clear player's prefix </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprProjectileCriticalState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Projectile Critical State</h1> <a href="#ExprProjectileCriticalState" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (projectile|arrow) critical (state|ability|mode) of %<a href='./classes.html#projectile'>projectiles</a>%</li> <li class="skript-code-block">%<a href='./classes.html#projectile'>projectiles</a>%'[s] (projectile|arrow) critical (state|ability|mode)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> A projectile's critical state. The only currently accepted projectiles are arrows and tridents. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on shoot:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-projectile is an arrow<br>&nbsp;&nbsp;&nbsp;&nbsp;set projectile critical mode of event-projectile to true </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprProtocolVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Protocol Version</h1> <a href="#ExprProtocolVersion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [server] [(sent|required|fake)] protocol version [number]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#server_list_ping">server list ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The protocol version that will be sent as the protocol version of the server in a server list ping event. For more information and list of protocol versions <a href='https://wiki.vg/Protocol_version_numbers'>visit wiki.vg</a>. If this protocol version doesn't match with the protocol version of the client, the client will see the <a href='#ExprVersionString'>version string</a>. But please note that, this expression has no visual effect over the version string. For example if the server uses PaperSpigot 1.12.2, and you make the protocol version 107 (1.9), the version string will not be "Paper 1.9", it will still be "Paper 1.12.2". But then you can customize the <a href='#ExprVersionString'>version string</a> as you wish. Also if the protocol version of the player is higher than protocol version of the server, it will say "Server out of date!", and if vice-versa "Client out of date!" when you hover on the ping bars.<p>This can be set in a <a href='events.html#server_list_ping'>server list ping</a> event only (increase and decrease effects cannot be used because that wouldn't make sense). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the version string to "&amp;lt;light green&amp;gt;Version: &amp;lt;orange&amp;gt;%minecraft version%"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the protocol version to 0 # 13w41a (1.7) - so the player will see the custom version string almost always </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprQuitReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Quit Reason</h1> <a href="#ExprQuitReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (quit|disconnect) (cause|reason)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quitreason">Quit Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#quitreason'>quit reason</a> as to why a player disconnected in a <a href='events.html#quit'>quit</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on quit:<br>&nbsp;&nbsp;&nbsp;&nbsp;quit reason was kicked<br>&nbsp;&nbsp;&nbsp;&nbsp;player is banned<br>&nbsp;&nbsp;&nbsp;&nbsp;clear {server::player::%uuid of player%::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandom" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random</h1> <a href="#ExprRandom" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] random %*<a href='./classes.html#classinfo'>type</a>% [out] of %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.9</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Gets a random item out of a set, e.g. a random player out of all players online. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give a diamond to a random player out of all players<br>give a random item out of all items to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandomCharacter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random Character</h1> <a href="#ExprRandomCharacter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a|%integer%] random [alphanumeric] character[s] (from|between) %<a href='./classes.html#string'>text</a>% (to|and) %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> One or more random characters between two given characters. Use 'alphanumeric' if you want only alphanumeric characters. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. If strings of more than one character are given, only the first character of each is used. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_captcha} to join (5 random characters between "a" and "z") with ""<br>send 3 random alphanumeric characters between "0" and "z" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandomNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random Numbers</h1> <a href="#ExprRandomNumber" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a|%integer%] random (integer|number)[s] (from|between) %<a href='./classes.html#number'>number</a>% (to|and) %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, INSERT VERSION (Multiple random numbers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> A given amount of random numbers or integers between two given numbers. Use 'number' if you want any number with decimal parts, or use use 'integer' if you only want whole numbers. Please note that the order of the numbers doesn't matter, i.e. <code>random number between 2 and 1</code> will work as well as <code>random number between 1 and 2</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's health to a random number between 5 and 10<br>send "You rolled a %random integer from 1 to 6%!" to the player<br>set {_chances::*} to 5 random integers between 5 and 96<br>set {_decimals::*} to 3 random numbers between 2.7 and -1.5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandomUUID" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random UUID</h1> <a href="#ExprRandomUUID" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] random uuid</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns a random UUID. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_uuid} to random uuid </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRawName" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Raw Name</h1> <a href="#ExprRawName" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(raw|minecraft|vanilla) name[s] of %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>unknown (2.2)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The raw Minecraft material name of the given item. Note that this is not guaranteed to give same results on all servers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> raw name of tool of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRawString" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Raw String</h1> <a href="#ExprRawString" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">raw %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns the string without formatting (colors etc.) and without stripping them from it, e.g. <code>raw "&aHello There!"</code> would output <code>&aHello There!</code> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send raw "&amp;aThis text is unformatted!" to all players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprReadiedArrow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Readied Arrow/Bow</h1> <a href="#ExprReadiedArrow" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (readied|selected|drawn) (arrow|bow)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#ready_arrow">ready arrow</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> The bow or arrow in a <a href='events.html#ready_arrow'>Ready Arrow event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player ready arrow:<br>&nbsp;&nbsp;&nbsp;&nbsp;selected bow's name is "Spectral Bow"<br>&nbsp;&nbsp;&nbsp;&nbsp;if selected arrow is not a spectral arrow:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRedstoneBlockPower" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Redstone Block Power</h1> <a href="#ExprRedstoneBlockPower" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] redstone power of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] redstone power</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Power of a redstone block </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if redstone power of targeted block is 15:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This block is very powerful!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRegion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region</h1> <a href="#ExprRegion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]region</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#region">Region</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#region'>region</a> involved in an event. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on region enter:<br>&nbsp;&nbsp;&nbsp;&nbsp;region is {forbidden region}<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMembersOfRegion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region Members & Owners</h1> <a href="#ExprMembersOfRegion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the)] (members|owner[s]) of [[the] region[s]] %<a href='./classes.html#region'>regions</a>%</li> <li class="skript-code-block">[[the] region[s]] %<a href='./classes.html#region'>regions</a>%'[s] (members|owner[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> A list of members or owners of a <a href='./classes.html#region'>region</a>. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entering of a region:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You're entering %region% whose owners are %owners of region%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRegionsAt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Regions At</h1> <a href="#ExprRegionsAt" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] region[(s)] %<a href='./classes.html#direction'>direction</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#region">Region</a></td> </tr> </table> <div class="item-description"> All <a href='./classes.html#region'>regions</a> at a particular <a href='./classes/#location'>location</a>. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> On click on a sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;line 1 of the clicked block is "[region info]"<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_regions::*} to regions at the clicked block<br>&nbsp;&nbsp;&nbsp;&nbsp;if {_regions::*} is empty:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "No regions exist at this sign."<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Regions containing this sign: &amp;lt;gold&amp;gt;%{_regions::*}%&lt;r&gt;." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRemainingAir" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Remaining Air</h1> <a href="#ExprRemainingAir" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] remaining air of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] remaining air</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> How much time a player has left underwater before starting to drown. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player's remaining air is less than 3 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "hurry, get to the surface!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRepeat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Repeat String</h1> <a href="#ExprRepeat" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% repeated %integer% time[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Repeats inputted strings a given amount of times. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast nl and nl repeated 200 times<br>broadcast "Hello World " repeated 5 times<br>if "aa" repeated 2 times is "aaaa":<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Ahhhh" repeated 100 times </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprResonatingTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Resonating Time</h1> <a href="#ExprResonatingTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] resonat(e|ing) time of %<a href='./classes.html#block'>block</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>block</a>%'[s] resonat(e|ing) time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the resonating time of a bell. A bell will start resonating five game ticks after being rung, and will continue to resonate for 40 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "The bell has been resonating for %resonating time of target block%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCharges" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Respawn Anchor Charges</h1> <a href="#ExprCharges" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [max[imum]] charge[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] [max[imum]] charge[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The charges of a respawn anchor. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the charges of event-block to 3 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRespawnLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Respawn location</h1> <a href="#ExprRespawnLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] respawn location</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location that a player should respawn at. This is used within the respawn event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on respawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;set respawn location to {example::spawn} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprReversedList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Reversed List</h1> <a href="#ExprReversedList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">reversed %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Reverses given list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_list::*} to reversed {_list::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRingingTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ringing Time</h1> <a href="#ExprRingingTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ring[ing] time of %<a href='./classes.html#block'>block</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>block</a>%'[s] ring[ing] time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the ringing time of a bell. A bell typically rings for 50 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "The bell has been ringing for %ringing time of target block%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRotate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rotated Quaternion/Vector</h1> <a href="#ExprRotate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#vector'>vectors</a>% rotated around [the] [global] (x|y|z)(-| )axis by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>% rotated around [the|its|their] local (x|y|z)(-| )ax(i|e)s by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#vector'>vectors</a>% rotated around [the] %<a href='./classes.html#vector'>vector</a>% by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>% rotated by x %<a href='./classes.html#number'>number</a>%, y %<a href='./classes.html#number'>number</a>%(, [and]| and) z %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Rotates a quaternion or vector around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented.<p>Note that rotating a quaternion around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_new} to {_quaternion} rotated around x axis by 10 degrees<br>set {_new} to {_vector} rotated around vector(1, 1, 1) by 45<br>set {_new} to {_quaternion} rotated by x 45, y 90, z 135 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprQuaternionAxisAngle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rotation Axis/Angle</h1> <a href="#ExprQuaternionAxisAngle" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] rotation (angle|axis) of %<a href='./classes.html#quaternion'>quaternions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>%'[s] rotation (angle|axis)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Returns the axis or angle that a quaternion will rotate by/around. All quaternions can be represented by a rotation of some amount around some axis, so this expression provides the ability to get that angle/axis. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_quaternion} to axisAngle(45, vector(1, 2, 3))<br>send rotation axis of {_quaternion} # 1, 2, 3<br>send rotation angle of {_quaternion} # 45<br>set rotation angle of {_quaternion} to 135<br>set rotation axis of {_quaternion} to vector(0, 1, 0) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rounding</h1> <a href="#ExprRound" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(a|the)] round[ed] down %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">[(a|the)] round[ed] %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">[(a|the)] round[ed] up %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Rounds numbers normally, up (ceiling) or down (floor) respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {var} to rounded health of player<br>set line 1 of the block to rounded "%(1.5 * player's level)%"<br>add rounded down argument to the player's health </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSaturation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Saturation</h1> <a href="#ExprSaturation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] saturation of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] saturation</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-v10, 2.2-dev35 (fully modifiable), 2.6.2 (syntax pattern changed)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The saturation of a player. If used in a player event, it can be omitted and will default to event-player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set saturation of player to 20 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprScoreboardTags" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Scoreboard Tags</h1> <a href="#ExprScoreboardTags" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] scoreboard tags of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] scoreboard tags</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Scoreboard tags are simple list of texts stored directly in the data of an <a href='classes.html#entity'>entity</a>. So this is a Minecraft related thing, not Bukkit, so the tags will not get removed when the server stops. You can visit <a href='https://minecraft.wiki/w/Scoreboard#Tags'>visit Minecraft Wiki</a> for more info. This is changeable and valid for any type of entity. Also you can use use the <a href='conditions.html#CondHasScoreboardTag'>Has Scoreboard Tag</a> condition to check whether an entity has the given tags.<p>Requires Minecraft 1.11+ (actually added in 1.9 to the game, but added in 1.11 to Spigot). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of a monster:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the spawn reason is mob spawner:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add "spawned by a spawner" to the scoreboard tags of event-entity<br><br>on death of a monster:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the attacker is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if the victim doesn't have the scoreboard tag "spawned by a spawner":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add 1$ to attacker's balance </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprScript" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Script Name</h1> <a href="#ExprScript" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] script[['s] name]</li> <li class="skript-code-block">name of [the] script</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Script_Load_Unload">Script Load/Unload</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Holds the current script's name (the file name without '.sk'). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on script load:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to true<br>on script unload:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to false </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSeaLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sea Level</h1> <a href="#ExprSeaLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] sea level of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] sea level</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Gets the sea level of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "The sea level in your world is %sea level in player's world%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSeaPickles" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sea Pickles</h1> <a href="#ExprSeaPickles" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(min|max)[imum]] [sea] pickle(s| (count|amount)) of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] [(min|max)[imum]] [sea] pickle(s| (count|amount))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> An expression to obtain or modify data relating to the pickles of a sea pickle block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block break:<br>&nbsp;&nbsp;&nbsp;&nbsp;type of block is sea pickle<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Wow! This stack of sea pickles contained %event-block's sea pickle count% pickles!"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "It could've contained a maximum of %event-block's maximum sea pickle count% pickles!"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "It had to have contained at least %event-block's minimum sea pickle count% pickles!"<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;set event-block's sea pickle count to event-block's maximum sea pickle count<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This bad boy is going to hold so many pickles now!!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSentCommands" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sent Command List</h1> <a href="#ExprSentCommands" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [sent] [server] command[s] list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#send_command_list">send command list</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The commands that will be sent to the player in a <a href='events.html#send_command_list'>send commands to player event</a>. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on send command list:<br>&nbsp;&nbsp;&nbsp;&nbsp;set command list to command list where [input does not contain ":"]<br>&nbsp;&nbsp;&nbsp;&nbsp;remove "help" from command list </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprServerIcon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Server Icon</h1> <a href="#ExprServerIcon" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [((default)|(shown|sent))] [server] icon</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#cachedservericon">Server Icon</a></td> </tr> </table> <div class="item-description"> Icon of the server in the server list. Can be set to an icon that loaded using the <a href='effects.html#EffLoadServerIcon'>load server icon</a> effect, or can be reset to the default icon in a <a href='events.html#server_list_ping'>server list ping</a>. 'default server icon' returns the default server icon (server-icon.png) always and cannot be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on script load:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {server-icons::default} to the default server icon </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSets" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sets</h1> <a href="#ExprSets" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the|every] %*<a href='./classes.html#classinfo'>type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 pre-5, 2.7 (classinfo)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Returns a list of all the values of a type. Useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all attribute types:<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-value attribute of player to 10<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Set attribute %loop-value% to 10!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprShooter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shooter</h1> <a href="#ExprShooter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] shooter [of %<a href='./classes.html#projectile'>projectile</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#livingentity">Living Entity</a></td> </tr> </table> <div class="item-description"> The shooter of a projectile. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> shooter is a skeleton </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprShuffledList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shuffled List</h1> <a href="#ExprShuffledList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">shuffled %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Shuffles given list randomly. This is done by replacing indices by random numbers in resulting list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_list::*} to shuffled {_list::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSignText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sign Text</h1> <a href="#ExprSignText" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] line %<a href='./classes.html#number'>number</a>% [of %<a href='./classes.html#block'>block</a>%]</li> <li class="skript-code-block">[the] (1st|first|2nd|second|3rd|third|4th|fourth) line [of %<a href='./classes.html#block'>block</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> A line of text on a sign. Can be changed, but remember that there is a 16 character limit per line (including color codes that use 2 characters each). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on rightclick on sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;line 2 of the clicked block is "[Heal]":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;heal the player<br>&nbsp;&nbsp;&nbsp;&nbsp;set line 3 to "%player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSkullOwner" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Skull Owner</h1> <a href="#ExprSkullOwner" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (head|skull) owner of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (head|skull) owner</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> The skull owner of a player skull. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_owner} to the skull owner of event-block<br>set skull owner of {_block} to "Njol" parsed as offlineplayer </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSlotIndex" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Slot Index</h1> <a href="#ExprSlotIndex" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(raw|unique)] index of %<a href='./classes.html#slot'>slots</a>%</li> <li class="skript-code-block">%<a href='./classes.html#slot'>slots</a>%'[s] [(raw|unique)] index</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35, 2.8.0 (raw index)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Index of an an inventory slot. Other types of slots may or may not have indices. Note that comparing slots with numbers is also possible; if index of slot is same as the number, comparisonsucceeds. This expression is mainly for the cases where you must for some reason save the slot numbers.<p>Raw index of slot is unique for the view, see <a href="https://wiki.vg/Inventory">Minecraft Wiki</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if index of event-slot is 10:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You bought a pie!"<br><br>if display name of player's top inventory is "Custom Menu": # 3 rows inventory<br>&nbsp;&nbsp;&nbsp;&nbsp;if raw index of event-slot &gt; 27: # outside custom inventory<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSortedList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sorted List</h1> <a href="#ExprSortedList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sorted %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev19</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Sorts given list in natural order. All objects in list must be comparable; if they're not, this expression will return nothing. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_sorted::*} to sorted {_players::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSourceBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Source Block</h1> <a href="#ExprSourceBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] source block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Spread">Spread</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The source block in a spread event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spread:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the source block is a grass block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the source block to a dirt block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn</h1> <a href="#ExprSpawn" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] spawn[s] [(point|location)[s]] [of %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] spawn[s] [(point|location)[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The spawn point of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> teleport all players to spawn<br>set the spawn point of "world" to the player's location </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpawnReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn Reason</h1> <a href="#ExprSpawnReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] spawn[ing] reason</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#spawnreason">Spawn Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#spawnreason'>spawn reason</a> in a <a href='events.html#spawn'>spawn</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;spawn reason is reinforcements or breeding<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpawnerType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawner Type</h1> <a href="#ExprSpawnerType" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (spawner|entity|creature) type[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (spawner|entity|creature) type[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4, 2.9.2 (trial spawner)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entitydata">Entity Type</a></td> </tr> </table> <div class="item-description"> Retrieves, sets, or resets the spawner's entity type </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is spawner:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Spawner's type is %target block's entity type%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpecialNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Special Number</h1> <a href="#ExprSpecialNumber" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(NaN|[(-|minus)](infinity|∞)) value</li> <li class="skript-code-block">value of (NaN|[(-|minus)](infinity|∞))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32d</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Special number values, namely NaN, Infinity and -Infinity </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {_number} is infinity value: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpectatorTarget" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spectator Target</h1> <a href="#ExprSpectatorTarget" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">spectator target [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] spectator target</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4-alpha4, 2.7 (Paper Spectator Event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Grabs the spectator target entity of the players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player start spectating of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "&amp;c%spectator target% currently has %{game::kills::%spectator target%}% kills!" to the player<br><br>on player stop spectating:<br>&nbsp;&nbsp;&nbsp;&nbsp;past spectator target was a zombie<br>&nbsp;&nbsp;&nbsp;&nbsp;set spectator target to the nearest skeleton </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Speed</h1> <a href="#ExprSpeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (walk[ing]|fl(y[ing]|ight))[( |-)]speed of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (walk[ing]|fl(y[ing]|ight))[( |-)]speed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> A player's walking or flying speed. Both can be changed, but values must be between -1 and 1 (excessive values will be changed to -1 or 1 respectively). Negative values reverse directions. Please note that changing a player's speed will change their FOV just like potions do. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's walk speed to 1<br>increase the argument's fly speed by 0.1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSubstring" data-keywords="substring, subtext"> <div class="item-title"> <h1 style="display: inline-block">Substring</h1> <a href="#ExprSubstring" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (part|sub[ ](text|string)) of %<a href='./classes.html#string'>texts</a>% (between|from) [ind(ex|ices)|character[s]] %<a href='./classes.html#number'>number</a>% (and|to) [(index|character)] %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">[the] (first|last) [%<a href='./classes.html#number'>number</a>%] character[s] of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>% (first|last) characters of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">[the] character[s] at [(index|position|indexes|indices|positions)] %<a href='./classes.html#number'>numbers</a>% (in|of) %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1, 2.5.2 (character at, multiple strings support)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Extracts part of a text. You can either get the first &lt;x&gt; characters, the last &lt;x&gt; characters, the character at index &lt;x&gt;, or the characters between indices &lt;x&gt; and &lt;y&gt;. The indices &lt;x&gt; and &lt;y&gt; should be between 1 and the <a href='#ExprLength'>length</a> of the text (other values will be fit into this range). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_s} to the first 5 characters of the text argument<br>message "%subtext of {_s} from characters 2 to (the length of {_s} - 1)%" # removes the first and last character from {_s} and sends it to the player or console<br>set {_characters::*} to characters at 1, 2 and 7 in player's display name<br>send the last character of all players' names </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTPS" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">TPS (ticks per second)</h1> <a href="#ExprTPS" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">tps from [the] last ([1] minute|1[ ]m[inute])</li> <li class="skript-code-block">tps from [the] last 5[ ]m[inutes]</li> <li class="skript-code-block">tps from [the] last 15[ ]m[inutes]</li> <li class="skript-code-block">[the] tps</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the 3 most recent TPS readings, like the /tps command. This expression is only supported on some server software (PaperSpigot). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "%tps%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTamer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tamer</h1> <a href="#ExprTamer" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] tamer</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev25</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> The tamer of an entity. Can only be used in entity tame events. You can use 'event-entity' to refer tamed entity itself. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on tame:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the tamer is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "someone tamed something!" to console </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTarget" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Target</h1> <a href="#ExprTarget" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] target[[ed] %*<a href='./classes.html#entitydata'>entity type</a>%] [of %<a href='./classes.html#livingentity'>living entities</a>%] [ignoring blocks] [[with|at] ray[ ]size %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] target[[ed] %*<a href='./classes.html#entitydata'>entity type</a>%] [ignoring blocks] [[with|at] ray[ ]size %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.2, 2.7 (Reset), 2.8.0 (ignore blocks)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> For players this is the entity at the crosshair. For mobs and experience orbs this is the entity they are attacking/following (if any). Display entities have a hit box of 0, so you should use 'target display' to collect Display entities May grab entities in unloaded chunks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity target:<br>&nbsp;&nbsp;&nbsp;&nbsp;if entity's target is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You're being followed by an %entity%!" to target of entity<br><br>reset target of entity # Makes the entity target-less<br>delete targeted entity of player # for players it will delete the target<br>delete target of last spawned zombie # for entities it will make them target-less </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTargetedBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Targeted Block</h1> <a href="#ExprTargetedBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(actual[ly]|exact)] target[ed] block[s] [of %<a href='./classes.html#livingentity'>living entities</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [(actual[ly]|exact)] target[ed] block[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.9.0 (actual/exact)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The block at the crosshair. This regards all blocks that are not air as fully solid, e.g. torches will be like a solid stone block for this expression. The actual target block will regard the actual hit box of the block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set target block of player to stone<br>set target block of player to oak_stairs[waterlogged=true]<br>break target block of player using player's tool<br>give player 1 of type of target block<br>teleport player to location above target block<br>kill all entities in radius 3 around target block of player<br>set {_block} to actual target block of player<br>break actual target block of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTeleportCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Teleport Cause</h1> <a href="#ExprTeleportCause" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] teleport (cause|reason|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#teleportcause">Teleport Cause</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#teleportcause'>teleport cause</a> within a player <a href='events.html#teleport'>teleport</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on teleport:<br>&nbsp;&nbsp;&nbsp;&nbsp;teleport cause is nether portal, end portal or end gateway<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTemperature" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Temperature</h1> <a href="#ExprTemperature" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] temperature[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] temperature[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Temperature at given block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "%temperature of the targeted block%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTernary" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ternary</h1> <a href="#ExprTernary" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#object'>objects</a>% if &lt;.+&gt;[,] (otherwise|else) %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> A shorthand expression for returning something based on a condition. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {points} to 500 if {admin::%player's uuid%} is set else 100 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextDisplayAlignment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Alignment</h1> <a href="#ExprTextDisplayAlignment" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] text alignment[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text alignment[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#textalignment">Display Text Alignment</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#textalignment'>alignment</a> setting of <a href='classes.html#display'>text displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set text alignment of the last spawned text display to left </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextDisplayLineWidth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Line Width</h1> <a href="#ExprTextDisplayLineWidth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] line width [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] line width</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns or changes the line width of <a href='classes.html#display'>text displays</a>. Default is 200. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the line width of the last spawned text display to 300 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextDisplayOpacity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Opacity</h1> <a href="#ExprTextDisplayOpacity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [display] opacity [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] [display] opacity</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">byte</a></td> </tr> </table> <div class="item-description"> Returns or changes the opacity of <a href='classes.html#display'>text displays</a>. Values are between -127 and 127. The value of 127 represents it being completely opaque. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the opacity of the last spawned text display to -1 # Reset </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Of</h1> <a href="#ExprTextOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] text[s] of %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#string'>text/string</a> of <a href='classes.html#display'>displays</a>. Note that currently you can only use Skript chat codes when running Paper. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set text of the last spawned text display to "example" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEgg" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">The Egg</h1> <a href="#ExprEgg" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [thrown] egg</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#projectile">Projectile</a></td> </tr> </table> <div class="item-description"> The egg thrown in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn an egg at the egg </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time</h1> <a href="#ExprTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] time[s] [([with]in|of) %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] time[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#time">Time</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#time'>time</a> of a world. Use the "minecraft <a href='classes.html#timespan'>timespan</a>" syntax to change the time according to Minecraft's time intervals. Since Minecraft uses discrete intervals for time (ticks), changing the time by real-world minutes or real-world seconds only changes it approximately. Removing an amount of time from a world's time will move the clock forward a day. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set time of world "world" to 2:00<br>add 2 minecraft hours to time of world "world"<br>add 54 real seconds to time of world "world" # approximately 1 minecraft hour </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimePlayed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time Played</h1> <a href="#ExprTimePlayed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] time played of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] time played</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.7 (offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.15+ (offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time a player has played for on the server. This info is stored in the player's statistics in the main world's data folder. Changing this will also change the player's stats which can be views in the client's statistics menu. Using this expression on offline players on Minecraft 1.14 and below will return nothing <code>&lt;none&gt;</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_t} to time played of player<br>if player's time played is greater than 10 minutes:<br>&nbsp;&nbsp;&nbsp;&nbsp;give player a diamond sword<br><br>set player's time played to 0 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimeSince" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time Since/Until</h1> <a href="#ExprTimeSince" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] time since %<a href='./classes.html#date'>dates</a>%</li> <li class="skript-code-block">[the] (time [remaining]|remaining time) until %<a href='./classes.html#date'>dates</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (time until)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The time since a date has passed or the time until a date will pass. This expression will return 0 seconds if the time since or time until would be negative, e.g. if one tries to get the time since a future date. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%time since 5 minecraft days ago% has passed since 5 minecraft days ago!" to player<br>send "%time until {countdown::end}% until the game begins!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimespanDetails" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Timespan Details</h1> <a href="#ExprTimespanDetails" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ((tick|second|minute|hour|day|week|month|year))s of %<a href='./classes.html#timespan'>time spans</a>%</li> <li class="skript-code-block">%<a href='./classes.html#timespan'>time spans</a>%'[s] ((tick|second|minute|hour|day|week|month|year))s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Retrieve specific information of a <a href="/classes.html#timespan">timespan</a> such as hours/minutes/etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_t} to difference between now and {Payouts::players::%uuid of player%::last-date}<br>send "It has been %days of {_t}% day(s) since last payout." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTool" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tool</h1> <a href="#ExprTool" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ((tool|held item|weapon)|(off[ ]hand (tool|item))) [of %<a href='./classes.html#livingentity'>living entities</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] ((tool|held item|weapon)|(off[ ]hand (tool|item)))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> The item an entity is holding in their main or off hand. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is a pickaxe<br>player's off hand tool is a shield<br>set tool of all players to a diamond sword<br>set offhand tool of target entity to a bow </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTotalExperience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Total Experience</h1> <a href="#ExprTotalExperience" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [total] experience of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] [total] experience</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The total experience, in points, of players or experience orbs. Adding to a player's experience will trigger Mending, but setting their experience will not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set total experience of player to 100<br><br>add 100 to player's experience<br><br>if player's total experience is greater than 100:<br>&nbsp;&nbsp;&nbsp;&nbsp;set player's total experience to 0<br>&nbsp;&nbsp;&nbsp;&nbsp;give player 1 diamond </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTransformReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Transform Reason</h1> <a href="#ExprTransformReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] transform[ing] (cause|reason|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#transformreason">Transform Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#transformreason'>transform reason</a> within an entity <a href='events.html#entity transform'>entity transform</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity transform:<br>&nbsp;&nbsp;&nbsp;&nbsp;transform reason is infection, drowned or frozen </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTypeOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Type of</h1> <a href="#ExprTypeOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] type of %<a href='./classes.html#entitydata'>entity types</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#potioneffect'>potion effects</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entitydata'>entity types</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#potioneffect'>potion effects</a>/<a href='./classes.html#blockdata'>block datas</a>%'[s] type</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.5.2 (potion effect), 2.7 (block datas)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Type of a block, item, entity, inventory or potion effect. Types of items, blocks and block datas are item types similar to them but have amounts of one, no display names and, on Minecraft 1.13 and newer versions, are undamaged. Types of entities and inventories are entity types and inventory types known to Skript. Types of potion effects are potion effect types. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on rightclick on an entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "This is a %type of clicked entity%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUUID" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">UUID</h1> <a href="#ExprUUID" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] UUID of %<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#entity'>entities</a>%'[s] UUID</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1.2, 2.2 (offline players' UUIDs), 2.2-dev24 (other entities' UUIDs)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The UUID of a player, entity or world. In the future there will be an option to use a player's UUID instead of the name in variable names (i.e. when %player% is used), but for now this can be used. <em>Please note that this expression does not work for offline players if you are under 1.8!</em> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevents people from joining the server if they use the name of a player<br># who has played on this server at least once since this script has been added<br>on login:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {uuid::%name of player%} exists:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{uuid::%name of player%} is not uuid of player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kick player due to "Someone with your name has played on this server before"<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {uuid::%name of player%} to uuid of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUnbreakable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Unbreakable Items</h1> <a href="#ExprUnbreakable" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[un]breakable %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev13b, 2.9.0 (breakable)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Creates breakable or unbreakable copies of given items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_item} to unbreakable iron sword<br>give breakable {_weapon} to all players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUnixDate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Unix Date</h1> <a href="#ExprUnixDate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] unix date of %<a href='./classes.html#number'>numbers</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>%'[s] unix date</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> Converts given Unix timestamp to a date. The Unix timespan represents the number of seconds elapsed since 1 January 1970. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> unix date of 946684800 #1 January 2000 12:00 AM (UTC Time) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUnixTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Unix Timestamp</h1> <a href="#ExprUnixTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] unix timestamp of %<a href='./classes.html#date'>dates</a>%</li> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>%'[s] unix timestamp</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Converts given date to Unix timestamp. This is roughly how many seconds have elapsed since 1 January 1970. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> unix timestamp of now </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprValueWithin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Value Within</h1> <a href="#ExprValueWithin" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (%*<a href='./classes.html#classinfo'>type</a>%|value[s]) (within|in) %~<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Gets the value within objects. Usually used with variables to get the value they store rather than the variable itself, or with lists to get the values of a type. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_entity} to a random entity out of all entities<br>delete entity within {_entity} # This deletes the entity itself and not the value stored in the variable<br><br>set {_list::*} to "something", 10, "test" and a zombie<br>broadcast the strings within {_list::*} # "something", "test" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprXYZComponent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vector/Quaternion - WXYZ Component</h1> <a href="#ExprXYZComponent" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [vector|quaternion] (w|x|y|z) [component[s]] of %<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>%'[s] [vector|quaternion] (w|x|y|z) [component[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, INSERT VERSION (quaternions)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets or changes the W, X, Y or Z component of <a href='classes.html#vector'>vectors</a>/<a href='classes.html#quaternion'>quaternions</a>. You cannot use the W component with vectors; it is for quaternions only. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector 1, 2, 3<br>send "%x of {_v}%, %y of {_v}%, %z of {_v}%"<br>add 1 to x of {_v}<br>add 2 to y of {_v}<br>add 3 to z of {_v}<br>send "%x of {_v}%, %y of {_v}%, %z of {_v}%"<br>set x component of {_v} to 1<br>set y component of {_v} to 2<br>set z component of {_v} to 3<br>send "%x component of {_v}%, %y component of {_v}%, %z component of {_v}%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorAngleBetween" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Angle Between</h1> <a href="#ExprVectorAngleBetween" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] angle between [[the] vectors] %<a href='./classes.html#vector'>vector</a>% and %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets the angle between two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%the angle between vector 1, 0, 0 and vector 0, 1, 1%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationFromVector" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Create Location from Vector</h1> <a href="#ExprLocationFromVector" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% to location in %<a href='./classes.html#world'>world</a>%</li> <li class="skript-code-block">location (from|of) %<a href='./classes.html#vector'>vector</a>% in %<a href='./classes.html#world'>world</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% [to location] in %<a href='./classes.html#world'>world</a>% with yaw %<a href='./classes.html#number'>number</a>% and pitch %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">location (from|of) %<a href='./classes.html#vector'>vector</a>% in %<a href='./classes.html#world'>world</a>% with yaw %<a href='./classes.html#number'>number</a>% and pitch %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Creates a location from a vector in a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to {_v} to location in world "world"<br>set {_loc} to {_v} to location in world "world" with yaw 45 and pitch 90<br>set {_loc} to location of {_v} in "world" with yaw 45 and pitch 90 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorFromDirection" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Create from Direction</h1> <a href="#ExprVectorFromDirection" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vector[s] [from] %<a href='./classes.html#direction'>directions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#direction'>directions</a>% vector[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates vectors from given directions. Relative directions are relative to the origin, (0, 0, 0). Therefore, the vector from the direction 'forwards' is (0, 0, 1). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector from direction upwards<br>set {_v} to vector in direction of player<br>set {_v} to vector in horizontal direction of player<br>set {_v} to vector from facing of player<br>set {_v::*} to vectors from north, south, east, and west </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorFromXYZ" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Create from XYZ</h1> <a href="#ExprVectorFromXYZ" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] vector [(from|at|to)] %<a href='./classes.html#number'>number</a>%,[ ]%<a href='./classes.html#number'>number</a>%(,[ ]| and )%<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector from x, y and z values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector 0, 1, 0 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorCrossProduct" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Cross Product</h1> <a href="#ExprVectorCrossProduct" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% cross %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Gets the cross product between two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%vector 1, 0, 0 cross vector 0, 1, 0%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorCylindrical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Cylindrical Shape</h1> <a href="#ExprVectorCylindrical" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] cylindrical vector [from|with] [radius] %<a href='./classes.html#number'>number</a>%, [yaw] %<a href='./classes.html#number'>number</a>%(,[ and]| and) [height] %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Forms a 'cylindrical shaped' vector using yaw to manipulate the current point. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop 360 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_v} to cylindrical vector radius 1, yaw loop-value, height 2<br>set {_v} to cylindrical vector radius 1, yaw 90, height 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorDotProduct" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Dot Product</h1> <a href="#ExprVectorDotProduct" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% dot %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets the dot product between two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_dot} to {_v1} dot {_v2} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorLength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Length</h1> <a href="#ExprVectorLength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (vector|standard|normal) length[s] of %<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>%'[s] (vector|standard|normal) length[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets or sets the length of a vector. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%standard length of vector 1, 2, 3%"<br>set {_v} to vector 1, 2, 3<br>set standard length of {_v} to 2<br>send "%standard length of {_v}%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationVectorOffset" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Location Vector Offset</h1> <a href="#ExprLocationVectorOffset" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>% offset by [[the] vectors] %<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%[ ]~[~][ ]%<a href='./classes.html#vector'>vectors</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Returns the location offset by vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to {_loc} ~ {_v} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorNormalize" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Normalized</h1> <a href="#ExprVectorNormalize" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normalize[d] %<a href='./classes.html#vector'>vector</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% normalized</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Returns the same vector but with length 1. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to normalized {_v} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorRandom" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Random Vector</h1> <a href="#ExprVectorRandom" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] random vector</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, 2.7 (signed components)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a random unit vector. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to a random vector </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorSpherical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Spherical Shape</h1> <a href="#ExprVectorSpherical" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] spherical vector [(from|with)] [radius] %<a href='./classes.html#number'>number</a>%, [yaw] %<a href='./classes.html#number'>number</a>%(,[ and]| and) [pitch] %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Forms a 'spherical shaped' vector using yaw and pitch to manipulate the current point. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop 360 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_v} to spherical vector radius 1, yaw loop-value, pitch loop-value<br>set {_v} to spherical vector radius 1, yaw 45, pitch 90 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorSquaredLength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Squared Length</h1> <a href="#ExprVectorSquaredLength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] squared length[s] of %<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>%'[s] squared length[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets the squared length of a vector. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%squared length of vector 1, 2, 3%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorBetweenLocations" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector Between Locations</h1> <a href="#ExprVectorBetweenLocations" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] vector (from|between) %<a href='./classes.html#location'>location</a>% (to|and) %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector between two locations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector between {_loc1} and {_loc2} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorProjection" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector Projection</h1> <a href="#ExprVectorProjection" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[vector] projection [of] %<a href='./classes.html#vector'>vector</a>% on[to] %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> An expression to get the vector projection of two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_projection} to vector projection of vector(1, 2, 3) onto vector(4, 4, 4) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorOfLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector from Location</h1> <a href="#ExprVectorOfLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] vector (of|from|to) %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%'s vector</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector from a location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector of {_loc} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorFromYawAndPitch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector from Pitch and Yaw</h1> <a href="#ExprVectorFromYawAndPitch" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] vector (from|with) yaw %<a href='./classes.html#number'>number</a>% and pitch %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector from a yaw and pitch value. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector from yaw 45 and pitch 45 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVelocity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Velocity</h1> <a href="#ExprVelocity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] velocit(y|ies) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] velocit(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Gets or changes velocity of an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set player's velocity to {_v} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVehicle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vehicle</h1> <a href="#ExprVehicle" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] vehicle[s] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] vehicle[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The vehicle an entity is in, if any. This can actually be any entity, e.g. spider jockeys are skeletons that ride on a spider, so the spider is the 'vehicle' of the skeleton. See also: <a href='#ExprPassenger'>passenger</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> vehicle of the player is a minecart </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Version</h1> <a href="#ExprVersion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">([craft]bukkit|minecraft|skript)( |-)version</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The version of Bukkit, Minecraft or Skript respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "This server is running Minecraft %minecraft version% on Bukkit %bukkit version%"<br>message "This server is powered by Skript %skript version%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVersionString" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Version String</h1> <a href="#ExprVersionString" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [shown|custom] version [string|text]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Server_List_Ping">Server List Ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The text to show if the protocol version of the server doesn't match with protocol version of the client. You can check the <a href='#ExprProtocolVersion'>protocol version</a> expression for more information about this. This can only be set in a <a href='events.html#server_list_ping'>server list ping</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the protocol version to 0 # 13w41a (1.7), so it will show the version string always<br>&nbsp;&nbsp;&nbsp;&nbsp;set the version string to "&amp;lt;light green&amp;gt;Version: &amp;lt;orange&amp;gt;%minecraft version%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerViewDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">View Distance</h1> <a href="#ExprPlayerViewDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] view distance[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] view distance[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The view distance of a player as set by the server. Can be changed. NOTE: This is the view distance sent by the server to the player. This has nothing to do with client side view distance settings NOTE: This may not work on some versions (such as MC 1.14.x). The return value in this case will be the view distance set in system.properties. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set view distance of player to 10<br>set {_view} to view distance of player<br>reset view distance of all players<br>add 2 to view distance of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprClientViewDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">View Distance of Client</h1> <a href="#ExprClientViewDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] client view distance[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] client view distance[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.13.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The view distance of the client. Can not be changed. This differs from the server side view distance of player as this will retrieve the view distance the player has set on their client. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_clientView} to the client view distance of player<br>set view distance of player to client view distance of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWeather" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Weather</h1> <a href="#ExprWeather" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] weather [(in|of) %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] weather</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#weather_change">weather change</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#weathertype">Weather Type</a></td> </tr> </table> <div class="item-description"> The weather in the given or the current world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set weather to clear<br>weather in "world" is rainy </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWhether" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Whether</h1> <a href="#ExprWhether" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">whether &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> A shorthand for returning the result of a condition (true or false). This is functionally identical to using `true if <condition> else false`. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {fly} to whether player can fly<br>broadcast "Flying: %whether player is flying%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWhitelist" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Whitelist</h1> <a href="#ExprWhitelist" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] white[ ]list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2, 2.9.0 (delete)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> An expression for obtaining and modifying the server's whitelist. Players may be added and removed from the whitelist. The whitelist can be enabled or disabled by setting the whitelist to true or false respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the whitelist to false<br>add all players to whitelist<br>reset the whitelist </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWithFireResistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">With Fire Resistance</h1> <a href="#ExprWithFireResistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with[out] fire[ ]resistance</li> <li class="skript-code-block">fire resistant %<a href='./classes.html#itemtype'>item type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Creates a copy of an item with (or without) fire resistance. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_x} to diamond sword with fire resistance<br>equip player with netherite helmet without fire resistance<br>drop fire resistant stone at player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorld" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World</h1> <a href="#ExprWorld" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] world [of %<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#chunk'>chunk</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#chunk'>chunk</a>%'[s] world</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> The world the event occurred in. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> world is "world_nether"<br>teleport the player to the world's spawn<br>set the weather in the player's world to rain<br>set {_world} to world of event-chunk </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorldEnvironment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World Environment</h1> <a href="#ExprWorldEnvironment" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [world] environment of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] [world] environment</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#environment">World Environment</a></td> </tr> </table> <div class="item-description"> The environment of a world </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if environment of player's world is nether:<br>&nbsp;&nbsp;&nbsp;&nbsp;apply fire resistance to player for 10 minutes </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World Seed</h1> <a href="#ExprSeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] seed[s] (from|of) %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] seed[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The seed of given world. Note that it will be returned as Minecraft internally treats seeds, not as you specified it in world configuration. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Seed: %seed of player's world%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorldFromName" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World from Name</h1> <a href="#ExprWorldFromName" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] world [(named|with name)] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> Returns the world from a string. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> world named {game::world-name}<br>the world "world" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorlds" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Worlds</h1> <a href="#ExprWorlds" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] worlds</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> All worlds of the server, useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all worlds:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "You're in %loop-world%" to loop-world </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimes" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">X Times</h1> <a href="#ExprTimes" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>number</a>% time[s]</li> <li class="skript-code-block">once</li> <li class="skript-code-block">twice</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Integers between 1 and X, used in loops to loop X times. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop 20 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%21 - loop-number% seconds left.."<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprXOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">X of Item</h1> <a href="#ExprXOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entitytype'>entity type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> An expression to be able to use a certain amount of items where the amount can be any expression. Please note that this expression is not stable and might be replaced in the future. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give level of player of pickaxes to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprYawPitch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Yaw / Pitch</h1> <a href="#ExprYawPitch" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (yaw|pitch) of %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>/<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>/<a href='./classes.html#vector'>vectors</a>%'[s] (yaw|pitch)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev28 (vector yaw/pitch), 2.9.0 (entity changers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19+ (player changers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> The yaw or pitch of a location or vector. A yaw of 0 or 360 represents the positive z direction. Adding a positive number to the yaw of a player will rotate it clockwise. A pitch of 90 represents the negative y direction, or downward facing. A pitch of -90 represents upward facing. Adding a positive number to the pitch will rotate the direction downwards. Only Paper 1.19+ users may directly change the yaw/pitch of players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> log "%player%: %location of player%, %player's yaw%, %player's pitch%" to "playerlocs.log"<br>set {_yaw} to yaw of player<br>set {_p} to pitch of target entity<br>set pitch of player to -90 # Makes the player look upwards, Paper 1.19+ only<br>add 180 to yaw of target of player # Makes the target look behind themselves </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffActionBar" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Action Bar</h1> <a href="#EffActionBar" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">send [the] action[ ]bar [with text] %<a href='./classes.html#string'>text</a>% [to %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Sends an action bar message to the given player(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send action bar "Hello player!" to player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffAllowAging" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Allow Aging</h1> <a href="#EffAllowAging" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">lock age of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">prevent aging of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">prevent %<a href='./classes.html#livingentity'>living entities</a>% from aging</li> <li class="skript-code-block">unlock age of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">allow aging of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">allow %<a href='./classes.html#livingentity'>living entities</a>% to age</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Sets whether or not living entities will be able to age. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of animal:<br>&nbsp;&nbsp;&nbsp;&nbsp;allow aging of entity </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffApplyBoneMeal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Apply Bone Meal</h1> <a href="#EffApplyBoneMeal" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">apply [%<a href='./classes.html#number'>number</a>%] bone[ ]meal[s] [to %<a href='./classes.html#block'>blocks</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.16.2+</td> </tr> </table> <div class="item-description"> Applies bone meal to a crop, sapling, or composter </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply 3 bone meal to event-block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ban</h1> <a href="#EffBan" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ban [and kick] %<a href='./classes.html#string'>texts</a>/<a href='./classes.html#offlineplayer'>offline players</a>% [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">unban %<a href='./classes.html#string'>texts</a>/<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">ban [and kick] %<a href='./classes.html#player'>players</a>% by IP [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">unban %<a href='./classes.html#player'>players</a>% by IP</li> <li class="skript-code-block">IP(-| )ban [and kick] %<a href='./classes.html#player'>players</a>% [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">(IP(-| )unban|un[-]IP[-]ban) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.1.1 (ban reason), 2.5 (timespan), 2.9.0 (kick)</td> </tr> </table> <div class="item-description"> Bans or unbans a player or an IP address. If a reason is given, it will be shown to the player when they try to join the server while banned. A length of ban may also be given to apply a temporary ban. If it is absent for any reason, a permanent ban will be used instead. We recommend that you test your scripts so that no accidental permanent bans are applied.<p>Note that banning people does not kick them from the server. You can optionally use 'and kick' or consider using the <a href='effects.html#EffKick'>kick effect</a> after applying a ban. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> unban player<br>ban "127.0.0.1"<br>IP-ban the player because "he is an idiot"<br>ban player due to "inappropriate language" for 2 days<br>ban and kick player due to "inappropriate language" for 2 days </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBreakNaturally" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Break Block</h1> <a href="#EffBreakNaturally" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">break %<a href='./classes.html#block'>blocks</a>% [naturally] [using %<a href='./classes.html#itemtype'>item type</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Breaks the block and spawns items as if a player had mined it<p>You can add a tool, which will spawn items based on how that tool would break the block (ie: When using a hand to break stone, it drops nothing, whereas with a pickaxe it drops cobblestone) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;break clicked block naturally<br>loop blocks in radius 10 around player:<br>&nbsp;&nbsp;&nbsp;&nbsp;break loop-block using player's tool<br>loop blocks in radius 10 around player:<br>&nbsp;&nbsp;&nbsp;&nbsp;break loop-block naturally using diamond pickaxe </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBroadcast" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Broadcast</h1> <a href="#EffBroadcast" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">broadcast %<a href='./classes.html#object'>objects</a>% [(to|in) %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (broadcasting objects), 2.6.1 (using advanced formatting)</td> </tr> </table> <div class="item-description"> Broadcasts a message to the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Welcome %player% to the server!"<br>broadcast "Woah! It's a message!" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelItemUse" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Active Item</h1> <a href="#EffCancelItemUse" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(cancel|interrupt) [the] us[ag]e of %<a href='./classes.html#livingentity'>living entities</a>%'[s] [active|current] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Interrupts the action entities may be trying to complete. For example, interrupting eating, or drawing back a bow. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the victim's active tool is a bow:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;interrupt the usage of the player's active item </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Command Cooldown</h1> <a href="#EffCancelCooldown" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(cancel|ignore) [the] [current] [command] cooldown</li> <li class="skript-code-block">un(cancel|ignore) [the] [current] [command] cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> </table> <div class="item-description"> Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /nick &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown: 10 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if length of arg-1 is more than 16:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Makes it so that invalid arguments don't make you wait for the cooldown again<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel the cooldown<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Your nickname may be at most 16 characters."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the player's display name to arg-1 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelDrops" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Drops</h1> <a href="#EffCancelDrops" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(cancel|clear|delete) [the] drops [of (items|[e]xp[erience][s])]</li> <li class="skript-code-block">(cancel|clear|delete) [the] (item|[e]xp[erience]) drops</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#death">death</a>, <a href="events.html#break_mine">break / mine</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.12.2 or newer (cancelling item drops of blocks)</td> </tr> </table> <div class="item-description"> Cancels drops of items or experiences in a death or block break event. Please note that this doesn't keep items or experiences of a dead player. If you want to do that, use the <a href='effects.html#EffKeepInventory'>Keep Inventory / Experience</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of a zombie:<br>&nbsp;&nbsp;&nbsp;&nbsp;if name of the entity is "&amp;cSpecial":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel drops of items<br><br>on break of a coal ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the experience drops </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelEvent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Event</h1> <a href="#EffCancelEvent" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">cancel [the] event</li> <li class="skript-code-block">uncancel [the] event</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Cancels the event (e.g. prevent blocks from being placed, or damage being taken). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is a player<br>&nbsp;&nbsp;&nbsp;&nbsp;victim has the permission "skript.god"<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffChange" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Change: Set/Add/Remove/Delete/Reset</h1> <a href="#EffChange" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(add|give) %<a href='./classes.html#object'>objects</a>% to %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">increase %~<a href='./classes.html#object'>objects</a>% by %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">give %~<a href='./classes.html#object'>objects</a>% %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">set %~<a href='./classes.html#object'>objects</a>% to %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">remove (all|every) %<a href='./classes.html#object'>objects</a>% from %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">(remove|subtract) %<a href='./classes.html#object'>objects</a>% from %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">(reduce|decrease) %~<a href='./classes.html#object'>objects</a>% by %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">(delete|clear) %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">reset %~<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (set, add, remove, delete), 2.0 (remove all)</td> </tr> </table> <div class="item-description"> A very general effect that can change many <a href='./expressions'>expressions</a>. Many expressions can only be set and/or deleted, while some can have things added to or removed from them. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # set:<br>Set the player's display name to "&amp;lt;red&amp;gt;%name of player%"<br>set the block above the victim to lava<br># add:<br>add 2 to the player's health # preferably use '&lt;a href='#EffHealth'&gt;heal&lt;/a&gt;' for this<br>add argument to {blacklist::*}<br>give a diamond pickaxe of efficiency 5 to the player<br>increase the data value of the clicked block by 1<br># remove:<br>remove 2 pickaxes from the victim<br>subtract 2.5 from {points::%uuid of player%}<br># remove all:<br>remove every iron tool from the player<br>remove all minecarts from {entitylist::*}<br># delete:<br>delete the block below the player<br>clear drops<br>delete {variable}<br># reset:<br>reset walk speed of player<br>reset chunk at the targeted block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCharge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Charge Entity</h1> <a href="#EffCharge" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% [(un|not |non[-| ])](charged|powered)</li> <li class="skript-code-block">[un](charge|power) %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (wither skulls)</td> </tr> </table> <div class="item-description"> Charges or uncharges a creeper or wither skull. A creeper is charged when it has been struck by lightning. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of creeper:<br>&nbsp;&nbsp;&nbsp;&nbsp;charge the event-entity </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffColorItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Color Items</h1> <a href="#EffColorItems" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(dye|colo[u]r|paint) %<a href='./classes.html#itemtype'>item types</a>% %<a href='./classes.html#color'>color</a>%</li> <li class="skript-code-block">(dye|colo[u]r|paint) %<a href='./classes.html#itemtype'>item types</a>% \(%<a href='./classes.html#number'>number</a>%, %<a href='./classes.html#number'>number</a>%, %<a href='./classes.html#number'>number</a>%\)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev26 (maps and potions)</td> </tr> </table> <div class="item-description"> Colors items in a given <a href='classes.html#color'>color</a>. You can also use RGB codes if you feel limited with the 16 default colors. RGB codes are three numbers from 0 to 255 in the order <code>(red, green, blue)</code>, where <code>(0,0,0)</code> is black and <code>(255,255,255)</code> is white. Armor is colorable for all Minecraft versions. With Minecraft 1.11 or newer you can also color potions and maps. Note that the colors might not look exactly how you'd expect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> dye player's helmet blue<br>color the player's tool red </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command</h1> <a href="#EffCommand" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[execute] [the] [bungee[cord]] command[s] %<a href='./classes.html#string'>texts</a>% [by %<a href='./classes.html#commandsender'>command senders</a>%]</li> <li class="skript-code-block">[execute] [the] %<a href='./classes.html#commandsender'>command senders</a>% [bungee[cord]] command[s] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">(let|make) %<a href='./classes.html#commandsender'>command senders</a>% execute [[the] [bungee[cord]] command[s]] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (bungeecord command)</td> </tr> </table> <div class="item-description"> Executes a command. This can be useful to use other plugins in triggers. If the command is a bungeecord side command, you can use the [bungeecord] option to execute command on the proxy. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player execute command "/home"<br>execute console command "/say Hello everyone!"<br>execute player bungeecord command "/alert &amp;6Testing Announcement!" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCommandBlockConditional" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Conditional / Unconditional</h1> <a href="#EffCommandBlockConditional" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make command block[s] %<a href='./classes.html#block'>blocks</a>% [(un|not )]conditional</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Sets whether the provided command blocks are conditional or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make command block {_block} conditional<br>make command block {_block} unconditional if {_block} is conditional </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffConnect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Connect</h1> <a href="#EffConnect" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(send|connect) %<a href='./classes.html#player'>players</a>% to [proxy|bungeecord] [server] %<a href='./classes.html#string'>text</a>%</li> <li class="skript-code-block">transfer %<a href='./classes.html#player'>players</a>% to server %<a href='./classes.html#string'>text</a>% [on port %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, INSERT VERSION (transfer)</td> </tr> </table> <div class="item-description"> Connect a player to a server running on your proxy, or any server supporting transfers. Read below for more information. If the server is running Minecraft 1.20.5 or above, you may specify an IP and Port to transfer a player over to that server. When transferring players using an IP, the transfer will not complete if the `accepts-transfers` option isn't enabled in `server.properties` for the server specified. If the port is not provided, it will default to `25565`. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> connect all players to proxy server "hub"<br>transfer player to server "my.server.com"<br>transfer player to server "localhost" on port 25566 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffContinue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Continue</h1> <a href="#EffContinue" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">continue [this loop|[the] [current] loop]</li> <li class="skript-code-block">continue [the] &lt;-?\d+(_\d+)*&gt;(st|nd|rd|th) loop</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev37, 2.7 (while loops), 2.8.0 (outer loops)</td> </tr> </table> <div class="item-description"> Moves the loop to the next iteration. You may also continue an outer loop from an inner one. The loops are labelled from 1 until the current loop, starting with the outermost one. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Broadcast online moderators<br>loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-value does not have permission "moderator":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;continue # filter out non moderators<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-player% is a moderator!" # Only moderators get broadcast<br> <br># Game starting counter<br>set {_counter} to 11<br>while {_counter} &gt; 0:<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 1 from {_counter}<br>&nbsp;&nbsp;&nbsp;&nbsp;wait a second<br>&nbsp;&nbsp;&nbsp;&nbsp;if {_counter} != 1, 2, 3, 5 or 10:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;continue # only print when counter is 1, 2, 3, 5 or 10<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Game starting in %{_counter}% second(s)" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCopy" data-keywords="clone, variable, list"> <div class="item-title"> <h1 style="display: inline-block">Copy Into Variable</h1> <a href="#EffCopy" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">copy %~<a href='./classes.html#object'>objects</a>% [in]to %~<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Copies objects into a variable. When copying a list over to another list, the source list and its sublists are also copied over. <strong>Note: Copying a value into a variable/list will overwrite the existing data.</strong> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_foo::bar} to 1<br>set {_foo::sublist::foobar} to "hey"<br>copy {_foo::*} to {_copy::*}<br>broadcast indices of {_copy::*} # bar, sublist<br>broadcast {_copy::bar} # 1<br>broadcast {_copy::sublist::foobar} # "hey!" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffHealth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage/Heal/Repair</h1> <a href="#EffHealth" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">damage %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#slot'>slots</a>% by %<a href='./classes.html#number'>number</a>% [heart[s]] [with fake cause %<a href='./classes.html#damagecause'>damage cause</a>%]</li> <li class="skript-code-block">heal %<a href='./classes.html#livingentity'>living entities</a>% [by %<a href='./classes.html#number'>number</a>% [heart[s]]]</li> <li class="skript-code-block">repair %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#slot'>slots</a>% [by %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Damage/Heal/Repair an entity, or item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> damage player by 5 hearts<br>heal the player<br>repair tool of player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="Delay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Delay</h1> <a href="#Delay" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(wait|halt) [for] %<a href='./classes.html#timespan'>time span</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Delays the script's execution by a given timespan. Please note that delays are not persistent, e.g. trying to create a tempban script with <code>ban player → wait 7 days → unban player</code> will not work if you restart your server anytime within these 7 days. You also have to be careful even when using small delays! </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> wait 2 minutes<br>halt for 5 minecraft hours<br>wait a tick </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffDetonate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Detonate Entities</h1> <a href="#EffDetonate" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">detonate %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Immediately detonates an entity. Accepted entities are fireworks, TNT minecarts, primed TNT, wind charges and creepers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> detonate last launched firework </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffDoIf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Do If</h1> <a href="#EffDoIf" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;.+&gt; if &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Execute an effect if a condition is true. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;give a diamond to the player if the player has permission "rank.vip" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffDrop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Drop</h1> <a href="#EffDrop" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">drop %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#experience'>experience points</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%] [without velocity]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Drops one or more items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of creeper:<br>&nbsp;&nbsp;&nbsp;&nbsp;drop 1 TNT </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffScriptFile" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enable/Disable/Reload Script File</h1> <a href="#EffScriptFile" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">((enable|load)|reload|(disable|unload)) s(c|k)ript [file] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Enables, disables, or reloads a script file. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> reload script "test"<br>enable script file "testing"<br>unload script file "script.sk" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEnchant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchant/Disenchant</h1> <a href="#EffEnchant" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">enchant %~<a href='./classes.html#itemtype'>item types</a>% with %<a href='./classes.html#enchantmenttype'>enchantment types</a>%</li> <li class="skript-code-block">disenchant %~<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Enchant or disenchant an existing item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enchant the player's tool with sharpness 5<br>disenchant the player's tool </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEnforceWhitelist" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enforce Whitelist</h1> <a href="#EffEnforceWhitelist" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[un]enforce [the] [server] white[ ]list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17+</td> </tr> </table> <div class="item-description"> Enforces or un-enforce a server's whitelist. All non-whitelisted players will be kicked upon enforcing the whitelist. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enforce the whitelist<br>unenforce the whitelist </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEntityVisibility" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Visibility</h1> <a href="#EffEntityVisibility" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hide %<a href='./classes.html#entity'>entities</a>% [(from|for) %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">reveal %<a href='./classes.html#entity'>entities</a>% [(to|for|from) %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, INSERT VERSION (entities)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.19+ (entities)</td> </tr> </table> <div class="item-description"> Change visibility of the given entities for the given players. If no players are given, will hide the entities from all online players.<p>When reveal is used in combination of the <a href='expressions.html#ExprHiddenPlayers'>hidden players</a> expression and the viewers are not specified, this will default it to the given player in the hidden players expression.<p>Note: all previously hidden entities (including players) will be visible when a player leaves and rejoins. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is a chicken:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;hide event-entity<br><br>reveal hidden players of players </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEquip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Equip</h1> <a href="#EffEquip" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">equip [%<a href='./classes.html#livingentity'>living entities</a>%] with %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% wear %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">unequip %<a href='./classes.html#itemtype'>item types</a>% [from %<a href='./classes.html#livingentity'>living entities</a>%]</li> <li class="skript-code-block">unequip %<a href='./classes.html#livingentity'>living entities</a>%'[s] (armo[u]r|equipment)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.7 (multiple entities, unequip)</td> </tr> </table> <div class="item-description"> Equips or unequips an entity with some given armor. This will replace any armor that the entity is wearing. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> equip player with diamond helmet<br>equip player with all diamond armor<br>unequip diamond chestplate from player<br>unequip all armor from player<br>unequip player's armor </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffExit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exit</h1> <a href="#EffExit" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(exit|stop) [trigger]</li> <li class="skript-code-block">(exit|stop) [1|a|the|this] (section|loop|conditional)</li> <li class="skript-code-block">(exit|stop) &lt;-?\d+(_\d+)*&gt; (section|loop|conditional)s</li> <li class="skript-code-block">(exit|stop) all (section|loop|conditional)s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Exits a given amount of loops and conditionals, or the entire trigger. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has any ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;stop<br>message "%player% has no ores!"<br>loop blocks above the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-block is not air:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;exit 2 sections<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to water </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffExplodeCreeper" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explode Creeper</h1> <a href="#EffExplodeCreeper" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">instantly explode [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">explode [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>% instantly</li> <li class="skript-code-block">ignite creeper[s] %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">start (ignition|explosion) [process] of [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">stop (ignition|explosion) [process] of [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.13 or newer/Spigot 1.14 or newer. Ignition can be stopped on Paper 1.13 or newer.</td> </tr> </table> <div class="item-description"> Starts the explosion process of a creeper or instantly explodes it. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> start explosion of the last spawned creeper<br>stop ignition of the last spawned creeper </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffExplosion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosion</h1> <a href="#EffExplosion" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(create|make)] [an] explosion (of|with) (force|strength|power) %<a href='./classes.html#number'>number</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%] [with fire]</li> <li class="skript-code-block">[(create|make)] [a] safe explosion (of|with) (force|strength|power) %<a href='./classes.html#number'>number</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">[(create|make)] [a] fake explosion [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">[(create|make)] [an] explosion[ ]effect [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Creates an explosion of a given force. The Minecraft Wiki has an <a href='https://www.minecraft.wiki/w/Explosion'>article on explosions</a> which lists the explosion forces of TNT, creepers, etc. Hint: use a force of 0 to create a fake explosion that does no damage whatsoever, or use the explosion effect introduced in Skript 2.0. Starting with Bukkit 1.4.5 and Skript 2.0 you can use safe explosions which will damage entities but won't destroy any blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> create an explosion of force 10 at the player<br>create an explosion of force 0 at the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffFeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Feed</h1> <a href="#EffFeed" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">feed [the] %<a href='./classes.html#player'>players</a>% [by %<a href='./classes.html#number'>number</a>% [beef[s]]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> </table> <div class="item-description"> Feeds the specified players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> feed all players<br>feed the player by 5 beefs </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffForceAttack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Force Attack</h1> <a href="#EffForceAttack" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% attack %<a href='./classes.html#entity'>entity</a>%</li> <li class="skript-code-block">force %<a href='./classes.html#livingentity'>living entities</a>% to attack %<a href='./classes.html#entity'>entity</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15.2+</td> </tr> </table> <div class="item-description"> Makes a living entity attack an entity with a melee attack. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn a wolf at player's location<br>make last spawned wolf attack player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffRespawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Force Respawn</h1> <a href="#EffRespawn" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">force %<a href='./classes.html#player'>players</a>% to respawn</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Forces player(s) to respawn if they are dead. If this is called without delay from death event, one tick is waited before respawn attempt. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;force event-player to respawn </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffHandedness" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Handedness</h1> <a href="#EffHandedness" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (left|right)( |-)handed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.17.1+</td> </tr> </table> <div class="item-description"> Make mobs left or right-handed. This does not affect players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn skeleton at spawn of world "world":<br>&nbsp;&nbsp;&nbsp;&nbsp;make entity left handed<br><br>make all zombies in radius 10 of player right handed </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffHidePlayerFromServerList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hide Player from Server List</h1> <a href="#EffHidePlayerFromServerList" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hide %<a href='./classes.html#player'>players</a>% (in|on|from) [the] server list</li> <li class="skript-code-block">hide %<a href='./classes.html#player'>players</a>%'[s] info[rmation] (in|on|from) [the] server list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Hides a player from the <a href='expressions.html#ExprHoverList'>hover list</a> and decreases the <a href='expressions.html#ExprOnlinePlayersCount'>online players count</a> (only if the player count wasn't changed before). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;hide {vanished::*} from the server list </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffIgnite" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ignite/Extinguish</h1> <a href="#EffIgnite" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(ignite|set fire to) %<a href='./classes.html#entity'>entities</a>% [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">(set|light) %<a href='./classes.html#entity'>entities</a>% on fire [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">extinguish %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Lights entities on fire or extinguishes them. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ignite the player<br>extinguish the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTooltip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Tooltips</h1> <a href="#EffTooltip" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(show|reveal|hide) %<a href='./classes.html#itemtype'>item types</a>%'[s] [entire|additional] tool[ ]tip</li> <li class="skript-code-block">(show|reveal|hide) [the] [entire|additional] tool[ ]tip of %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Show or hide the tooltip of an item. If changing the 'entire' tooltip of an item, nothing will show up when a player hovers over it. If changing the 'additional' tooltip, only specific parts (which change per item) will be hidden. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> hide the entire tooltip of player's tool<br>hide {_item}'s additional tool tip </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKeepInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Keep Inventory / Experience</h1> <a href="#EffKeepInventory" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">keep [the] (inventory|items) [(and [e]xp[erience][s] [point[s]])]</li> <li class="skript-code-block">keep [the] [e]xp[erience][s] [point[s]] [(and (inventory|items))]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#death">death</a></td> </tr> </table> <div class="item-description"> Keeps the inventory or/and experiences of the dead player in a death event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the victim is an op:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;keep the inventory and experiences </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKick" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Kick</h1> <a href="#EffKick" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">kick %<a href='./classes.html#player'>players</a>% [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Kicks a player from the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on place of TNT, lava, or obsidian:<br>&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "You may not place %block%!"<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKill" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Kill</h1> <a href="#EffKill" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">kill %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Kills an entity. Note: This effect does not set the entity's health to 0 (which causes issues), but damages the entity by 100 times its maximum health. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> kill the player<br>kill all creepers in the player's world<br>kill all endermen, witches and bats </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKnockback" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Knockback</h1> <a href="#EffKnockback" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(apply knockback to|knock[back]) %<a href='./classes.html#livingentity'>living entities</a>% [%<a href='./classes.html#direction'>direction</a>%] [with (strength|force) %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19.2+</td> </tr> </table> <div class="item-description"> Apply the same velocity as a knockback to living entities in a direction. Mechanics such as knockback resistance will be factored in. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> knockback player north<br>knock victim (vector from attacker to victim) with strength 10 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffFireworkLaunch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Launch firework</h1> <a href="#EffFireworkLaunch" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(launch|deploy) [[a] firework [with effect[s]]] %<a href='./classes.html#fireworkeffect'>firework effects</a>% at %<a href='./classes.html#location'>locations</a>% [([with] (duration|power)|timed) %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Launch firework effects at the given location(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> launch ball large colored red, purple and white fading to light green and black at player's location with duration 1 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLeash" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Leash entities</h1> <a href="#EffLeash" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(leash|lead) %<a href='./classes.html#livingentity'>living entities</a>% to %<a href='./classes.html#entity'>entity</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entity</a>% (leash|lead) %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">un(leash|lead) [holder of] %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Leash living entities to other entities. When trying to leash an Ender Dragon, Wither, Player, or a Bat, this effect will not work. See <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/LivingEntity.html#setLeashHolder(org.bukkit.entity.Entity)">Spigot's Javadocs for more info</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;leash event-entity to player<br>&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;aYou leashed &amp;2%event-entity%!" to player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLightning" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lightning</h1> <a href="#EffLightning" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(create|strike) lightning[([ ]effect)] %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Strike lightning at a given location. Can use 'lightning effect' to create a lightning that does not harm entities or start fires. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> strike lightning at the player<br>strike lightning effect at the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLoadServerIcon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Load Server Icon</h1> <a href="#EffLoadServerIcon" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">load [the] server icon (from|of) [the] [image] [file] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> </table> <div class="item-description"> Loads server icons from the given files. You can get the loaded icon using the <a href='expressions.html#ExprLastLoadedServerIcon'>last loaded server icon</a> expression. Please note that the image must be 64x64 and the file path starts from the server folder. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on load:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear {server-icons::*}<br>&nbsp;&nbsp;&nbsp;&nbsp;loop 5 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;load server icon from file "icons/%loop-number%.png"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add the last loaded server icon to {server-icons::*}<br><br>on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the icon to a random server icon out of {server-icons::*} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffWorldLoad" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Load World</h1> <a href="#EffWorldLoad" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">load [[the] world[s]] %<a href='./classes.html#string'>texts</a>% [with environment %<a href='./classes.html#environment'>environment</a>%]</li> <li class="skript-code-block">unload [[the] world[s]] %<a href='./classes.html#world'>worlds</a>% [without saving]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Load your worlds or unload your worlds The load effect will create a new world if world doesn't already exist. When attempting to load a normal vanilla world you must define it's environment i.e "world_nether" must be loaded with nether environment </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> load world "world_nether" with environment nether<br>load the world "myCustomWorld"<br>unload "world_nether"<br>unload "world_the_end" without saving<br>unload all worlds </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSuppressWarnings" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Locally Suppress Warning</h1> <a href="#EffSuppressWarnings" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[local[ly]] suppress [the] (conflict|variable save|[missing] conjunction|starting [with] expression[s]|deprecated syntax|unreachable code) warning[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Suppresses target warnings from the current script. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> locally suppress missing conjunction warnings<br>suppress the variable save warnings </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLog" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Log</h1> <a href="#EffLog" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">log %<a href='./classes.html#string'>texts</a>% [(to|in) [file[s]] %<a href='./classes.html#string'>texts</a>%] [with [the|a] severity [of] (warning|severe)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.9.0 (severities)</td> </tr> </table> <div class="item-description"> Writes text into a .log file. Skript will write these files to /plugins/Skript/logs. NB: Using 'server.log' as the log file will write to the default server log. Omitting the log file altogether will log the message as '[Skript] [&lt;script&gt;.sk] &lt;message&gt;' in the server log. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "%player% has just joined the server!"<br>on world change:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "Someone just went to %event-world%!" to file "worldlog/worlds.log"<br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "%player% just executed %full command%!" to file "server/commands.log" with a severity of warning </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLook" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Look At</h1> <a href="#EffLook" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(force|make) %<a href='./classes.html#livingentity'>living entities</a>% [to] (face [towards]|look [(at|towards)]) (%<a href='./classes.html#entity'>entity</a>%['s (feet|eyes)]|(feet|eyes) of %<a href='./classes.html#entity'>entity</a>%) [at [head] [rotation] speed %<a href='./classes.html#number'>number</a>%] [[and] max[imum] [head] pitch %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">(force|make) %<a href='./classes.html#livingentity'>living entities</a>% [to] (face [towards]|look [(at|towards)]) %<a href='./classes.html#vector'>vector</a>/<a href='./classes.html#location'>location</a>% [at [head] [rotation] speed %<a href='./classes.html#number'>number</a>%] [[and] max[imum] [head] pitch %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.17+, Paper 1.19.1+ (Players & Look Anchors)</td> </tr> </table> <div class="item-description"> Forces the mob(s) or player(s) to look at an entity, vector or location. Vanilla max head pitches range from 10 to 50. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> force the player to look towards event-entity's feet<br><br>on entity explosion:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_player} to the nearest player<br>&nbsp;&nbsp;&nbsp;&nbsp;{_player} is set<br>&nbsp;&nbsp;&nbsp;&nbsp;distance between {_player} and the event-location is less than 15<br>&nbsp;&nbsp;&nbsp;&nbsp;make {_player} look towards vector from the {_player} to location of the event-entity<br><br>force {_enderman} to face the block 3 meters above {_location} at head rotation speed 100.5 and max head pitch -40 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeAdultOrBaby" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Adult/Baby</h1> <a href="#EffMakeAdultOrBaby" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% [a[n]] (adult|baby)</li> <li class="skript-code-block">force %<a href='./classes.html#livingentity'>living entities</a>% to be[come] a[n] (adult|baby)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Force a animal to become an adult or baby. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of mob:<br>&nbsp;&nbsp;&nbsp;&nbsp;entity is not an adult<br>&nbsp;&nbsp;&nbsp;&nbsp;make entity an adult </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBreedable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Breedable</h1> <a href="#EffBreedable" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% breedable</li> <li class="skript-code-block">unsterilize %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (not |non(-| )|un)breedable</li> <li class="skript-code-block">sterilize %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Sets whether or not entities will be able to breed. Only works on animals. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of animal:<br>&nbsp;&nbsp;&nbsp;&nbsp;make entity unbreedable </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeEggHatch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Egg Hatch</h1> <a href="#EffMakeEggHatch" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make [the] egg [not] hatch</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> </table> <div class="item-description"> Makes the egg hatch in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;# EGGS FOR DAYZ!<br>&nbsp;&nbsp;&nbsp;&nbsp;make the egg hatch </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffFireResistant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Fire Resistant</h1> <a href="#EffFireResistant" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#itemtype'>item types</a>% [not] (fire resistant|resistant to fire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Makes items fire resistant. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player's tool fire resistant:<br>make {_items::*} not resistant to fire </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeFly" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Fly</h1> <a href="#EffMakeFly" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">force %<a href='./classes.html#player'>players</a>% to [(start|stop)] fly[ing]</li> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% (start|stop) flying</li> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% fly</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> </table> <div class="item-description"> Forces a player to start/stop flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player fly<br>force all players to stop flying </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffIncendiary" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Incendiary</h1> <a href="#EffIncendiary" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% [not] incendiary</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>%'[s] explosion [not] (incendiary|fiery)</li> <li class="skript-code-block">make [the] [event(-| )]explosion [not] (incendiary|fiery)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Sets if an entity's explosion will leave behind fire. This effect is also usable in an explosion prime event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime:<br>&nbsp;&nbsp;&nbsp;&nbsp;make the explosion fiery </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffInvisible" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Invisible</h1> <a href="#EffInvisible" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (invisible|not visible)</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (visible|not invisible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Makes a living entity visible/invisible. This is not a potion and therefore does not have features such as a time limit or particles. When setting an entity to invisible while using an invisibility potion on it, the potion will be overridden and when it runs out the entity keeps its invisibility. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target entity invisible </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffInvulnerability" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Invulnerable</h1> <a href="#EffInvulnerability" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% (invulnerable|invincible)</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% (not (invulnerable|invincible)|vulnerable|vincible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Makes an entity invulnerable/not invulnerable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target entity invulnerable </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeSay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Say</h1> <a href="#EffMakeSay" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% (say|send [the] message[s]) %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">force %<a href='./classes.html#player'>players</a>% to (say|send [the] message[s]) %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Forces a player to send a message to the chat. If the message starts with a slash it will force the player to use command. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make the player say "Hello."<br>force all players to send the message "I love this server" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffGlowingText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Sign Glow</h1> <a href="#EffGlowingText" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% have glowing text</li> <li class="skript-code-block">make %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% have (normal|non[-| ]glowing) text</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Makes a sign (either a block or item) have glowing text or normal text </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target block of player have glowing text </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMessage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Message</h1> <a href="#EffMessage" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(message|send [message[s]]) %<a href='./classes.html#object'>objects</a>% [to %<a href='./classes.html#commandsender'>command senders</a>%] [from %<a href='./classes.html#player'>player</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2-dev26 (advanced features), 2.5.2 (optional sender), 2.6 (sending objects)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16.4+ for optional sender</td> </tr> </table> <div class="item-description"> Sends a message to the given player. Only styles written in given string or in <a href=expressions.html#ExprColored>formatted expressions</a> will be parsed. Adding an optional sender allows the messages to be sent as if a specific player sent them. This is useful with Minecraft 1.16.4's new chat ignore system, in which players can choose to ignore other players, but for this to work, the message needs to be sent from a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "A wild %player% appeared!"<br>message "This message is a distraction. Mwahaha!"<br>send "Your kill streak is %{kill streak::%uuid of player%}%." to player<br>if the targeted entity exists:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You're currently looking at a %type of the targeted entity%!"<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;send "[%player%] &gt;&gt; %message%" to all players from player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffOpenBook" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Open Book</h1> <a href="#EffOpenBook" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(open|show) book %<a href='./classes.html#itemtype'>item type</a>% (to|for) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14.2+</td> </tr> </table> <div class="item-description"> Opens a written book to a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open book player's tool to player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffOpenInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Open/Close Inventory</h1> <a href="#EffOpenInventory" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(open|show) (((crafting [table]|workbench)|chest|anvil|hopper|dropper|dispenser) [(view|window|inventory)]|%<a href='./classes.html#inventory'>inventory</a>/<a href='./classes.html#inventorytype'>inventory type</a>%) (to|for) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">close [the] inventory [view] (to|of|for) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">close %<a href='./classes.html#player'>players</a>%'[s] inventory [view]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.1.1 (closing), 2.2-Fixes-V10 (anvil), 2.4 (hopper, dropper, dispenser</td> </tr> </table> <div class="item-description"> Opens an inventory to a player. The player can then access and modify the inventory as if it was a chest that he just opened. Please note that currently 'show' and 'open' have the same effect, but 'show' will eventually show an unmodifiable view of the inventory in the future. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> show the victim's inventory to the player<br>open the player's inventory for the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLidState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Open/Close Lid</h1> <a href="#EffLidState" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(open|close) [the] lid[s] (of|for) %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">(open|close) %<a href='./classes.html#block'>blocks</a>%'[s] lid[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Open or close the lid of the block(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open the lid of {_chest}<br>close the lid of {_blocks::*} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPathfind" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Pathfind</h1> <a href="#EffPathfind" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (pathfind|move) to[wards] %<a href='./classes.html#livingentity'>living entity</a>/<a href='./classes.html#location'>location</a>% [at speed %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% stop (pathfinding|moving)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Make an entity pathfind towards a location or another entity. Not all entities can pathfind. If the pathfinding target is another entity, the entities may or may not continuously follow the target. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make all creepers pathfind towards player<br>make all cows stop pathfinding<br>make event-entity pathfind towards player at speed 1 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffVisualEffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Play Effect</h1> <a href="#EffVisualEffect" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(play|show) %<a href='./classes.html#visualeffect'>visual effects</a>% (on|%<a href='./classes.html#direction'>directions</a>%) %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>% [(to %<a href='./classes.html#player'>players</a>%|in (radius|range) of %<a href='./classes.html#number'>number</a>%)]</li> <li class="skript-code-block">(play|show) %<a href='./classes.html#number'>number</a>% %<a href='./classes.html#visualeffect'>visual effects</a>% (on|%<a href='./classes.html#direction'>directions</a>%) %<a href='./classes.html#location'>locations</a>% [(to %<a href='./classes.html#player'>players</a>%|in (radius|range) of %<a href='./classes.html#number'>number</a>%)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> </table> <div class="item-description"> Plays a <a href='classes.html#visualeffect'>visual effect</a> at a given location or on a given entity. Please note that some effects can only be played on entities, e.g. wolf hearts or the hurt effect, and that these are always visible to all players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play wolf hearts on the clicked wolf<br>show mob spawner flames at the targeted block to the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPlaySound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Play Sound</h1> <a href="#EffPlaySound" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">play sound[s] %<a href='./classes.html#string'>texts</a>% [[with] seed %<a href='./classes.html#number'>number</a>%] [(in|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(at|with) volume %<a href='./classes.html#number'>number</a>%] [(and|at|with) pitch %<a href='./classes.html#number'>number</a>%] (at|on|from) %<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>% [(to|for) %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">play sound[s] %<a href='./classes.html#string'>texts</a>% [[with] seed %<a href='./classes.html#number'>number</a>%] [(in|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(at|with) volume %<a href='./classes.html#number'>number</a>%] [(and|at|with) pitch %<a href='./classes.html#number'>number</a>%] [(to|for) %<a href='./classes.html#player'>players</a>%] [(at|on|from) %<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, 2.4 (sound categories), 2.9 (sound seed & entity emitter)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.18.1+ (entity emitters), Paper 1.19.4+ or Adventure API 4.12.0+ (sound seed)</td> </tr> </table> <div class="item-description"> Plays a sound at given location for everyone or just for given players, or plays a sound to specified players. Both Minecraft sound names and <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html">Spigot sound names</a> are supported. Playing resource pack sounds are supported too. The sound category is 'master' by default. <p>When running 1.19+, playing a sound from an entity directly will result in the sound coming from said entity, even while moving. If the sound is custom, a location emitter will follow the entity. Do note that pitch and volume are reflected based on the entity, and Minecraft may not use the values from this syntax.<p>If using Paper 1.19.4+ or Adventure API 4.12.0+ you can utilize sound seeds. Minecraft sometimes have a set of sounds under one sound ID that will randomly play, to counter this, you can directly state which seed to use.<p>Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play sound "block.note_block.pling"<br>play sound "entity.experience_orb.pickup" with volume 0.5 to the player<br>play sound "custom.music.1" in jukebox category at {speakerBlock}<br>play sound "BLOCK_AMETHYST_BLOCK_RESONATE" with seed 1 on target entity for the player #1.20.1+ </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPlayerInfoVisibility" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Info Visibility</h1> <a href="#EffPlayerInfoVisibility" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hide [all] player [related] info[rmation] [(in|on|from) [the] server list]</li> <li class="skript-code-block">(show|reveal) [all] player [related] info[rmation] [(in|to|on|from) [the] server list]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#server_list_ping">server list ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> </table> <div class="item-description"> Sets whether all player related information is hidden in the server list. The Vanilla Minecraft client will display ??? (dark gray) instead of player counts and will not show the <a href='expressions.html#ExprHoverList'>hover hist</a> when hiding player info. <a href='expressions.html#ExprVersionString'>The version string</a> can override the ???. Also the <a href='expressions.html#ExprOnlinePlayersCount'>Online Players Count</a> and <a href='expressions.html#ExprMaxPlayers'>Max Players</a> expressions will return -1 when hiding player info. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> hide player info<br>hide player related information in the server list<br>reveal all player related info </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPoison" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Poison/Cure</h1> <a href="#EffPoison" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">poison %<a href='./classes.html#livingentity'>living entities</a>% [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">(cure|unpoison) %<a href='./classes.html#livingentity'>living entities</a>% [(from|of) poison]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.2</td> </tr> </table> <div class="item-description"> Poison or cure a creature. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> poison the player<br>poison the victim for 20 seconds<br>cure the player from poison </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPotion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effects</h1> <a href="#EffPotion" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">apply %<a href='./classes.html#potioneffect'>potion effects</a>% to %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">apply infinite [ambient] [potion of] %<a href='./classes.html#potioneffecttype'>potion effect types</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without [any] particles] [(whilst hiding [the]|without (the|a)) [potion] icon] to %<a href='./classes.html#livingentity'>living entities</a>% [replacing [the] existing effect]</li> <li class="skript-code-block">apply [ambient] [potion of] %<a href='./classes.html#potioneffecttype'>potion effect types</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without [any] particles] [(whilst hiding [the]|without (the|a)) [potion] icon] to %<a href='./classes.html#livingentity'>living entities</a>% [for %<a href='./classes.html#timespan'>time span</a>%] [replacing [the] existing effect]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev27 (ambient and particle-less potion effects), 2.5 (replacing existing effect), 2.5.2 (potion effects), 2.7 (icon and infinite)</td> </tr> </table> <div class="item-description"> Apply or remove potion effects to/from entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply ambient swiftness 2 to the player<br>remove haste from the victim<br><br>on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;apply infinite potion of strength of tier {strength::%uuid of player%} to the player<br>&nbsp;&nbsp;&nbsp;&nbsp;apply potion of strength of tier {strength::%uuid of player%} to the player for 999 days # Before 1.19.4<br><br>apply potion effects of player's tool to player<br>apply haste potion of tier 3 without any particles whilst hiding the potion icon to the player # Hide potions </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPush" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Push</h1> <a href="#EffPush" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(push|thrust) %<a href='./classes.html#entity'>entities</a>% %<a href='./classes.html#direction'>direction</a>% [(at|with) (speed|velocity|force) %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> Push entities around. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> push the player upwards<br>push the victim downwards at speed 0.5 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPvP" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">PvP</h1> <a href="#EffPvP" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">enable PvP [in %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">disable PVP [in %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> </table> <div class="item-description"> Set the PvP state for a given world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enable PvP #(current world only)<br>disable PvP in all worlds </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffReplace" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Replace</h1> <a href="#EffReplace" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#string'>texts</a>% in %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% [with case sensitivity]</li> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% in %<a href='./classes.html#string'>texts</a>% [with case sensitivity]</li> <li class="skript-code-block">replace first %<a href='./classes.html#string'>texts</a>% in %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% [with case sensitivity]</li> <li class="skript-code-block">replace first %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% in %<a href='./classes.html#string'>text</a>% [with case sensitivity]</li> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#itemtype'>item types</a>% in %<a href='./classes.html#inventory'>inventories</a>% with %<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#itemtype'>item types</a>% with %<a href='./classes.html#itemtype'>item type</a>% in %<a href='./classes.html#inventory'>inventories</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev24 (replace in multiple strings and replace items in inventory), 2.5 (replace first, case sensitivity)</td> </tr> </table> <div class="item-description"> Replaces all occurrences of a given text with another text. Please note that you can only change variables and a few expressions, e.g. a <a href='./expressions.html#ExprMessage'>message</a> or a line of a sign. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> replace "&lt;item&gt;" in {textvar} with "%item%"<br>replace every "&amp;" with "§" in line 1<br># The following acts as a simple chat censor, but it will e.g. censor mass, hassle, assassin, etc. as well:<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;replace all "kys", "idiot" and "noob" with "****" in the message<br> <br>replace all stone and dirt in player's inventory and player's top inventory with diamond </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffReturn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Return</h1> <a href="#EffReturn" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">return %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2, 2.8.0 (returns aliases)</td> </tr> </table> <div class="item-description"> Makes a trigger or a section (e.g. a function) return a value </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function double(i: number) :: number:<br>&nbsp;&nbsp;&nbsp;&nbsp;return 2 * {_i}<br><br>function divide(i: number) returns number:<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_i} / 2 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffRing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ring Bell</h1> <a href="#EffRing" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ring %<a href='./classes.html#block'>blocks</a>% [from [the]] [%<a href='./classes.html#direction'>direction</a>%]</li> <li class="skript-code-block">(make|let) %<a href='./classes.html#entity'>entity</a>% ring %<a href='./classes.html#block'>blocks</a>% [from [the]] [%<a href='./classes.html#direction'>direction</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Causes a bell to ring. Optionally, the entity that rang the bell and the direction the bell should ring can be specified. A bell can only ring in two directions, and the direction is determined by which way the bell is facing. By default, the bell will ring in the direction it is facing. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player ring target-block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffRotate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rotate</h1> <a href="#EffRotate" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">rotate %<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% around [the] [global] (x|y|z)(-| )axis by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">rotate %<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% around [the|its|their] local (x|y|z)(-| )ax(i|e)s by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">rotate %<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% around [the] %<a href='./classes.html#vector'>vector</a>% by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">rotate %<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% by x %<a href='./classes.html#number'>number</a>%, y %<a href='./classes.html#number'>number</a>%(, [and]| and) z %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, INSERT VERSION (quaternions, displays)</td> </tr> </table> <div class="item-description"> Rotates displays, quaternions, or vectors around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented.<p>Rotating a display is a shortcut for rotating its left rotation. If the right rotation needs to be modified, it should be acquired, rotated, and re-set.<p>Note that rotating a quaternion/display around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating quaternions/displays around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> rotate {_quaternion} around x axis by 10 degrees<br>rotate last spawned block display around y axis by 10 degrees<br>rotate {_vector} around vector(1, 1, 1) by 45<br>rotate {_quaternion} by x 45, y 90, z 135 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffWorldSave" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Save World</h1> <a href="#EffWorldSave" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">save [[the] world[s]] %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Save all worlds or a given world manually. Note: saving many worlds at once may possibly cause the server to freeze. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> save "world_nether"<br>save all worlds </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSendBlockChange" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Send Block Change</h1> <a href="#EffSendBlockChange" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% see %<a href='./classes.html#block'>blocks</a>% as %<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#blockdata'>block data</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev37c, 2.5.1 (block data support)</td> </tr> </table> <div class="item-description"> Makes a player see a block as something it really isn't. BlockData support is only for MC 1.13+ </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player see block at player as dirt<br>make player see target block as campfire[facing=south] </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSendResourcePack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Send Resource Pack</h1> <a href="#EffSendResourcePack" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">send [the] resource pack [from [[the] URL]] %<a href='./classes.html#string'>text</a>% to %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">send [the] resource pack [from [[the] URL]] %<a href='./classes.html#string'>text</a>% with hash %<a href='./classes.html#string'>text</a>% to %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Request that the player's client download and switch resource packs. The client will download the resource pack in the background, and will automatically switch to it once the download is complete. The URL must be a direct download link.<p>The hash is used for caching, the player won't have to re-download the resource pack that way. The hash must be SHA-1, you can get SHA-1 hash of your resource pack using <a href="https://emn178.github.io/online-tools/sha1_checksum.html">this online tool</a>.<p>The <a href='events.html#resource_pack_request_action'>resource pack request action</a> can be used to check status of the sent resource pack request. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;send the resource pack from "URL" with hash "hash" to the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffShear" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shear</h1> <a href="#EffShear" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[force] shear %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">un[-]shear %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0 (cows, sheep & snowmen), 2.8.0 (all shearable entities)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19.4+ (all shearable entities)</td> </tr> </table> <div class="item-description"> Shears or un-shears a shearable entity with drops by shearing and a 'sheared' sound. Using with 'force' will force this effect despite the entity's 'shear state'.<p>Please note that..:<p>- If your server is not running with Paper 1.19.4 or higher, this effect will only change its 'shear state', and the 'force' effect is unavailable<p>- Force-shearing or un-shearing on a sheared mushroom cow is not possible </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on rightclick on a sheep holding a sword:<br>&nbsp;&nbsp;&nbsp;&nbsp;shear the clicked sheep<br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 10%<br>&nbsp;&nbsp;&nbsp;&nbsp;force shear the clicked sheep </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffShoot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shoot</h1> <a href="#EffShoot" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">shoot %<a href='./classes.html#entitydata'>entity types</a>% [from %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#location'>locations</a>%] [(at|with) (speed|velocity) %<a href='./classes.html#number'>number</a>%] [%<a href='./classes.html#direction'>direction</a>%]</li> <li class="skript-code-block">(make|let) %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#location'>locations</a>% shoot %<a href='./classes.html#entitydata'>entity types</a>% [(at|with) (speed|velocity) %<a href='./classes.html#number'>number</a>%] [%<a href='./classes.html#direction'>direction</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Shoots a projectile (or any other entity) from a given entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> shoot an arrow<br>make the player shoot a creeper at speed 10<br>shoot a pig from the creeper </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSilence" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Silence Entity</h1> <a href="#EffSilence" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">silence %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">unsilence %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% silent</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% not silent</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Controls whether or not an entity is silent. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target entity silent </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSort" data-keywords="input"> <div class="item-title"> <h1 style="display: inline-block">Sort</h1> <a href="#EffSort" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sort %~<a href='./classes.html#object'>objects</a>% [in (descending|ascending) order] [(by|based on) &lt;.+&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0, INSERT VERSION (sort order)</td> </tr> </table> <div class="item-description"> Sorts a list variable using either the natural ordering of the contents or the results of the given expression. Be warned, this will overwrite the indices of the list variable.<p>When using the full <code>sort %~objects% (by|based on) &lt;expression&gt;</code> pattern, the input expression can be used to refer to the current item being sorted. (See input expression for more information.) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_words::*} to "pineapple", "banana", "yoghurt", and "apple"<br>sort {_words::*} # alphabetical sort<br>sort {_words::*} by length of input # shortest to longest<br>sort {_words::*} in descending order by length of input # longest to shortest<br>sort {_words::*} based on {tastiness::%input%} # sort based on custom value </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffStopServer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Stop Server</h1> <a href="#EffStopServer" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(stop|shut[ ]down) [the] server</li> <li class="skript-code-block">restart [the] server</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Stops or restarts the server. If restart is used when the restart-script spigot.yml option isn't defined, the server will stop instead. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> stop the server<br>restart server </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffStopSound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Stop Sound</h1> <a href="#EffStopSound" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">stop (all sound[s]|sound[s] %<a href='./classes.html#string'>texts</a>%) [(in [the]|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(from playing to|for) %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">stop playing sound[s] %<a href='./classes.html#string'>texts</a>% [(in [the]|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(to|for) %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4, 2.7 (stop all sounds)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17.1 (stop all sounds)</td> </tr> </table> <div class="item-description"> Stops specific or all sounds from playing to a group of players. Both Minecraft sound names and <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html">Spigot sound names</a> are supported. Resource pack sounds are supported too. The sound category is 'master' by default. A sound can't be stopped from a different category. <p>Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> stop sound "block.chest.open" for the player<br>stop playing sounds "ambient.underwater.loop" and "ambient.underwater.loop.additions" to the player<br>stop all sounds for all players<br>stop sound in the record category </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSwingHand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Swing Hand</h1> <a href="#EffSwingHand" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% swing [their] [main] hand</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% swing [their] off[ ]hand</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15.2+</td> </tr> </table> <div class="item-description"> Makes an entity swing their hand. This does nothing if the entity does not have an animation for swinging their hand. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player swing their main hand </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTame" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tame / Untame</h1> <a href="#EffTame" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[un](tame|domesticate) %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Tame a tameable entity (horse, parrot, cat, etc.). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tame {_horse}<br>untame {_horse} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTeleport" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Teleport</h1> <a href="#EffTeleport" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[force] teleport %<a href='./classes.html#entity'>entities</a>% (to|%<a href='./classes.html#direction'>direction</a>%) %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Teleport an entity to a specific location. This effect is delayed by default on Paper, meaning certain syntax such as the return effect for functions cannot be used after this effect. The keyword 'force' indicates this effect will not be delayed, which may cause lag spikes or server crashes when using this effect to teleport entities to unloaded chunks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> teleport the player to {homes::%player%}<br>teleport the attacker to the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTextDisplayDropShadow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Drop Shadow</h1> <a href="#EffTextDisplayDropShadow" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(apply|add) (drop|text) shadow to [[the] text of] %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">(apply|add) (drop|text) shadow to %<a href='./classes.html#display'>displays</a>%'[s] text</li> <li class="skript-code-block">(remove|clear) (drop|text) shadow from [[the] text of] %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">(remove|clear) (drop|text) shadow from %<a href='./classes.html#display'>displays</a>%'[s] text</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Applies or removes drop shadow from the displayed text on a text display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply drop shadow to last spawned text display<br>if {_display} has drop shadow:<br>&nbsp;&nbsp;&nbsp;&nbsp;remove drop shadow from the text of {_display} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTextDisplaySeeThroughBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display See Through Blocks</h1> <a href="#EffTextDisplaySeeThroughBlocks" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#display'>displays</a>% visible through (blocks|walls)</li> <li class="skript-code-block">force %<a href='./classes.html#display'>displays</a>% to be visible through (blocks|walls)</li> <li class="skript-code-block">(prevent|block) %<a href='./classes.html#display'>displays</a>% from being (visible|seen) through (blocks|walls)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Forces a text display to either be or not be visible through blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> force last spawned text display to be visible through walls<br>prevent all text displays from being visible through walls </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffResetTitle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Title - Reset</h1> <a href="#EffResetTitle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">reset [the] title[s] [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">reset [the] %<a href='./classes.html#player'>players</a>%'[s] title[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Resets the title of the player to the default values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> reset the titles of all players<br>reset the title </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSendTitle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Title - Send</h1> <a href="#EffSendTitle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">send title %<a href='./classes.html#string'>text</a>% [with subtitle %<a href='./classes.html#string'>text</a>%] [to %<a href='./classes.html#player'>players</a>%] [for %<a href='./classes.html#timespan'>time span</a>%] [with fade[(-| )]in %<a href='./classes.html#timespan'>time span</a>%] [[and] [with] fade[(-| )]out %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">send subtitle %<a href='./classes.html#string'>text</a>% [to %<a href='./classes.html#player'>players</a>%] [for %<a href='./classes.html#timespan'>time span</a>%] [with fade[(-| )]in %<a href='./classes.html#timespan'>time span</a>%] [[and] [with] fade[(-| )]out %<a href='./classes.html#timespan'>time span</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Sends a title/subtitle to the given player(s) with optional fadein/stay/fadeout times for Minecraft versions 1.11 and above. <p>If you're sending only the subtitle, it will be shown only if there's a title displayed at the moment, otherwise it will be sent with the next title. To show only the subtitle, use: <code>send title " " with subtitle "yourtexthere" to player</code>.<p>Note: if no input is given for the times, it will keep the ones from the last title sent, use the <a href='effects.html#EffResetTitle'>reset title</a> effect to restore the default values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send title "Competition Started" with subtitle "Have fun, Stay safe!" to player for 5 seconds<br>send title "Hi %player%" to player<br>send title "Loot Drop" with subtitle "starts in 3 minutes" to all players<br>send title "Hello %player%!" with subtitle "Welcome to our server" to player for 5 seconds with fadein 1 second and fade out 1 second<br>send subtitle "Party!" to all players </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffToggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Toggle</h1> <a href="#EffToggle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(close|turn off|de[-]activate) %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">(toggle|switch) [[the] state of] %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">(open|turn on|activate) %<a href='./classes.html#block'>blocks</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Toggle the state of a block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # use arrows to toggle switches, doors, etc.<br>on projectile hit:<br>&nbsp;&nbsp;&nbsp;&nbsp;projectile is arrow<br>&nbsp;&nbsp;&nbsp;&nbsp;toggle the block at the arrow </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffToggleFlight" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Toggle Flight</h1> <a href="#EffToggleFlight" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(allow|enable) (fly|flight) (for|to) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">(disallow|disable) (fly|flight) (for|to) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Toggle the <a href='expressions.html#ExprFlightMode'>flight mode</a> of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> allow flight to event-player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffToggleCanPickUpItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Toggle Picking Up Items</h1> <a href="#EffToggleCanPickUpItems" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">allow %<a href='./classes.html#livingentity'>living entities</a>% to pick([ ]up items| items up)</li> <li class="skript-code-block">(forbid|disallow) %<a href='./classes.html#livingentity'>living entities</a>% (from|to) pick([ing | ]up items|[ing] items up)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Determines whether living entities are able to pick up items or not </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> forbid player from picking up items<br>send "You can no longer pick up items!" to player<br><br>on drop:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player can't pick&nbsp;&nbsp;&nbsp;&nbsp;up items:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;allow player to pick up items </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTree" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tree</h1> <a href="#EffTree" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(grow|create|generate) tree [of type %<a href='./classes.html#structuretype'>tree type</a>%] %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">(grow|create|generate) %<a href='./classes.html#structuretype'>tree type</a>% %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Creates a tree. This may require that there is enough space above the given location and that the block below is dirt/grass, but it is possible that the tree will just grow anyways, possibly replacing every block in its path. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> grow a tall redwood tree above the clicked block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffVehicle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vehicle</h1> <a href="#EffVehicle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(make|let|force) %<a href='./classes.html#entity'>entities</a>% [to] (ride|mount) [(in|on)] %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#entitydata'>entity types</a>%</li> <li class="skript-code-block">(make|let|force) %<a href='./classes.html#entity'>entities</a>% [to] (dismount|(dismount|leave) [(from|of)] [(any|the[ir]|his|her)] vehicle[s])</li> <li class="skript-code-block">(eject|dismount) [(any|the)] passenger[s] (of|from) %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Makes an entity ride another entity, e.g. a minecart, a saddled pig, an arrow, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make the player ride a saddled pig<br>make the attacker ride the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffOp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">op/deop</h1> <a href="#EffOp" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[de[-]]op %<a href='./classes.html#offlineplayer'>offline players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Grant/revoke a user operator state. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> op the player<br>deop all players </div> </div> </div> </div> <div class="item-wrapper type-EffectSection" id="EffSecSpawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn</h1> <a href="#EffSecSpawn" class="link-icon">&#128279;</a> <p class="item-type">EffectSection</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(spawn|summon) %<a href='./classes.html#entitytype'>entity types</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">(spawn|summon) %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#entitytype'>entity types</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6.1 (with section), 2.8.6 (dropped items)</td> </tr> </table> <div class="item-description"> Spawns entities. This can be used as an effect and as a section.<p>If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.<p>If you're spawning a display and want it to be empty on initialization, like not having a block display be stone, set hidden config node 'spawn empty displays' to true. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 3 creepers at the targeted block<br>spawn a ghast 5 meters above the player<br>spawn a zombie at the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set name of the zombie to ""<br><br>spawn a block display of a ladder[waterlogged=true] at location above player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set billboard of event-display to center # allows the display to rotate around the center axis </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondAlphanumeric" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Alphanumeric</h1> <a href="#CondAlphanumeric" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (is|are) alphanumeric</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) alphanumeric</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Checks if the given string is alphanumeric. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the argument is not alphanumeric:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Invalid name!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsResonating" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Bell Is Resonating</h1> <a href="#CondIsResonating" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) resonating</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) resonating</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Checks to see if a bell is currently resonating. A bell will start resonating five game ticks after being rung, and will continue to resonate for 40 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target block is resonating </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsRinging" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Bell Is Ringing</h1> <a href="#CondIsRinging" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) ringing</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) ringing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Checks to see if a bell is currently ringing. A bell typically rings for 50 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target block is ringing </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanAge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Age</h1> <a href="#CondCanAge" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% can (age|grow (up|old[er]))</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (can't|cannot|can not) (age|grow (up|old[er]))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not an entity will be able to age/grow up. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on breeding:<br>&nbsp;&nbsp;&nbsp;&nbsp;entity can't age<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "An immortal has been born!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanBreed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Breed</h1> <a href="#CondCanBreed" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% can (breed|be bred)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (can't|cannot|can not) (breed|be bred)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity can be bred. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on living entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity can't breed<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Turns out %event-entity% is not breedable. Must be a Skript user!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanBuild" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Build</h1> <a href="#CondCanBuild" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can|(is|are) allowed to) build %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can('t|not)|(is|are)(n't| not) allowed to) build %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Tests whether a player is allowed to build at a certain location. This condition requires a supported <a href='./classes.html#region'>regions</a> plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /setblock &amp;lt;material&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;description: set the block at your crosshair to a different type<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;player cannot build at the targeted block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "You do not have permission to change blocks there!"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the targeted block to argument </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanFly" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Fly</h1> <a href="#CondCanFly" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can fly</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can't|cannot|can not) fly</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Whether a player is allowed to fly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player can fly </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanHold" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Hold</h1> <a href="#CondCanHold" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (can hold|ha(s|ve) [enough] space (for|to hold)) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (can(no|')t hold|(ha(s|ve) not|ha(s|ve)n't|do[es]n't have) [enough] space (for|to hold)) %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Tests whether a player or a chest can hold the given item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block can hold 200 cobblestone<br>player has enough space for 64 feathers </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanPickUpItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Pick Up Items</h1> <a href="#CondCanPickUpItems" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% can pick([ ]up items| items up)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (can't|cannot|can not) pick([ ]up items| items up)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Whether living entities are able to pick up items off the ground or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player can pick items up:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You can pick up items!" to player<br><br>on drop:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player can't pick&nbsp;&nbsp;&nbsp;&nbsp;up items:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Be careful, you won't be able to pick that up!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanSee" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can See</h1> <a href="#CondCanSee" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) [visible|invisible] for %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can see %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are)(n't| not) [visible|invisible] for %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can('t| not) see %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, INSERT VERSION (entities)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.19+ (entities)</td> </tr> </table> <div class="item-description"> Checks whether the given players can see the provided entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if sender can't see the player-argument:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "who dat?"<br><br>if the player can see the last spawned entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "hello there!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChatColors" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can See Chat Colors</h1> <a href="#CondChatColors" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can see chat colo[u]r[s|ing]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can't|cannot|can not) see chat colo[u]r[s|ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether a player can see chat colors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player can see chat colors:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Find the red word in &lt;red&gt;this&lt;reset&gt; message."<br>else:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You cannot partake in finding the colored word." </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChatVisibility" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can See Messages</h1> <a href="#CondChatVisibility" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can see all messages [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can only see (commands|system messages) [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can('t|[ ]not) see any (command[s]|message[s]) [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can('t|[ ]not) see all messages [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can('t|[ ]not) only see (commands|system messages) [in chat]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether a player can see specific message types in chat. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player can see all messages:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You can see all messages."<br>if player can only see commands:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This game doesn't work with commands-only chat."<br>if player can't see any messages:<br>&nbsp;&nbsp;&nbsp;&nbsp;send action bar "Server shutting down in 5 minutes!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chance</h1> <a href="#CondChance" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">chance of %<a href='./classes.html#number'>number</a>%[(\%)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A condition that randomly succeeds or fails. Valid values are between 0% and 100%, or if the percent sign is omitted between 0 and 1. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> chance of 50%:<br>&nbsp;&nbsp;&nbsp;&nbsp;drop a diamond<br>chance of {chance}% # {chance} between 0 and 100<br>chance of {chance} # {chance} between 0 and 1 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCompare" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Comparison</h1> <a href="#CondCompare" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above)|&gt;) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as)|&gt;=) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] ((less|smaller|lower) than|below)|&lt;) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] (less|smaller|lower|below) [than] or (equal to|the same as)|&lt;=) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are) (not|neither)|isn't|aren't|!=) [equal to] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (is|are|=) [(equal to|the same as)] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (is|are) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (is not|are not|isn't|aren't) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] ((less|smaller|lower) than|below) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] (less|smaller|lower|below) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((was|were) (not|neither)|wasn't|weren't) [equal to] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were) [(equal to|the same as)] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was not|were not|wasn't|weren't) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) ((greater|more|higher|bigger|larger) than|above) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) ((less|smaller|lower) than|below) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) (less|smaller|lower|below) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((will (not|neither) be|won't be)|(isn't|aren't|is not|are not) (turning|changing) [in]to) [equal to] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be [(equal to|the same as)]|(is|are) (turning|changing) [in]to) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% will be between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will not be|won't be) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A very general condition, it simply compares two values. Usually you can only compare for equality (e.g. block is/isn't of &lt;type&gt;), but some values can also be compared using greater than/less than. In that case you can also test for whether an object is between two others. Note: This is the only element where not all patterns are shown. It has actually another two sets of similar patters, but with <code>(was|were)</code> or <code>will be</code> instead of <code>(is|are)</code> respectively, which check different <a href='expressions.html#ExprTimeState'>time states</a> of the first expression. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the clicked block is a stone slab or a double stone slab<br>time in the player's world is greater than 8:00<br>the creature is not an enderman or an ender dragon </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondContains" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Contains</h1> <a href="#CondContains" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (has|have) %<a href='./classes.html#itemtype'>item types</a>% [in [(the[ir]|his|her|its)] inventory]</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (doesn't|does not|do not|don't) have %<a href='./classes.html#itemtype'>item types</a>% [in [(the[ir]|his|her|its)] inventory]</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>% contain[s] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>% (doesn't|does not|do not|don't) contain %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Checks whether an inventory contains an item, a text contains another piece of text, or a list (e.g. {list variable::*} or 'drops') contains another object. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block contains 20 cobblestone<br>player has 4 flint and 2 iron ingots<br>{list::*} contains 5 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondDamageCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Cause</h1> <a href="#CondDamageCause" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] damage (was|is|has)[n('|o)t] [been] (caused|done|made) by %<a href='./classes.html#damagecause'>damage cause</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Tests what kind of damage caused a <a href='events.html#damage'>damage event</a>. Refer to the <a href='classes.html#damagecause'>Damage Cause</a> type for a list of all possible causes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # make players use their potions of fire resistance whenever they take any kind of fire damage<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;damage was caused by lava, fire or burning<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is a player<br>&nbsp;&nbsp;&nbsp;&nbsp;victim has a potion of fire resistance<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;apply fire resistance to the victim for 30 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 1 potion of fire resistance from the victim<br># prevent mobs from dropping items under certain circumstances<br>on death:<br>&nbsp;&nbsp;&nbsp;&nbsp;entity is not a player<br>&nbsp;&nbsp;&nbsp;&nbsp;damage wasn't caused by a block explosion, an attack, a projectile, a potion, fire, burning, thorns or poison<br>&nbsp;&nbsp;&nbsp;&nbsp;clear drops </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondAnchorWorks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Do Respawn Anchors Work</h1> <a href="#CondAnchorWorks" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">respawn anchors [do[(n't| not)]] work in %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> </table> <div class="item-description"> Checks whether or not respawn anchors work in a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> respawn anchors work in world "world_nether" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondWillHatch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Egg Will Hatch</h1> <a href="#CondWillHatch" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] egg (will|will not|won't) hatch</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> </table> <div class="item-description"> Whether the egg will hatch in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;if an entity won't hatch:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Better luck next time!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSheared" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Is Sheared</h1> <a href="#CondIsSheared" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) (sheared|shorn)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) (sheared|shorn)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.13+ (cows, sheep & snowmen), Paper 1.19.4+ (all shearable entities)</td> </tr> </table> <div class="item-description"> Checks whether entities are sheared. This condition only works on cows, sheep and snowmen for versions below 1.19.4. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if targeted entity of player is sheared:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This entity has nothing left to shear!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondEntityIsWet" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity is Wet</h1> <a href="#CondEntityIsWet" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) wet</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) wet</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Checks whether an entity is wet or not (in water, rain or a bubble column). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is wet: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondEntityIsInLiquid" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity is in Liquid</h1> <a href="#CondEntityIsInLiquid" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) in (water|lava|[a] bubble[ ]column|rain)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) in (water|lava|[a] bubble[ ]column|rain)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+ (in water), Paper 1.16+ (in rain, lava and bubble column)</td> </tr> </table> <div class="item-description"> Checks whether an entity is in rain, lava, water or a bubble column. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is in rain:<br>if player is in water:<br>player is in lava:<br>player is in bubble column </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCancelled" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Event Cancelled</h1> <a href="#CondCancelled" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] event is cancel[l]ed</li> <li class="skript-code-block">[the] event (is not|isn't) cancel[l]ed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether or not the event is cancelled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on click:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event is cancelled:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "no clicks allowed!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSet" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exists/Is Set</h1> <a href="#CondIsSet" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>% (exist[s]|(is|are) set)</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>% (do[es](n't| not) exist|(is|are)(n't| not) set)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2</td> </tr> </table> <div class="item-description"> Checks whether a given expression or variable is set. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> {teams::%player's uuid%::preferred-team} is not set<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;projectile exists<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%attacker% used a %projectile% to attack %victim%!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondAI" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has AI</h1> <a href="#CondAI" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) (ai|artificial intelligence)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (doesn't|does not|do not|don't) have (ai|artificial intelligence)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks whether an entity has AI. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity has ai </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChatFiltering" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Chat Filtering</h1> <a href="#CondChatFiltering" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) (chat|text) filtering (on|enabled)</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have (chat|text) filtering (on|enabled)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether a player has chat filtering enabled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player doesn't have chat filtering enabled:<br>send "&lt;gray&gt;This server may contain mature chat messages. You have been warned!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasClientWeather" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Client Weather</h1> <a href="#CondHasClientWeather" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) [a] (client|custom) weather [set]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have [a] (client|custom) weather [set]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Checks whether the given players have a custom client weather </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player has custom weather:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Your custom weather is %player's weather%" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasCustomModelData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Custom Model Data</h1> <a href="#CondHasCustomModelData" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (has|have) [custom] model data</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (doesn't|does not|do not|don't) have [custom] model data</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.14+</td> </tr> </table> <div class="item-description"> Check if an item has a custom model data tag </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool has custom model data </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondGlowingText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Glowing Text</h1> <a href="#CondGlowingText" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% (has|have) glowing text</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% (doesn't|does not|do not|don't) have glowing text</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Checks whether a sign (either a block or an item) has glowing text </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if target block has glowing text </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasItemCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Item Cooldown</h1> <a href="#CondHasItemCooldown" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) [([an] item|a)] cooldown (on|for) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) %<a href='./classes.html#itemtype'>item types</a>% on [(item|a)] cooldown</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have [([an] item|a)] cooldown (on|for) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have %<a href='./classes.html#itemtype'>item types</a>% on [(item|a)] cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Check whether a cooldown is active on the specified material for a specific player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has player's tool on cooldown:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You can't use this item right now. Wait %item cooldown of player's tool for player%" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondTooltip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Item Tooltips</h1> <a href="#CondTooltip" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [entire|additional] tool[ ]tip[s] of %<a href='./classes.html#itemtype'>item types</a>% (is|are) (shown|hidden)</li> <li class="skript-code-block">[the] [entire|additional] tool[ ]tip[s] of %<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) (shown|hidden)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [entire|additional] tool[ ]tip[s] (is|are) (shown|hidden)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [entire|additional] tool[ ]tip[s] (isn't|is not|aren't|are not) (shown|hidden)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Whether the entire or additional tooltip of an item is shown or hidden. The 'entire tooltip' is what shows to the player when they hover an item (i.e. name, lore, etc.). The 'additional tooltip' hides certain information from certain items (potions, maps, books, fireworks, and banners). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send true if entire tooltip of player's tool is shown<br>if additional tooltip of {_item} is hidden: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasLineOfSight" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Line of Sight</h1> <a href="#CondHasLineOfSight" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) [a] [direct] line of sight to %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% does(n't| not) have [a] [direct] line of sight to %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) no [direct] line of sight to %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Checks whether living entities have an unobstructed line of sight to other entities or locations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player has direct line of sight to location 5 blocks to the right of player<br>victim has line of sight to attacker<br>player has no line of sight to location 100 blocks in front of player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasMetadata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Metadata</h1> <a href="#CondHasMetadata" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#metadataholder'>metadata holders</a>% (has|have) metadata [(value|tag)[s]] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#metadataholder'>metadata holders</a>% (doesn't|does not|do not|don't) have metadata [(value|tag)[s]] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether a metadata holder has a metadata tag. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has metadata value "healer": </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPermission" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Permission</h1> <a href="#CondPermission" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#commandsender'>command senders</a>% (has|have) [the] permission[s] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#commandsender'>command senders</a>% (doesn't|does not|do not|don't) have [the] permission[s] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Test whether a player has a certain permission. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player has permission "skript.tree"<br>victim has the permission "admin":<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You're attacking an admin!" to attacker </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPlayedBefore" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Played Before</h1> <a href="#CondPlayedBefore" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% [(has|have|did)] [already] play[ed] [on (this|the) server] (before|already)</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (has not|hasn't|have not|haven't|did not|didn't) [(already|yet)] play[ed] [on (this|the) server] (before|already|yet)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.7 (multiple players)</td> </tr> </table> <div class="item-description"> Checks whether a player has played on this server before. You can also use <a href='events.html#first_join'>on first join</a> if you want to make triggers for new players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player has played on this server before<br>player hasn't played before </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasPotion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Potion</h1> <a href="#CondHasPotion" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) potion[s] [effect[s]] %<a href='./classes.html#potioneffecttype'>potion effect types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (doesn't|does not|do not|don't) have potion[s] [effect[s]] %<a href='./classes.html#potioneffecttype'>potion effect types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> </table> <div class="item-description"> Checks whether the given living entities have specific potion effects. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has potion speed:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are sonic!"<br><br>if all players have potion effects speed and haste:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "You are ready to MINE!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasResourcePack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Resource Pack</h1> <a href="#CondHasResourcePack" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) [a] resource pack [(loaded|installed)]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have [a] resource pack [(loaded|installed)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.9 or newer</td> </tr> </table> <div class="item-description"> Checks whether the given players have a server resource pack loaded. Please note that this can't detect player's own resource pack, only the resource pack that sent by the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player has a resource pack loaded: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasScoreboardTag" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Scoreboard Tag</h1> <a href="#CondHasScoreboardTag" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (has|have) [the] score[ ]board tag[s] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (doesn't|does not|do not|don't) have [the] score[ ]board tag[s] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Checks whether the given entities has the given <a href='expressions.html#ExprScoreboardTags'>scoreboard tags</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the targeted armor stand has the scoreboard tag "test tag": </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIgnitionProcess" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ignition Process</h1> <a href="#CondIgnitionProcess" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>% ((is|are)|(isn't|is not|aren't|are not)) going to explode</li> <li class="skript-code-block">[creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>% ((is|are)|(isn't|is not|aren't|are not)) in the (ignition|explosion) process</li> <li class="skript-code-block">creeper[s] %<a href='./classes.html#livingentity'>living entities</a>% ((is|are)|(isn't|is not|aren't|are not)) ignited</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.13 or newer</td> </tr> </table> <div class="item-description"> Checks if a creeper is going to explode. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the last spawned creeper is going to explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players in radius 3 of the last spawned creeper<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "RUN!!!" to the loop-player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPastFuture" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">In The Past/Future</h1> <a href="#CondPastFuture" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>% (is|are)[(n't| not)] in the (past|future)</li> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>% ha(s|ve)[(n't| not)] passed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether a date is in the past or future. Note that using the 'now' expression will not be in the past or future when used directly in the condition. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_date} to now<br>wait 5 seconds<br>if {_date} is in the past:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be true<br><br>if now is in the future:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be false<br><br>set {_dates::*} to 1 day from now, 12 days from now, and 1 year from now<br>if {_dates::*} are in the future:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be true<br>if {_dates::*} have passed:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be false </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsAdult" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Adult</h1> <a href="#CondIsAdult" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) [an] adult</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) [an] adult</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity is an adult. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on drink:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity is not an adult<br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsAlive" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Alive</h1> <a href="#CondIsAlive" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (alive|dead)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (alive|dead)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.4-alpha4 (non-living entity support)</td> </tr> </table> <div class="item-description"> Checks whether an entity is alive. Works for non-living entities too. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {villager-buddy::%player's uuid%} is not dead:<br><br>on shoot:<br>&nbsp;&nbsp;&nbsp;&nbsp;while the projectile is alive: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBaby" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Baby</h1> <a href="#CondIsBaby" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) a (child|baby)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) a (child|baby)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity is a baby. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on drink:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity is a baby<br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBanned" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Banned</h1> <a href="#CondIsBanned" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#string'>texts</a>% (is|are) banned</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>/<a href='./classes.html#string'>texts</a>% (is|are) IP[(-| )]banned</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) banned</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>/<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) IP[(-| )]banned</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Checks whether a player or IP is banned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is banned<br>victim is not IP-banned<br>"127.0.0.1" is banned </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondRespawnLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Bed/Anchor Spawn</h1> <a href="#CondRespawnLocation" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] respawn location (was|is)[(n'| no)t] [a] (bed|respawn anchor)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#respawn">respawn</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> </table> <div class="item-description"> Checks what the respawn location of a player in the respawn event is. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on respawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;the respawn location is a bed<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% is respawning in their bed! So cozy!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Block</h1> <a href="#CondIsBlock" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) ([a] block|blocks)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) ([a] block|blocks)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Checks whether an item is a block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's held item is a block<br>{list::*} are blocks </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBlockRedstonePowered" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Block Redstone Powered</h1> <a href="#CondIsBlockRedstonePowered" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) redstone powered</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) indirectly redstone powered</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are)(n't| not) redstone powered</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are)(n't| not) indirectly redstone powered</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks if a block is indirectly or directly powered by redstone </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if clicked block is redstone powered:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This block is well-powered by redstone!"<br>if clicked block is indirectly redstone powered:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This block is indirectly redstone powered." </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBlocking" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Blocking</h1> <a href="#CondIsBlocking" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) (blocking|defending) [with [a] shield]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) (blocking|defending) [with [a] shield]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Checks whether a player is blocking with their shield. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is blocking<br>&nbsp;&nbsp;&nbsp;&nbsp;damage attacker by 0.5 hearts </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBurning" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Burning</h1> <a href="#CondIsBurning" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (burning|ignited|on fire)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (burning|ignited|on fire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether an entity is on fire, e.g. a zombie due to being in sunlight, or any entity after falling into lava. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # increased attack against burning targets<br>victim is burning:<br>&nbsp;&nbsp;&nbsp;&nbsp;increase damage by 2 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsCharged" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Charged</h1> <a href="#CondIsCharged" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (charged|powered)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (charged|powered)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (withers, wither skulls)</td> </tr> </table> <div class="item-description"> Checks if a creeper, wither, or wither skull is charged (powered). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the last spawned creeper is charged:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A charged creeper is at %location of last spawned creeper%" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsClimbing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Climbing</h1> <a href="#CondIsClimbing" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) climbing</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) climbing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.17+</td> </tr> </table> <div class="item-description"> Whether a living entity is climbing, such as a spider up a wall or a player on a ladder. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn a spider at location of spawn<br>wait a second<br>if the last spawned spider is climbing:<br>&nbsp;&nbsp;&nbsp;&nbsp;message"The spider is now climbing!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsCommandBlockConditional" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Conditional</h1> <a href="#CondIsCommandBlockConditional" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) [un]conditional</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) [un]conditional</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether a command block is conditional or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {_block} is conditional:<br>&nbsp;&nbsp;&nbsp;&nbsp;make {_block} unconditional </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsEdible" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Edible</h1> <a href="#CondIsEdible" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) edible</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) edible</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is edible. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> steak is edible<br>player's tool is edible </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsEmpty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Empty</h1> <a href="#CondIsEmpty" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#string'>texts</a>% (is|are) empty</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) empty</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Checks whether an inventory, an inventory slot, or a text is empty. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's inventory is empty </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsEnchanted" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Enchanted</h1> <a href="#CondIsEnchanted" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) enchanted [with %<a href='./classes.html#enchantmenttype'>enchantment type</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) enchanted [with %<a href='./classes.html#enchantmenttype'>enchantment type</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> Checks whether an item is enchanted. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tool of the player is enchanted with efficiency 2<br>helm, chestplate, leggings or boots are enchanted </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsDivisibleBy" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Evenly Divisible By</h1> <a href="#CondIsDivisibleBy" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% (is|are) evenly divisible by %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% (isn't|is not|aren't|are not) evenly divisible by %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% can be evenly divided by %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% (can't|can[ ]not) be evenly divided by %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Check if a number is evenly divisible by another number. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if 5 is evenly divisible by 5:<br>if 11 cannot be evenly divided by 10: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFireResistant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Fire Resistant</h1> <a href="#CondIsFireResistant" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) (fire resistant|resistant to fire)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) (fire resistant|resistant to fire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Checks whether an item is fire resistant. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's tool is fire resistant:<br>if {_items::*} aren't resistant to fire: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFlammable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Flammable</h1> <a href="#CondIsFlammable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) flammable</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) flammable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is flammable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> wood is flammable<br>player's tool is flammable </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFlying" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Flying</h1> <a href="#CondIsFlying" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) flying</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) flying</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is not flying </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFrozen" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Frozen</h1> <a href="#CondIsFrozen" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) frozen</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) frozen</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether an entity is frozen. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is frozen:<br>&nbsp;&nbsp;&nbsp;&nbsp;kill player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFuel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Fuel</h1> <a href="#CondIsFuel" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) [furnace] fuel</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) [furnace] fuel</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.11.2+</td> </tr> </table> <div class="item-description"> Checks whether an item can be used as fuel in a furnace. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on furnace:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player's tool is not fuel:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Please hold a valid fuel item in your hand"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsGliding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Gliding</h1> <a href="#CondIsGliding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) gliding</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) gliding</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a living entity is gliding. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is gliding </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsHandRaised" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Hand Raised</h1> <a href="#CondIsHandRaised" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [main] hand[s] (is|are) raised</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [main] hand[s] (isn't|is not|aren't|are not) raised</li> <li class="skript-code-block">[main] hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (is|are) raised</li> <li class="skript-code-block">[main] hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) raised</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] off[ |-]hand[s] (is|are) raised</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] off[ |-]hand[s] (isn't|is not|aren't|are not) raised</li> <li class="skript-code-block">off[ |-]hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (is|are) raised</li> <li class="skript-code-block">off[ |-]hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) raised</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether an entity has one or both of their hands raised. Hands are raised when an entity is using an item (eg: blocking, drawing a bow, eating). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim's main hand is raised:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;drop player's tool at player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set player's tool to air </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondItemInHand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Holding</h1> <a href="#CondItemInHand" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] ha(s|ve) %<a href='./classes.html#itemtype'>item types</a>% in [main] hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is|are) holding %<a href='./classes.html#itemtype'>item types</a>% [in main hand]</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] ha(s|ve) %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is|are) holding %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (ha(s|ve) not|do[es]n't have) %<a href='./classes.html#itemtype'>item types</a>% in [main] hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is not|isn't) holding %<a href='./classes.html#itemtype'>item types</a>% [in main hand]</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (ha(s|ve) not|do[es]n't have) %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is not|isn't) holding %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Checks whether a player is holding a specific item. Cannot be used with endermen, use 'entity is [not] an enderman holding &lt;item type&gt;' instead. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is holding a stick<br>victim isn't holding a sword of sharpness </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInLove" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is In Love</h1> <a href="#CondIsInLove" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) in lov(e|ing) [state|mode]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) in lov(e|ing) [state|mode]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity is in love. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of living entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;if entity is in love:<br>broadcast "That was quick!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIncendiary" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Incendiary</h1> <a href="#CondIncendiary" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% ((is|are) incendiary|cause[s] a[n] (incendiary|fiery) explosion)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% ((is not|are not|isn't|aren't) incendiary|(does not|do not|doesn't|don't) cause[s] a[n] (incendiary|fiery) explosion)</li> <li class="skript-code-block">the [event(-| )]explosion (is|(is not|isn't)) (incendiary|fiery)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks if an entity will create fire when it explodes. This condition is also usable in an explosion prime event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the explosion is fiery:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A fiery explosive has been ignited!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInfinite" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Infinite</h1> <a href="#CondIsInfinite" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#potioneffect'>potion effects</a>% (is|are) infinite</li> <li class="skript-code-block">%<a href='./classes.html#potioneffect'>potion effects</a>% (isn't|is not|aren't|are not) infinite</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether potion effects are infinite. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> all of the active potion effects of the player are infinite </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInteractable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Interactable</h1> <a href="#CondIsInteractable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) interactable</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) interactable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13+</td> </tr> </table> <div class="item-description"> Checks wether or not a block is interactable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block break:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is interactable:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You cannot break interactable blocks!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInvisible" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Invisible</h1> <a href="#CondIsInvisible" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) (invisible|visible)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) (invisible|visible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a living entity is invisible. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is invisible </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInvulnerable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Invulnerable</h1> <a href="#CondIsInvulnerable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#gamemode'>gamemodes</a>% (is|are) (invulnerable|invincible)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#gamemode'>gamemodes</a>% (isn't|is not|aren't|are not) (invulnerable|invincible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (gamemode)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.20.6+ (gamemodes)</td> </tr> </table> <div class="item-description"> Checks whether an entity or a gamemode is invulnerable. For gamemodes, Paper and Minecraft 1.20.6 are required </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is invulnerable<br><br>loop all gamemodes:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-value is not invulnerable:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "the gamemode %loop-value% is vulnerable!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsJumping" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Jumping</h1> <a href="#CondIsJumping" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) jumping</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) jumping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.15+</td> </tr> </table> <div class="item-description"> Checks whether a living entity is jumping. This condition does not work on players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of zombie:<br>&nbsp;&nbsp;&nbsp;&nbsp;while event-entity is not jumping:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;wait 5 ticks<br>&nbsp;&nbsp;&nbsp;&nbsp;push event-entity upwards </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondLeashed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Leashed</h1> <a href="#CondLeashed" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) leashed</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) leashed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks to see if an entity is currently leashed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is leashed </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsLoaded" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Loaded</h1> <a href="#CondIsLoaded" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">chunk[s] %<a href='./classes.html#direction'>directions</a>% [%<a href='./classes.html#location'>locations</a>%] (is|are)[((n't| not))] loaded</li> <li class="skript-code-block">chunk [at] %<a href='./classes.html#number'>number</a>%, %<a href='./classes.html#number'>number</a>% (in|of) [world] %<a href='./classes.html#world'>world</a>% is[((n't| not))] loaded</li> <li class="skript-code-block">[world[s]] %<a href='./classes.html#world'>worlds</a>% (is|are)[((n't| not))] loaded</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, 2.5 (revamp with chunk at location/coords)</td> </tr> </table> <div class="item-description"> Checks whether or not a chunk/world is loaded. 'chunk at 1, 1' uses chunk coords, which are location coords divided by 16. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if chunk at {home::%player's uuid%} is loaded:<br>if chunk 1, 10 in world "world" is loaded:<br>if world("lobby") is loaded: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsMember" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Member/Owner of Region</h1> <a href="#CondIsMember" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are) ([a] member|[(the|an)] owner) of [[the] region] %<a href='./classes.html#region'>regions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are)(n't| not) ([a] member|[(the|an)] owner) of [[the] region] %<a href='./classes.html#region'>regions</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Checks whether a player is a member or owner of a particular region. This condition requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on region enter:<br>&nbsp;&nbsp;&nbsp;&nbsp;player is the owner of the region<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Welcome back to %region%!"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%player% just entered %region%!" to all members of the region </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsVectorNormalized" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Normalized</h1> <a href="#CondIsVectorNormalized" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>% (is|are) normalized</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>% (isn't|is not|aren't|are not) normalized</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Checks whether a vector is normalized i.e. length of 1 </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> vector of player's location is normalized </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOccluding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Occluding</h1> <a href="#CondIsOccluding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) occluding</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) occluding</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Checks whether an item is a block and completely blocks vision. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is occluding </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOnline" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Online</h1> <a href="#CondIsOnline" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are) (online|offline|connected)</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (isn't|is not|aren't|are not) (online|offline|connected)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.20+ (Connected)</td> </tr> </table> <div class="item-description"> Checks whether a player is online. The 'connected' pattern will return false once this player leaves the server, even if they rejoin. Be aware that using the 'connected' pattern with a variable will not have this special behavior. Use the direct event-player or other non-variable expression for best results. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is online<br>player-argument is offline<br>while player is connected:<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 60 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;send "hello!" to player<br><br># The following will act like `{_player} is online`.<br># Using variables with `is connected` will not behave the same as with non-variables.<br>while {_player} is connected:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "online!"<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 tick </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Operator</h1> <a href="#CondIsOp" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are) [[a] server|an] op[erator][s]</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (isn't|is not|aren't|are not) [[a] server|an] op[erator][s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a player is a server operator. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is an operator </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPassable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Passable</h1> <a href="#CondIsPassable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) passable</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) passable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13.2+</td> </tr> </table> <div class="item-description"> Checks whether a block is passable. A block is passable if it has no colliding parts that would prevent players from moving through it. Blocks like tall grass, flowers, signs, etc. are passable, but open doors, fence gates, trap doors, etc. are not because they still have parts that can be collided with. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's targeted block is passable </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPathfinding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Pathfinding</h1> <a href="#CondIsPathfinding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) pathfinding [to[wards] %<a href='./classes.html#livingentity'>living entity</a>/<a href='./classes.html#location'>location</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) pathfinding [to[wards] %<a href='./classes.html#livingentity'>living entity</a>/<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether living entities are pathfinding. Can only be a living entity that is a Mob. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make {_entity} pathfind to {_location} at speed 2<br>while {_entity} is pathfinding<br>&nbsp;&nbsp;&nbsp;&nbsp;wait a second<br>launch flickering trailing burst firework colored red at location of {_entity}<br>subtract 10 from {defence::tower::health}<br>clear entity within {_entity} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPluginEnabled" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Plugin Enabled</h1> <a href="#CondIsPluginEnabled" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">plugin[s] %<a href='./classes.html#string'>texts</a>% (is|are) enabled</li> <li class="skript-code-block">plugin[s] %<a href='./classes.html#string'>texts</a>% (is|are)(n't| not) enabled</li> <li class="skript-code-block">plugin[s] %<a href='./classes.html#string'>texts</a>% (is|are) disabled</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> </table> <div class="item-description"> Check if a plugin is enabled/disabled on the server. Plugin names can be found in the plugin's 'plugin.yml' file or by using the '/plugins' command, they are NOT the name of the plugin's jar file. When checking if a plugin is not enabled, this will return true if the plugin is either disabled or not on the server. When checking if a plugin is disabled, this will return true if the plugin is on the server and is disabled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if plugin "Vault" is enabled:<br>if plugin "WorldGuard" is not enabled:<br>if plugins "Essentials" and "Vault" are enabled:<br>if plugin "MyBrokenPlugin" is disabled: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPoisoned" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Poisoned</h1> <a href="#CondIsPoisoned" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) poisoned</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) poisoned</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether an entity is poisoned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is poisoned:<br>&nbsp;&nbsp;&nbsp;&nbsp;cure the player from poison<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You have been cured!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPreferredTool" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Preferred Tool</h1> <a href="#CondIsPreferredTool" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%'s preferred tool[s]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) [the|a] preferred tool[s] (for|of) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are)(n't| not) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%'s preferred tool[s]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are)(n't| not) [the|a] preferred tool[s] (for|of) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.16.5+, Paper 1.19.2+ (blockdata)</td> </tr> </table> <div class="item-description"> Checks whether an item is the preferred tool for a block. A preferred tool is one that will drop the block's item when used. For example, a wooden pickaxe is a preferred tool for grass and stone blocks, but not for iron ore. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on left click:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-block is set<br>&nbsp;&nbsp;&nbsp;&nbsp;if player's tool is the preferred tool for event-block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;break event-block naturally using player's tool<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPressingKey" data-keywords="press, input"> <div class="item-title"> <h1 style="display: inline-block">Is Pressing Key</h1> <a href="#CondIsPressingKey" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (was|were) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (wasn't|was not|weren't|were not) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.2+</td> </tr> </table> <div class="item-description"> Checks if a player is pressing a certain input key. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player input:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player is pressing forward movement key:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You are moving forward!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsRiding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Riding</h1> <a href="#CondIsRiding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) riding [%<a href='./classes.html#entitydata'>entity types</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) riding [%<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Tests whether an entity is riding another or is in a vehicle. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is riding a saddled pig </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsRiptiding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Riptiding</h1> <a href="#CondIsRiptiding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) riptiding</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) riptiding</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks to see if an entity is currently using the Riptide enchantment. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is riptiding </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondScriptLoaded" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Script Loaded</h1> <a href="#CondScriptLoaded" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">script[s] [%<a href='./classes.html#string'>texts</a>%] (is|are) loaded</li> <li class="skript-code-block">script[s] [%<a href='./classes.html#string'>texts</a>%] (isn't|is not|aren't|are not) loaded</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> </table> <div class="item-description"> Check if the current script, or another script, is currently loaded. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> script is loaded<br>script "example.sk" is loaded </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSilent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Silent</h1> <a href="#CondIsSilent" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) silent</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) silent</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks whether an entity is silent i.e. its sounds are disabled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is silent </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSleeping" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Sleeping</h1> <a href="#CondIsSleeping" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) sleeping</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) sleeping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is sleeping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # cut your enemies' throats in their sleep &gt;=)<br>on attack:<br>&nbsp;&nbsp;&nbsp;&nbsp;attacker is holding a sword<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is sleeping<br>&nbsp;&nbsp;&nbsp;&nbsp;increase the damage by 1000 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSlimeChunk" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Slime Chunk</h1> <a href="#CondIsSlimeChunk" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#chunk'>chunk</a>% (is|are) ([a] slime chunk|slime chunks|slimey)</li> <li class="skript-code-block">%<a href='./classes.html#chunk'>chunk</a>% (isn't|is not|aren't|are not) ([a] slime chunk|slime chunks|slimey)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Tests whether a chunk is a so-called slime chunk. Slimes can generally spawn in the swamp biome and in slime chunks. For more info, see <a href='https://minecraft.wiki/w/Slime#.22Slime_chunks.22'>the Minecraft wiki</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /slimey:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if chunk at player is a slime chunk:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Yeah, it is!"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Nope, it isn't" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSneaking" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Sneaking</h1> <a href="#CondIsSneaking" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) sneaking</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) sneaking</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is sneaking. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevent mobs from seeing sneaking players if they are at least 4 meters apart<br>on target:<br>&nbsp;&nbsp;&nbsp;&nbsp;target is sneaking<br>&nbsp;&nbsp;&nbsp;&nbsp;distance of target and the entity is bigger than 4<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSolid" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Solid</h1> <a href="#CondIsSolid" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) solid</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) solid</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is solid. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> grass block is solid<br>player's tool isn't solid </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSprinting" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Sprinting</h1> <a href="#CondIsSprinting" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) sprinting</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) sprinting</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is sprinting. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is not sprinting </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsStackable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Stackable</h1> <a href="#CondIsStackable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>% (is|are) stackable</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>% (isn't|is not|aren't|are not) stackable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether an item is stackable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> diamond axe is stackable<br>birch wood is stackable<br>torch is stackable </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSwimming" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Swimming</h1> <a href="#CondIsSwimming" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) swimming</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) swimming</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.13 or newer</td> </tr> </table> <div class="item-description"> Checks whether a living entity is swimming. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is swimming </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsTameable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Tameable</h1> <a href="#CondIsTameable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) tameable</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) tameable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Check if an entity is tameable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim is tameable:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsTamed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Tamed</h1> <a href="#CondIsTamed" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (tamed|domesticated)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (tamed|domesticated)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Check if a tameable entity is tamed (horse, parrot, cat, etc.). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send true if {_horse} is tamed<br>tame {_horse} if {_horse} is untamed </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsTransparent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Transparent</h1> <a href="#CondIsTransparent" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) transparent</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) transparent</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is transparent. Note that this condition may not work for all blocks, due to the transparency list used by Spigot not being completely accurate. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is transparent. </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsUnbreakable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Unbreakable</h1> <a href="#CondIsUnbreakable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) [un]breakable</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) [un]breakable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1, 2.9.0 (breakable)</td> </tr> </table> <div class="item-description"> Checks whether an item is unbreakable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if event-item is unbreakable:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This item is unbreakable!" to player<br>if tool of {_p} is breakable:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your tool is breakable!" to {_p} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsUsingFeature" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Using Experimental Feature</h1> <a href="#CondIsUsingFeature" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [current] script is using %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">[the] [current] script is(n't| not) using %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> </table> <div class="item-description"> Checks whether a script is using an experimental feature by name. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the script is using "example feature"<br>on load:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the script is using "example feature":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "You're using an experimental feature!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsValid" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Valid</h1> <a href="#CondIsValid" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) valid</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) valid</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether an entity has died or been despawned for some other reason. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if event-entity is valid </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsWearing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Wearing</h1> <a href="#CondIsWearing" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) wearing %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) wearing %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Checks whether a player is wearing some armour. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is wearing an iron chestplate and iron leggings<br>player is wearing all diamond armour </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsWhitelisted" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Whitelisted</h1> <a href="#CondIsWhitelisted" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] server (is|(isn't|is not)) (in white[ ]list mode|white[ ]listed)</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are|(isn't|is not|aren't|are not)) white[ ]listed</li> <li class="skript-code-block">[the] server white[ ]list (is|(isn't|is not)) enforced</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2, 2.9.0 (enforce, offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17+ (enforce)</td> </tr> </table> <div class="item-description"> Whether or not the server or a player is whitelisted, or the server is whitelist enforced. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player is whitelisted:<br>if the server is whitelisted:<br>if the server whitelist is enforced: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsWithin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Within</h1> <a href="#CondIsWithin" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (isn't|is not|aren't|are not) within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) (within|in[side [of]]) %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#chunk'>chunk</a>/<a href='./classes.html#world'>world</a>/<a href='./classes.html#block'>block</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (isn't|is not|aren't|are not) (within|in[side [of]]) %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#chunk'>chunk</a>/<a href='./classes.html#world'>world</a>/<a href='./classes.html#block'>block</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17+ (within block)</td> </tr> </table> <div class="item-description"> Whether a location is within something else. The "something" can be a block, an entity, a chunk, a world, or a cuboid formed by two other locations. Note that using the <a href='conditions.html#CondCompare'>is between</a> condition will refer to a straight line between locations, while this condition will refer to the cuboid between locations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's location is within {_loc1} and {_loc2}:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are in a PvP zone!" to player<br><br>if player is in world("world"):<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are in the overworld!" to player<br><br>if attacker's location is inside of victim:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Back up!" to attacker and victim </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondWithinRadius" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Within Radius</h1> <a href="#CondWithinRadius" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) within %<a href='./classes.html#number'>number</a>% (block|metre|meter)[s] (around|of) %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (isn't|is not|aren't|are not) within %<a href='./classes.html#number'>number</a>% (block|metre|meter)[s] (around|of) %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a location is within a certain radius of another location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;if attacker's location is within 10 blocks around {_spawn}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't PVP in spawn." </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSkriptCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is a Skript command</h1> <a href="#CondIsSkriptCommand" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% (is|are) [a] s(k|c)ript (command|cmd)</li> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% (isn't|is not|aren't|are not) [a] s(k|c)ript (command|cmd)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> </table> <div class="item-description"> Checks whether a command/string is a custom Skript command. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Example 1<br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;command is a skript command<br><br># Example 2<br>"sometext" is a skript command </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOfType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is of Type</h1> <a href="#CondIsOfType" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#entity'>entities</a>% (is|are) of type[s] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entitydata'>entity types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) of type[s] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entitydata'>entity types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Checks whether an item or an entity is of the given type. This is mostly useful for variables, as you can use the general 'is' condition otherwise (e.g. 'victim is a creeper'). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tool is of type {selected type}<br>victim is of type {villager type} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOnGround" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is on Ground</h1> <a href="#CondIsOnGround" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) on [the] ground</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) on [the] ground</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev26</td> </tr> </table> <div class="item-description"> Checks whether an entity is on ground. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is not on ground </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsLeftHanded" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Left Handed</h1> <a href="#CondIsLeftHanded" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) (left|right)( |-)handed</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) (left|right)( |-)handed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.17.1+ (entities)</td> </tr> </table> <div class="item-description"> Checks if living entities or players are left or right-handed. Armor stands are neither right nor left-handed. Paper 1.17.1+ is required for non-player entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim is left handed:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondLidState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lid Is Open/Closed</h1> <a href="#CondLidState" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] lid[s] of %<a href='./classes.html#block'>blocks</a>% (is|are) (open[ed]|close[d])</li> <li class="skript-code-block">[the] lid[s] of %<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) (open[ed]|close[d])</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] lid[s] (is|are) (open[ed]|close[d])</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] lid[s] (isn't|is not|aren't|are not) (open[ed]|close[d])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Check to see whether lidded blocks (chests, shulkers, etc.) are open or closed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the lid of {_chest} is closed:<br>&nbsp;&nbsp;&nbsp;&nbsp;open the lid of {_block} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondMatches" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Matches</h1> <a href="#CondMatches" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (match[es]|do[es](n't| not) match) %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (partially match[es]|do[es](n't| not) partially match) %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> </table> <div class="item-description"> Checks whether the defined strings match the input regexes (Regular expressions). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;if message partially matches "\d":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Message contains a digit!"<br>&nbsp;&nbsp;&nbsp;&nbsp;if message doesn't match "[A-Za-z]+":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Message doesn't only contain letters!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPvP" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">PvP</h1> <a href="#CondPvP" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(is PvP|PvP is) enabled [in %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">(is PvP|PvP is) disabled [in %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> </table> <div class="item-description"> Checks the PvP state of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> PvP is enabled<br>PvP is disabled in "world" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondRegionContains" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region Contains</h1> <a href="#CondRegionContains" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[[the] region] %<a href='./classes.html#region'>regions</a>% contain[s] %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) ([contained] in|part of) [[the] region] %<a href='./classes.html#region'>regions</a>%</li> <li class="skript-code-block">[[the] region] %<a href='./classes.html#region'>regions</a>% (do|does)(n't| not) contain %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are)(n't| not) (contained in|part of) [[the] region] %<a href='./classes.html#region'>regions</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Checks whether a location is contained in a particular <a href='./classes.html#region'>region</a>. This condition requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is in the region {regions::3}<br><br>on region enter:<br>&nbsp;&nbsp;&nbsp;&nbsp;region contains {flags.%world%.red}<br>&nbsp;&nbsp;&nbsp;&nbsp;message "The red flag is near!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondResourcePack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Resource Pack</h1> <a href="#CondResourcePack" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] resource pack (was|is|has) [been] %<a href='./classes.html#resourcepackstate'>resource pack state</a>%</li> <li class="skript-code-block">[the] resource pack (was|is|has)(n't| not) [been] %<a href='./classes.html#resourcepackstate'>resource pack state</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#resource_pack_request_response">resource pack request response</a></td> </tr> </table> <div class="item-description"> Checks state of the resource pack in a <a href='events.html#resource_pack_request_action'>resource pack request response</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on resource pack response:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the resource pack wasn't accepted:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "You have to install the resource pack to play in this server!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondMinecraftVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Running Minecraft</h1> <a href="#CondMinecraftVersion" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">running [below] minecraft %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks if current Minecraft version is given version or newer. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> running minecraft "1.14" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondStartsEndsWith" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Starts/Ends With</h1> <a href="#CondStartsEndsWith" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (start|end)[s] with %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (doesn't|does not|do not|don't) (start|end) with %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36, 2.5.1 (multiple strings support)</td> </tr> </table> <div class="item-description"> Checks if a text starts or ends with another. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the argument starts with "test" or "debug":<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Stop!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondTextDisplayHasDropShadow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Has Drop Shadow</h1> <a href="#CondTextDisplayHasDropShadow" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[[the] text of] %<a href='./classes.html#display'>displays</a>% (has|have) [a] (drop|text) shadow</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text (has|have) [a] (drop|text) shadow</li> <li class="skript-code-block">[[the] text of] %<a href='./classes.html#display'>displays</a>% (doesn't|does not|do not|don't) have [a] (drop|text) shadow</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text (doesn't|does not|do not|don't) have [a] (drop|text) shadow</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Returns whether the text of a display has drop shadow applied. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {_display} has drop shadow:<br>&nbsp;&nbsp;&nbsp;&nbsp;remove drop shadow from the text of {_display} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondTextDisplaySeeThroughBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Visible Through Blocks</h1> <a href="#CondTextDisplaySeeThroughBlocks" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>% (is|are) visible through (blocks|walls)</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>% (isn't|is not|aren't|are not) visible through (blocks|walls)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Returns whether text displays can be seen through blocks or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if last spawned text display is visible through walls:<br>&nbsp;&nbsp;&nbsp;&nbsp;prevent last spawned text display from being visible through walls </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondDate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time</h1> <a href="#CondDate" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#date'>date</a>% (was|were)( more|(n't| not) less) than %<a href='./classes.html#timespan'>time span</a>% [ago]</li> <li class="skript-code-block">%<a href='./classes.html#date'>date</a>% (was|were)((n't| not) more| less) than %<a href='./classes.html#timespan'>time span</a>% [ago]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Tests whether a given <a href='classes.html#date'>real time</a> was more or less than some <a href='classes.html#timespan'>time span</a> ago. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /command-with-cooldown:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{command::%player's uuid%::last-usage} was less than a minute ago:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Please wait a minute between uses of this command."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {command::%player's uuid%::last-usage} to now<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# ... actual command trigger here ... </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecConditional" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Conditionals</h1> <a href="#SecConditional" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">else</li> <li class="skript-code-block">else [parse] if &lt;.+&gt;</li> <li class="skript-code-block">else [parse] if (any|at least one [of])</li> <li class="skript-code-block">else [parse] if [all]</li> <li class="skript-code-block">[parse] if (any|at least one [of])</li> <li class="skript-code-block">[parse] if [all]</li> <li class="skript-code-block">[parse] if &lt;.+&gt;</li> <li class="skript-code-block">then [run]</li> <li class="skript-code-block">implicit:&lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Conditional sections if: executed when its condition is true else if: executed if all previous chained conditionals weren't executed, and its condition is true else: executed if all previous chained conditionals weren't executed<p>parse if: a special case of 'if' condition that its code will not be parsed if the condition is not true else parse if: another special case of 'else if' condition that its code will not be parsed if all previous chained conditionals weren't executed, and its condition is true </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's health is greater than or equal to 4:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your health is okay so far but be careful!"<br><br>else if player's health is greater than 2:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You need to heal ASAP, your health is very low!"<br><br>else: # Less than 2 hearts<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are about to DIE if you don't heal NOW. You have only %player's health% heart(s)!"<br><br>parse if plugin "SomePluginName" is enabled: # parse if %condition%<br>&nbsp;&nbsp;&nbsp;&nbsp;# This code will only be executed if the condition used is met otherwise Skript will not parse this section therefore will not give any errors/info about this section<br> </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecFilter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Filter (Section)</h1> <a href="#SecFilter" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">filter %<a href='./classes.html#object'>objects</a>% to match [any|all]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Filters a variable list based on the supplied conditions. Unlike the filter expression, this effect maintains the indices of the filtered list. It also supports filtering based on meeting any of the given criteria, rather than all, like multi-line if statements. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_a::*} to integers between -10 and 10<br><br>filter {_a::*} to match:<br>&nbsp;&nbsp;&nbsp;&nbsp;input is a number<br>&nbsp;&nbsp;&nbsp;&nbsp;mod(input, 2) = 0<br>&nbsp;&nbsp;&nbsp;&nbsp;input &gt; 0<br><br>send {_a::*} # sends 2, 4, 6, 8, and 10 </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecLoop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loop</h1> <a href="#SecLoop" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">loop %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Loop sections repeat their code with multiple values.<p>A loop will loop through all elements of the given expression, e.g. all players, worlds, items, etc. The conditions & effects inside the loop will be executed for every of those elements, which can be accessed with ‘loop-<what>’, e.g. <code>send "hello" to loop-player</code>. When a condition inside a loop is not fulfilled the loop will start over with the next element of the loop. You can however use <code>stop loop</code> to exit the loop completely and resume code execution after the end of the loop.<p><b>Loopable Values</b> All <a href="/expressions.html">expressions</a> that represent more than one value, e.g. ‘all players’, ‘worlds’, etc., as well as list variables, can be looped. You can also use a list of expressions, e.g. <code>loop the victim and the attacker</code>, to execute the same code for only a few values.<p><b>List Variables</b> When looping list variables, you can also use <code>loop-index</code> in addition to <code>loop-value</code> inside the loop. <code>loop-value</code> is the value of the currently looped variable, and <code>loop-index</code> is the last part of the variable's name (the part where the list variable has its asterisk *). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Hello %loop-player%!" to loop-player<br><br>loop items in player's inventory:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-item is dirt:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set loop-item to air<br><br>loop 10 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;send title "%11 - loop-value%" and subtitle "seconds left until the game begins" to player for 1 second # 10, 9, 8 etc.<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second<br><br>loop {Coins::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;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 actually coins value such as 200 </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecWhile" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">While Loop</h1> <a href="#SecWhile" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[do] while &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.6 (do while)</td> </tr> </table> <div class="item-description"> While Loop sections are loops that will just keep repeating as long as a condition is met. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> while size of all players &lt; 5:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "More players are needed to begin the adventure" to all players<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 5 seconds<br><br>set {_counter} to 1<br>do while {_counter} &gt; 1: # false but will increase {_counter} by 1 then get out<br>&nbsp;&nbsp;&nbsp;&nbsp;add 1 to {_counter}<br><br># Be careful when using while loops with conditions that are almost <br># always true for a long time without using 'wait %timespan%' inside it, <br># otherwise it will probably hang and crash your server.<br>while player is online:<br>&nbsp;&nbsp;&nbsp;&nbsp;give player 1 dirt<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second # without using a delay effect the server will crash </div> </div> </div> </div> <div class="item-wrapper type-Event" id="at_time" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">At Time</h1> <a href="#at_time" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] at %<a href='./classes.html#time'>time</a>% [in %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> </table> <div class="item-description"> An event that occurs at a given <a href='./classes.html#time'>minecraft time</a> in every world or only in specific worlds. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> at 18:00 <br>at 7am in "world" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="anvil_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Anvil Damage</h1> <a href="#anvil_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] anvil damag(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called when an anvil is damaged/broken from being used to repair/rename items. Note: this does not include anvil damage from falling. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on anvil damage: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="anvil_prepare" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Anvil Prepare</h1> <a href="#anvil_prepare" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] anvil prepar(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on anvil prepare: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-item is set # result item <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 5%: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set repair cost to repair cost * 50% <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You're LUCKY! You got 50% discount." to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="aoe_cloud_effect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On AoE Cloud Effect</h1> <a href="#aoe_cloud_effect" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (area|AoE) [cloud] effect</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when area effect cloud applies its potion effect. This happens every 5 ticks by default. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on area cloud effect: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="arm_swing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Arm Swing</h1> <a href="#arm_swing" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] arm swing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Called when a player swings their arm. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on arm swing: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You swung your arm!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="armor_change" data-keywords="armour"> <div class="item-title"> <h1 style="display: inline-block">On Armor Change</h1> <a href="#armor_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] armo[u]r change[d]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called when armor pieces of a player are changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on armor change: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You equipped %event-item%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bed_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bed Enter</h1> <a href="#bed_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bed enter[ing]</li> <li class="skript-code-block">[on] [player] enter[ing] [a] bed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts sleeping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bed enter: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bed_leave" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bed Leave</h1> <a href="#bed_leave" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bed leav(e|ing)</li> <li class="skript-code-block">[on] [player] leav(e|ing) [a] bed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player leaves a bed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player leaving a bed: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bell_resonate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bell Resonate</h1> <a href="#bell_resonate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bell resonat(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Called when a bell resonates, highlighting nearby raiders. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bell resonate: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;amp;amp;amp;lt;red&amp;amp;amp;amp;gt;Raiders are nearby!" to all players in radius 32 around event-block </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bell_ring" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bell Ring</h1> <a href="#bell_ring" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bell ring[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+ or Paper 1.16.5+ (no event-direction)</td> </tr> </table> <div class="item-description"> Called when a bell is rung. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bell ring: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;amp;amp;amp;lt;gold&amp;amp;amp;amp;gt;Ding-dong!&amp;amp;amp;amp;lt;reset&amp;amp;amp;amp;gt;" to all players in radius 10 of event-block </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Damage</h1> <a href="#block_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] block damag(ing|e)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts to break a block. You can usually just use the leftclick event for this. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block damaging: <br>&nbsp;&nbsp;&nbsp;&nbsp;if block is log: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't break the holy log!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_drop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Drop</h1> <a href="#block_drop" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] block drop[ping] [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when a block broken by a player drops something. <ul> <li>event-player: The player that broke the block</li> <li>past event-block: The block that was broken</li> <li>event-block: The block after being broken</li> <li>event-items (or drops): The drops of the block</li> <li>event-entities: The entities of the dropped items</li> </ul><p>If the breaking of the block leads to others being broken, such as torches, they will appearin "event-items" and "event-entities". </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block drop: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-player <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast past event-block <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-block <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-items <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-entities <br>on block drop of oak log: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_fertilize" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Fertilize</h1> <a href="#block_fertilize" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] fertilize</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> Called when a player fertilizes blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block fertilize: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Fertilized %size of fertilized blocks% blocks got fertilized." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_growth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Growth</h1> <a href="#block_growth" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (plant|crop|block) grow[(th|ing)] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> </table> <div class="item-description"> Called when a crop grows. Alternative to new form of generic grow event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on crop growth: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="book_edit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Book Edit</h1> <a href="#book_edit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] book (edit|change|write)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> </table> <div class="item-description"> Called when a player edits a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book edit: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="book_sign" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Book Sign</h1> <a href="#book_sign" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] book sign[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> </table> <div class="item-description"> Called when a player signs a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="break_mine" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Break / Mine</h1> <a href="#break_mine" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] (break[ing]|min(e|ing)) [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (break), <i>unknown</i> (mine), 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on mine: <br>on break of stone: <br>on mine of any ore: <br>on break of chest[facing=north]: <br>on break of potatoes[age=7]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="broadcast" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Broadcast</h1> <a href="#broadcast" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] broadcast</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when a message is broadcasted. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on broadcast: <br>&nbsp;&nbsp;&nbsp;&nbsp;set broadcast-message to "&amp;amp;amp;amp;amp;c[BROADCAST] %broadcasted message%" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bucket_empty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bucket Empty</h1> <a href="#bucket_empty" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bucket empty[ing]</li> <li class="skript-code-block">[on] [player] empty[ing] [a] bucket</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player empties a bucket. You can also use the <a href='#place'>place event</a> with a check for water or lava. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bucket empty: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bucket_fill" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bucket fill</h1> <a href="#bucket_fill" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bucket fill[ing]</li> <li class="skript-code-block">[on] [player] fill[ing] [a] bucket</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player fills a bucket. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player filling a bucket: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="burn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Burn</h1> <a href="#burn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] burn[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> Called when a block is destroyed by fire. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on burn: <br>on burn of wood, fences, or chests: <br>on burn of oak_log[axis=y]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="can_build_check" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Can Build Check</h1> <a href="#can_build_check" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] can build check</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (basic), 2.0 ([un]cancellable)</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprDurability'>data value</a> of the block to be placed is not available in this event, only its <a href='expressions.html#ExprIdOf'>ID</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block can build check: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chat</h1> <a href="#chat" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chat</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.1</td> </tr> </table> <div class="item-description"> Called whenever a player chats. Use <a href='./expressions.html#ExprChatFormat'>chat format</a> to change message format. Use <a href='./expressions.html#ExprChatRecipients'>chat recipients</a> to edit chat recipients. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player has permission "owner": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set chat format to "&amp;amp;amp;amp;amp;lt;red&amp;amp;amp;amp;amp;gt;[player]&amp;amp;amp;amp;amp;lt;light gray&amp;amp;amp;amp;amp;gt;: &amp;amp;amp;amp;amp;lt;light red&amp;amp;amp;amp;amp;gt;[message]" <br>&nbsp;&nbsp;&nbsp;&nbsp;else if player has permission "admin": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set chat format to "&amp;amp;amp;amp;amp;lt;light red&amp;amp;amp;amp;amp;gt;[player]&amp;amp;amp;amp;amp;lt;light gray&amp;amp;amp;amp;amp;gt;: &amp;amp;amp;amp;amp;lt;orange&amp;amp;amp;amp;amp;gt;[message]" <br>&nbsp;&nbsp;&nbsp;&nbsp;else: #default message format <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set chat format to "&amp;amp;amp;amp;amp;lt;orange&amp;amp;amp;amp;amp;gt;[player]&amp;amp;amp;amp;amp;lt;light gray&amp;amp;amp;amp;amp;gt;: &amp;amp;amp;amp;amp;lt;white&amp;amp;amp;amp;amp;gt;[message]" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chunk_generate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chunk Generate</h1> <a href="#chunk_generate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chunk (generat|populat)(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called after a new chunk was generated. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chunk generate: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chunk_load" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chunk Load</h1> <a href="#chunk_load" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chunk load[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a chunk loads. The chunk might or might not contain mobs when it's loaded. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chunk load: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chunk_unload" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chunk Unload</h1> <a href="#chunk_unload" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chunk unload[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a chunk is unloaded due to not being near any player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chunk unload: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="click" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Click</h1> <a href="#click" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [(right|left)[( |-)]][mouse[( |-)]]click[ing] [on %<a href='./classes.html#entitydata'>entity type</a>/<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#blockdata'>block data</a>%] [(with|using|holding) %<a href='./classes.html#itemtype'>item type</a>%]</li> <li class="skript-code-block">[on] [(right|left)[( |-)]][mouse[( |-)]]click[ing] (with|using|holding) %<a href='./classes.html#itemtype'>item type</a>% on %<a href='./classes.html#entitydata'>entity type</a>/<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#blockdata'>block data</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, INSERT VERSION (blockdata)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on click: <br>on rightclick holding a fishing rod: <br>on leftclick on a stone or obsidian: <br>on rightclick on a creeper: <br>on click with a sword: <br>on click on chest[facing=north]: <br>on click on campfire[lit=true]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="combust" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Combust</h1> <a href="#combust" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] combust[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an entity is set on fire, e.g. by fire or lava, a fireball, or by standing in direct sunlight (zombies, skeletons). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on combust: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="command" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Command</h1> <a href="#command" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] command [%<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Called when a player enters a command (not necessarily a Skript command) but you can check if command is a skript command, see <a href='conditions.html#CondIsSkriptCommand'>Is a Skript command condition</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on command: <br>on command "/stop": <br>on command "pm Njol ": </div> </div> </div> </div> <div class="item-wrapper type-Event" id="connect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Connect</h1> <a href="#connect" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] connect[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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 <a href='#join'>on join</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on connect: <br>&nbsp;&nbsp;&nbsp;&nbsp;player doesn't have permission "VIP" <br>&nbsp;&nbsp;&nbsp;&nbsp;number of players is greater than 15 <br>&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "The last 5 slots are reserved for VIP players." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="consume" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Consume</h1> <a href="#consume" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] ((eat|drink)[ing]|consum(e|ing)) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Called when a player is done eating/drinking something, e.g. an apple, bread, meat, milk or a potion. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on consume: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="craft" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Craft</h1> <a href="#craft" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] craft[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Called when a player crafts an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on craft: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="creeper_power" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Creeper Power</h1> <a href="#creeper_power" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] creeper power</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a creeper is struck by lighting and gets powered. Cancel the event to prevent the creeper from being powered. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on creeper power: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Damage</h1> <a href="#damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] damag(e|ing) [of %<a href='./classes.html#entitydata'>entity type</a>%] [by %<a href='./classes.html#entitydata'>entity type</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.7 (by entity)</td> </tr> </table> <div class="item-description"> Called when an entity receives damage, e.g. by an attack from another entity, lava, fire, drowning, fall, suffocation, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage: <br>on damage of a player: <br>on damage of player by zombie: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="death" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Death</h1> <a href="#death" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] death [of %<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a living entity (including players) dies. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death: <br>on death of player: <br>on death of a wither or ender dragon: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A %entity% has been slain in %world%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="dispense" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Dispense</h1> <a href="#dispense" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] dispens(e|ing) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Called when a dispenser dispenses an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on dispense of iron block: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "that'd be 19.99 please!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="drop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Drop</h1> <a href="#drop" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player|entity] drop[ping] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1), 2.7 (entity)</td> </tr> </table> <div class="item-description"> Called when a player drops an item from their inventory, or an entity drops an item, such as a chicken laying an egg. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on drop: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-item is compass: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event <br> <br>on entity drop of an egg: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is a chicken: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set item of event-dropped item to a diamond </div> </div> </div> </div> <div class="item-wrapper type-Event" id="egg_throw" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Egg Throw</h1> <a href="#egg_throw" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] throw[ing] [of] [an] egg</li> <li class="skript-code-block">[on] [player] egg throw</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player throws an egg and it lands. You can just use the <a href='#shoot'>shoot event</a> in most cases. However, this event allows modification of properties like the hatched entity type and the number of entities to hatch. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on throw of an egg: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="enchant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enchant</h1> <a href="#enchant" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [item] enchant</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Called when a player successfully enchants an item. To get the enchanted item, see the <a href='expressions.html#ExprEnchantEventsEnchantItem'>enchant item expression</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant: <br>&nbsp;&nbsp;&nbsp;&nbsp;if the clicked button is 1: # offer 1 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the applied enchantments to sharpness 10 and unbreaking 10 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="enchant_prepare" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enchant Prepare</h1> <a href="#enchant_prepare" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [item] enchant prepare</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Called when a player puts an item into enchantment table. This event may be called multiple times. To get the enchant item, see the <a href='expressions.html#ExprEnchantEventsEnchantItem'>enchant item expression</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant prepare: <br>&nbsp;&nbsp;&nbsp;&nbsp;set enchant offer 1 to sharpness 1 <br>&nbsp;&nbsp;&nbsp;&nbsp;set the cost of enchant offer 1 to 10 levels </div> </div> </div> </div> <div class="item-wrapper type-Event" id="enderman_enrage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enderman Enrage</h1> <a href="#enderman_enrage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] enderman (enrage|anger)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Stops endermen from getting angry players with the permission "safeFrom.enderman" <br>on enderman enrage: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player has permission "safeFrom.enderman": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="endermansheepsilverfishfalling_block" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enderman/Sheep/Silverfish/Falling Block</h1> <a href="#endermansheepsilverfishfalling_block" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] enderman place</li> <li class="skript-code-block">[on] enderman pickup</li> <li class="skript-code-block">[on] sheep eat</li> <li class="skript-code-block">[on] silverfish enter</li> <li class="skript-code-block">[on] silverfish exit</li> <li class="skript-code-block">[on] falling block fall[ing]</li> <li class="skript-code-block">[on] falling block land[ing]</li> <li class="skript-code-block">[on] (entity|%*-entitydatas%) chang(e|ing) block[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i>, 2.5.2 (falling block), 2.8.0 (any entity support)</td> </tr> </table> <div class="item-description"> Called when an enderman places or picks up a block, a sheep eats grass, a silverfish boops into/out of a block or a falling block lands and turns into a block respectively. event-block represents the old block and event-blockdata represents the new replacement that'll be applied to the block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sheep eat: <br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A sheep stole some grass!" <br> <br>on falling block land: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity is a falling dirt <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_breed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Breed</h1> <a href="#entity_breed" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] breed[ing] [of %<a href='./classes.html#entitytype'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called whenever two animals begin to conceive a child. The type can be specified. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on breeding of llamas: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "When a %breeding mother% and %breeding father% love each other very much they make %offspring%" to breeder </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_dismount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Dismount</h1> <a href="#entity_dismount" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] dismount[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev13b</td> </tr> </table> <div class="item-description"> Called when an entity dismounts. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on dismount: <br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_jump" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Jump</h1> <a href="#entity_jump" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] entity jump[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.15.2+</td> </tr> </table> <div class="item-description"> Called when an entity jumps. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity jump: <br>&nbsp;&nbsp;&nbsp;&nbsp;if entity is a wither skeleton: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_mount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Mount</h1> <a href="#entity_mount" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] mount[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev13b</td> </tr> </table> <div class="item-description"> Called when entity starts riding another. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on mount: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_portal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Portal</h1> <a href="#entity_portal" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] entity portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.3</td> </tr> </table> <div class="item-description"> Called when an entity uses a nether or end portal. <a href='effects.html#EffCancelEvent'>Cancel the event</a> to prevent the entity from teleporting. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity portal: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A %type of event-entity% has entered a portal! </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_potion_effect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Potion Effect</h1> <a href="#entity_potion_effect" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] entity potion effect [modif[y|ication]] [[of] %<a href='./classes.html#potioneffecttype'>potion effect types</a>%] [due to %<a href='./classes.html#entitypotioncause'>entity potion cause</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when an entity's potion effect is modified. This modification can include adding, removing or changing their potion effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity potion effect modification: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A potion effect was added to %event-entity%!" <br> <br>on entity potion effect modification of night vision: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_transform" data-keywords="entity transform"> <div class="item-title"> <h1 style="display: inline-block">On Entity Transform</h1> <a href="#entity_transform" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (entit(y|ies)|%*-entitydatas%) transform[ing] [due to %<a href='./classes.html#transformreason'>transform reasons</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on a zombie transforming due to curing: <br>on mooshroom transforming: <br>on zombie, skeleton or slime transform: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="experience_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Experience Change</h1> <a href="#experience_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (level progress|[e]xp|experience) (change|update|increase|decrease)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Called when a player's experience changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on level progress change: <br>&nbsp;&nbsp;&nbsp;&nbsp;set {_xp} to event-experience <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%{_xp}%" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="experience_cooldown_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Experience Cooldown Change</h1> <a href="#experience_cooldown_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] player (experience|[e]xp) cooldown change</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when a player's experience cooldown changes. Experience cooldown is how long until a player can pick up another orb of experience. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player experience cooldown change: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-player <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-timespan <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast past event-timespan <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast xp cooldown change reason </div> </div> </div> </div> <div class="item-wrapper type-Event" id="experience_spawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Experience Spawn</h1> <a href="#experience_spawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [e]xp[erience] [orb] spawn</li> <li class="skript-code-block">[on] spawn of [a[n]] [e]xp[erience] [orb]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on xp spawn: <br>&nbsp;&nbsp;&nbsp;&nbsp;world is "minigame_world" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="explode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Explode</h1> <a href="#explode" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] explo(d(e|ing)|sion)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an entity (a primed TNT or a creeper) explodes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="explosion_prime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Explosion Prime</h1> <a href="#explosion_prime" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] explosion prime</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="fade" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Fade</h1> <a href="#fade" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] fad(e|ing) [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> Called when a block 'fades away', e.g. ice or snow melts. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fade of snow or ice: <br>on fade of snow[layers=2] </div> </div> </div> </div> <div class="item-wrapper type-Event" id="firework_explode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Firework Explode</h1> <a href="#firework_explode" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [a] firework explo(d(e|ing)|sion) [colo[u]red %<a href='./classes.html#color'>colors</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Called when a firework explodes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on firework explode <br>on firework exploding colored red, light green and black <br>on firework explosion colored light green: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A firework colored %colors% was exploded at %location%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="first_join" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On First Join</h1> <a href="#first_join" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] first (join|login)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.7</td> </tr> </table> <div class="item-description"> Called when a player joins the server for the first time. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on first join: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Welcome %player% to the server!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="fishing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Fishing</h1> <a href="#fishing" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] fish[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player fishes something. This is not of much use yet. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fish: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="flight_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Flight Toggle</h1> <a href="#flight_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] flight toggl(e|ing)</li> <li class="skript-code-block">[on] [player] toggl(e|ing) flight</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Called when a players stops/starts flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on flight toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;if {game::%player%::playing} exists: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="flow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Flow</h1> <a href="#flow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] flow[ing]</li> <li class="skript-code-block">[on] block mov(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a blocks flows or teleports to another block. This not only applies to water and lava, but teleporting dragon eggs as well. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block flow: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is water: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Build more dams! It's starting to get wet in here" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="form" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Form</h1> <a href="#form" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] form[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> 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 <a href='#spread'>spread event</a>). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on form of snow: <br>on form of a mushroom: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="fuel_burn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Fuel Burn</h1> <a href="#fuel_burn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] fuel burn[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a furnace burns an item from its <a href='expressions.html#ExprFurnaceSlot'>fuel slot</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fuel burning: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="gamemode_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Gamemode Change</h1> <a href="#gamemode_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] game[ ]mode change [to %<a href='./classes.html#gamemode'>gamemode</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player's <a href='./classes.html#gamemode'>gamemode</a> changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on gamemode change: <br>on gamemode change to adventure: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="gliding_state_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Gliding State Change</h1> <a href="#gliding_state_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (gliding state change|toggl(e|ing) gliding)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when an entity toggles glider on or off, or when server toggles gliding state of an entity forcibly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on toggling gliding: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event # bad idea, but you CAN do it! </div> </div> </div> </div> <div class="item-wrapper type-Event" id="grow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Grow</h1> <a href="#grow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] grow[th] [of (%<a href='./classes.html#structuretype'>tree types</a>%|%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%)]</li> <li class="skript-code-block">[on] grow[th] from %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> <li class="skript-code-block">[on] grow[th] [in]to (%<a href='./classes.html#structuretype'>tree types</a>%|%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%)</li> <li class="skript-code-block">[on] grow[th] from %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>% [in]to (%<a href='./classes.html#structuretype'>tree types</a>%|%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2-dev20 (plants), 2.8.0 (from, into, blockdata)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on grow: <br>on grow of tree: <br>on grow of wheat[age=7]: <br>on grow from a sapling: <br>on grow into tree: <br>on grow from a sapling into tree: <br>on grow of wheat, carrots, or potatoes: <br>on grow into tree, giant mushroom, cactus: <br>on grow from wheat[age=0] to wheat[age=1] or wheat[age=2]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="hand_item_swap" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Hand Item Swap</h1> <a href="#hand_item_swap" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] swap[ping of] [(hand|held)] item[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on swap hand items: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-player's tool is a diamond sword <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="heal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Heal</h1> <a href="#heal" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] heal[ing] [of %<a href='./classes.html#entitydata'>entity types</a>%] [(from|due to|by) %<a href='./classes.html#healreason'>heal reasons</a>%]</li> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity types</a>% heal[ing] [(from|due to|by) %<a href='./classes.html#healreason'>heal reasons</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.9.0 (by reason)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on heal: <br>on player healing from a regeneration potion: <br>on healing of a zombie, cow or a wither: <br>&nbsp;&nbsp;&nbsp;&nbsp;heal reason is healing potion <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="horse_jump" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Horse Jump</h1> <a href="#horse_jump" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] horse jump</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Called when a horse jumps. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on horse jump: <br>&nbsp;&nbsp;&nbsp;&nbsp;push event-entity upwards at speed 2 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="hunger_meter_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Hunger Meter Change</h1> <a href="#hunger_meter_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (food|hunger) (level|met(er|re)|bar) chang(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Called when the hunger bar of a player changes, i.e. either increases by eating or decreases over time. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on food bar change: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="ignition" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Ignition</h1> <a href="#ignition" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] ignit(e|ion)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a block starts burning, i.e. a fire block is placed next to it and this block is flammable. The <a href='#burn'>burn event</a> will be called when the block is about do be destroyed by the fire. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block ignite: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is a ladder: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_click" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Click</h1> <a href="#inventory_click" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] inventory(-| )click[ing] [[at] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> </table> <div class="item-description"> Called when clicking on inventory slot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-item is stone: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;give player 1 stone <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove 20$ from player's balance </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_close" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Close</h1> <a href="#inventory_close" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory clos(ing|e[d])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when player's currently viewed inventory is closed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory close: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player's location is {location}: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You exited the shop!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_drag" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Drag</h1> <a href="#inventory_drag" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory drag[ging]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Called when a player drags an item in their cursor across the inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory drag: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player's current inventory is {_gui}: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't drag your items here!" to player <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_item_move" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Item Move</h1> <a href="#inventory_item_move" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory item (move|transport)</li> <li class="skript-code-block">[on] inventory (mov(e|ing)|transport[ing]) [an] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory item move: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%holder of past event-inventory% is transporting %event-item% to %holder of event-inventory%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_open" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Open</h1> <a href="#inventory_open" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory open[ed]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when an inventory is opened for player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory open: <br>&nbsp;&nbsp;&nbsp;&nbsp;close player's inventory </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_pickup" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Pickup</h1> <a href="#inventory_pickup" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory pick[ ]up</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Called when an inventory (a hopper, a hopper minecart, etc.) picks up an item </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory pickup: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_slot_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Slot Change</h1> <a href="#inventory_slot_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] inventory slot chang(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19.2+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory slot change: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-item is a diamond: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You obtained a diamond!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_break" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Break</h1> <a href="#item_break" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] tool break[ing]</li> <li class="skript-code-block">[on] [player] break[ing] [(a|the)] tool</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1.1</td> </tr> </table> <div class="item-description"> Called when a player breaks their tool because its damage reached the maximum value. This event cannot be cancelled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on tool break: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Damage</h1> <a href="#item_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] item damag(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Called when an item is damaged. Most tools are damaged by using them; armor is damaged when the wearer takes damage. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item damage: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_despawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Despawn</h1> <a href="#item_despawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (item[ ][stack]|[item] %<a href='./classes.html#itemtype'>item types</a>%) despawn[ing]</li> <li class="skript-code-block">[on] [item[ ][stack]] despawn[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> </table> <div class="item-description"> Called when an item is about to be despawned from the world, usually 5 minutes after it was dropped. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item despawn of diamond: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Not my precious!" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_mend" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Mend</h1> <a href="#item_mend" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] item mend[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> Called when a player has an item repaired via the Mending enchantment. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item mend: <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 50%: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel the event <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Oops! Mending failed!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_merge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Merge</h1> <a href="#item_merge" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (item[ ][stack]|[item] %<a href='./classes.html#itemtype'>item types</a>%) merg(e|ing)</li> <li class="skript-code-block">[on] item[ ][stack] merg(e|ing) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item merge of gold blocks: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_spawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Spawn</h1> <a href="#item_spawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] item spawn[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item spawn of iron sword: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Someone dropped an iron sword!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="join" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Join</h1> <a href="#join" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (login|logging in|join[ing])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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 <a href='#connect'>on connect</a> over this event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join: <br>&nbsp;&nbsp;&nbsp;&nbsp;message "Welcome on our awesome server!" <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% just joined the server!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="jump" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Jump</h1> <a href="#jump" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] jump[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Called whenever a player jumps. This event requires PaperSpigot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on jump: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-player does not have permission "jump" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="kick" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Kick</h1> <a href="#kick" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (kick|being kicked)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player is kicked from the server. You can change the <a href='expressions.html#ExprMessage'>kick message</a> or <a href='effects.html#EffCancelEvent'>cancel the event</a> entirely. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on kick: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="language_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Language Change</h1> <a href="#language_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (language|locale) chang(e|ing)</li> <li class="skript-code-block">[on] [player] chang(e|ing) (language|locale)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Called after a player changed their language in the game settings. You can use the <a href='expressions.html#ExprLanguage'>language</a> expression to get the current language of the player. This event requires Minecraft 1.12+. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on language change: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player's language starts with "en": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Hello!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="leaves_decay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Leaves Decay</h1> <a href="#leaves_decay" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] leaves decay[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a leaf block decays due to not being connected to a tree. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on leaves decay: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="level_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Level Change</h1> <a href="#level_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] level (change|up|down)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.4 (level up/down)</td> </tr> </table> <div class="item-description"> Called when a player's <a href='expressions.html#ExprLevel'>level</a> changes, e.g. by gathering experience or by enchanting something. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on level change: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="lightning_strike" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Lightning Strike</h1> <a href="#lightning_strike" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] lightning [strike]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when lightning strikes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on lightning: <br>&nbsp;&nbsp;&nbsp;&nbsp;spawn a zombie at location of event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="loot_generate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Loot Generate</h1> <a href="#loot_generate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] loot generat(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.16+</td> </tr> </table> <div class="item-description"> Called when a loot table of an inventory is generated in the world. For example, when opening a shipwreck chest. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on loot generate: <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 10% <br>&nbsp;&nbsp;&nbsp;&nbsp;add 64 diamonds to the loot <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You hit the jackpot at %event-location%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="love_mode_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Love Mode Enter</h1> <a href="#love_mode_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] enter[s] love mode</li> <li class="skript-code-block">[on] [entity] love mode [enter]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called whenever an entity enters a state of being in love. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on love mode enter: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event # No one is allowed love here </div> </div> </div> </div> <div class="item-wrapper type-Event" id="move_rotate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Move / Rotate</h1> <a href="#move_rotate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity type</a>% (move|walk|step|(turn[ing] around|rotate))</li> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity type</a>% (move|walk|step) or (turn[ing] around|rotate)</li> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity type</a>% (turn[ing] around|rotate) or (move|walk|step)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6, 2.8.0 (turn around)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+ (entity move)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player move: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player does not have permission "player.can.move": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event <br>on skeleton move: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is not in world "world": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity <br>on player turning around: <br>&nbsp;&nbsp;&nbsp;&nbsp;send action bar "You are currently turning your head around!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="move_on" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Move On</h1> <a href="#move_on" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (step|walk)[ing] (on|over) %*<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on walking on dirt or grass: <br>on stepping on stone: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="physics" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Physics</h1> <a href="#physics" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] physics</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevents sand from falling <br>on block physics: <br>&nbsp;&nbsp;&nbsp;&nbsp;block is sand <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="pick_up" data-keywords="pickup"> <div class="item-title"> <h1 style="display: inline-block">On Pick Up</h1> <a href="#pick_up" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [(player|entity)] (pick[ ]up|picking up) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1), 2.5 (entity)</td> </tr> </table> <div class="item-description"> Called when a player/entity picks up an item. Please note that the item is still on the ground when this event is called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on pick up: <br>on entity pickup of wheat: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="pig_zap" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Pig Zap</h1> <a href="#pig_zap" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] pig[ ]zap</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a pig is stroke by lightning and transformed into a zombie pigman. Cancel the event to prevent the transformation. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on pig zap: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="piglin_barter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Piglin Barter</h1> <a href="#piglin_barter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] piglin (barter[ing]|trad(e|ing))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piglin barter: <br>&nbsp;&nbsp;&nbsp;&nbsp;if barter drops contain diamond: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Diamonds belong in the money pit!" to player <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="piston_extend" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Piston Extend</h1> <a href="#piston_extend" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] piston extend[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a piston is about to extend. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piston extend: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A piston is extending!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="piston_retract" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Piston Retract</h1> <a href="#piston_retract" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] piston retract[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a piston is about to retract. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piston retract: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A piston is retracting!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="place" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Place</h1> <a href="#place" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] (plac(e|ing)|build[ing]) [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> Called when a player places a block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on place: <br>on place of a furnace, workbench or chest: <br>on break of chest[type=right] or chest[type=left] </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_chunk_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Chunk Enter</h1> <a href="#player_chunk_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (enter[s] [a] chunk|chunk enter[ing])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Called when a player enters a chunk. Note that this event is based on 'player move' event, and may be called frequent internally. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player enters a chunk: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You entered a chunk: %past event-chunk% -&amp;amp;amp;amp;gt; %event-chunk%!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_deep_sleep" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Deep Sleep</h1> <a href="#player_deep_sleep" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] deep sleep[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player deep sleeping: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Zzzz.." to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_input" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Input</h1> <a href="#player_input" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (toggle|toggling|press[ing]|release|releasing) of (%<a href='./classes.html#inputkey'>input keys</a>%|(an|any) input key)</li> <li class="skript-code-block">[on] ([player] %<a href='./classes.html#inputkey'>input keys</a>%|[an|any [player]] input key) (toggle|toggling|press[ing]|release|releasing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.3+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player press any input key: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are pressing: %event-inputkeys%" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_pickup_arrow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Pickup Arrow</h1> <a href="#player_pickup_arrow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (pick[ing| ]up [an] arrow|arrow pick[ing| ]up)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14+ (event-projectile)</td> </tr> </table> <div class="item-description"> Called when a player picks up an arrow from the ground. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on arrow pickup: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event <br>&nbsp;&nbsp;&nbsp;&nbsp;teleport event-projectile to block 5 above event-projectile </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_trade" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Trade</h1> <a href="#player_trade" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] player trad(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+</td> </tr> </table> <div class="item-description"> Called when a player has traded with a villager. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player trade: <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 50%: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "The trade was somehow denied!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_world_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player World Change</h1> <a href="#player_world_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] world chang(ing|e[d])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> </table> <div class="item-description"> Called when a player enters a world. Does not work with other entities! </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player world change: <br>&nbsp;&nbsp;&nbsp;&nbsp;world is "city" <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Welcome to the City!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="portal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Portal</h1> <a href="#portal" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player uses a nether or end portal. <a href='effects.html#EffCancelEvent'>Cancel the event</a> to prevent the player from teleporting. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player portal: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="portal_create" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Portal Create</h1> <a href="#portal_create" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] portal creat(e|ion)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.5.3 (event-entity support)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14+ (event-entity support)</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprEntity'>the player</a> in this event. Please note that there may not always be a player (or other entity) in this event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal create: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="portal_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Portal Enter</h1> <a href="#portal_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] portal enter[ing]</li> <li class="skript-code-block">[on] entering [a] portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal enter: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="prepare_craft" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Prepare Craft</h1> <a href="#prepare_craft" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (preparing|beginning) craft[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> </table> <div class="item-description"> Called just before displaying crafting result to player. Note that setting the result item might or might not work due to Bukkit bugs. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on preparing craft of torch: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="pressure_plate_trip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Pressure Plate / Trip</h1> <a href="#pressure_plate_trip" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [step[ping] on] [a] [pressure] plate</li> <li class="skript-code-block">[on] (trip|[step[ping] on] [a] tripwire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (pressure plate), 1.4.4 (tripwire)</td> </tr> </table> <div class="item-description"> Called when a <i>player</i> steps on a pressure plate or tripwire respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on step on pressure plate: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="projectile_collide" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Projectile Collide</h1> <a href="#projectile_collide" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] projectile collide</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called when a projectile collides with an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on projectile collide: <br>&nbsp;&nbsp;&nbsp;&nbsp;teleport shooter of event-projectile to event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="projectile_hit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Projectile Hit</h1> <a href="#projectile_hit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] projectile hit</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a projectile hits an entity or a block. Use the <a href='#damage'>damage event</a> with a <a href='conditions.html#CondIsSet'>check</a> for a <a href='expressions.html#ExprEntity'>projectile</a> to be able to use the <a href='expressions.html#ExprAttacked'>entity that got hit</a> in the case when the projectile hit a living entity. A damage event will even be fired if the damage is 0, e.g. when throwing snowballs at non-nether mobs. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on projectile hit: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-projectile is arrow <br>&nbsp;&nbsp;&nbsp;&nbsp;delete event-projectile </div> </div> </div> </div> <div class="item-wrapper type-Event" id="quit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Quit</h1> <a href="#quit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (quit[ting]|disconnect[ing]|log[ ]out|logging out|leav(e|ing))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (simple disconnection)</td> </tr> </table> <div class="item-description"> Called when a player leaves the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on quit: <br>on disconnect: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="ready_arrow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Ready Arrow</h1> <a href="#ready_arrow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] ((ready|choose|draw|load) arrow|arrow (choose|draw|load))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player ready arrow: <br>&nbsp;&nbsp;&nbsp;&nbsp;selected bow's name is "Spectral Bow" <br>&nbsp;&nbsp;&nbsp;&nbsp;if selected arrow is not a spectral arrow: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="redstone" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Redstone</h1> <a href="#redstone" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] redstone [current] [chang(e|ing)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when the redstone current of a block changes. This event is of not much use yet. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on redstone change: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "someone is using redstone" to console </div> </div> </div> </div> <div class="item-wrapper type-Event" id="region_enterleave" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Region Enter/Leave</h1> <a href="#region_enterleave" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (enter[ing]|leav(e|ing)|exit[ing]) [of] ([a] region|[[the] region] %<a href='./classes.html#region'>regions</a>%)</li> <li class="skript-code-block">[on] region (enter[ing]|leav(e|ing)|exit[ing])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Called when a player enters or leaves a <a href='./classes.html#region'>region</a>. This event requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on region exit: <br>&nbsp;&nbsp;&nbsp;&nbsp;message "Leaving %region%." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="resource_pack_request_response" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Resource Pack Request Response</h1> <a href="#resource_pack_request_response" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] resource pack [request] response</li> <li class="skript-code-block">[on] resource pack [request] %<a href='./classes.html#resourcepackstate'>resource pack states</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Called when a player takes action on a resource pack request sent via the <a href='effects.html#EffSendResourcePack'>send resource pack</a> effect. The <a href='conditions.html#CondResourcePack'>resource pack</a> condition can be used to check the resource pack state.<p>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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on resource pack request response: <br>&nbsp;&nbsp;&nbsp;&nbsp;if the resource pack was declined or failed to download: <br> <br>on resource pack deny: <br>&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "You have to install the resource pack to play in this server!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="respawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Respawn</h1> <a href="#respawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] respawn[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player respawns. You should prefer this event over the <a href='#death'>death event</a> as the player is technically alive when this event is called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on respawn: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="resurrect_attempt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Resurrect Attempt</h1> <a href="#resurrect_attempt" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] resurrect[ion] [attempt]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> </table> <div class="item-description"> Called when an entity dies, always. If they are not holding a totem, this is cancelled - you can, however, uncancel it. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on resurrect attempt: <br>&nbsp;&nbsp;&nbsp;&nbsp;entity is player <br>&nbsp;&nbsp;&nbsp;&nbsp;entity has permission "admin.undying" <br>&nbsp;&nbsp;&nbsp;&nbsp;uncancel the event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="riptide" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Riptide</h1> <a href="#riptide" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [use of] riptide [enchant[ment]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on riptide: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are riptiding!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="script_loadunload" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Script Load/Unload</h1> <a href="#script_loadunload" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [async] [script] (load|init|enable)</li> <li class="skript-code-block">[on] [async] [script] (unload|stop|disable)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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, </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on load: <br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to true <br>on unload: <br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to false </div> </div> </div> </div> <div class="item-wrapper type-Event" id="send_command_list" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Send Command List</h1> <a href="#send_command_list" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] send[ing] [of [the]] [server] command[s] list</li> <li class="skript-code-block">[on] [server] command list send</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprSentCommands'>sent commands expression</a>. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on send command list: <br>&nbsp;&nbsp;&nbsp;&nbsp;set command list to command list where [input does not contain ":"] <br>&nbsp;&nbsp;&nbsp;&nbsp;remove "help" from command list </div> </div> </div> </div> <div class="item-wrapper type-Event" id="server_list_ping" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Server List Ping</h1> <a href="#server_list_ping" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] server [list] ping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprIP'>IP</a> 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).<p>Also you can use <a href='expressions.html#ExprMOTD'>MOTD</a>, <a href='expressions.html#ExprMaxPlayers'>Max Players</a>, <a href='expressions.html#ExprOnlinePlayersCount'>Online Players Count</a>, <a href='expressions.html#ExprProtocolVersion'>Protocol Version</a>, <a href='expressions.html#ExprVersionString'>Version String</a>, <a href='expressions.html#ExprHoverList'>Hover List</a> and <a href='expressions.html#ExprServerIcon'>Server Icon</a> expressions, and <a href='effects.html#EffPlayerInfoVisibility'>Player Info Visibility</a> and <a href='effects.html#EffHidePlayerFromServerList'>Hide Player from Server List</a> effects to modify the server list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping: <br>&nbsp;&nbsp;&nbsp;&nbsp;set the motd to "Welcome %{player-by-IP::%ip%}%! Join now!" if {player-by-IP::%ip%} is set, else "Join now!" <br>&nbsp;&nbsp;&nbsp;&nbsp;set the fake max players count to (online players count + 1) <br>&nbsp;&nbsp;&nbsp;&nbsp;set the shown icon to a random server icon out of {server-icons::*} </div> </div> </div> </div> <div class="item-wrapper type-Event" id="server_startstop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Server Start/Stop</h1> <a href="#server_startstop" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (server|skript) (start|load|enable)</li> <li class="skript-code-block">[on] (server|skript) (stop|unload|disable)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Called when the server starts or stops (actually, when Skript starts or stops, so a /reload will trigger these events as well). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on skript start: <br>on server stop: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sheep_regrow_wool" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sheep Regrow Wool</h1> <a href="#sheep_regrow_wool" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] sheep [re]grow[ing] wool</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when sheep regrows its sheared wool back. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sheep grow wool: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="shoot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Shoot</h1> <a href="#shoot" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [projectile] shoot</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called whenever a <a href='classes.html#projectile'>projectile</a> is shot. Use the <a href='expressions.html#ExprShooter'>shooter expression</a> to get who shot the projectile. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on shoot: <br>&nbsp;&nbsp;&nbsp;&nbsp;if projectile is an arrow: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "you shot an arrow!" to shooter </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sign_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sign Change</h1> <a href="#sign_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] sign (chang[e]|edit)[ing]</li> <li class="skript-code-block">[on] [player] (chang[e]|edit)[ing] [a] sign</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> As signs are placed empty, this event is called when a player is done editing a sign. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sign change: <br>&nbsp;&nbsp;&nbsp;&nbsp;line 2 is empty <br>&nbsp;&nbsp;&nbsp;&nbsp;set line 1 to "&amp;amp;amp;amp;amp;lt;red&amp;amp;amp;amp;amp;gt;%line 1%" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="slime_split" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Slime Split</h1> <a href="#slime_split" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] slime split[ting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev26</td> </tr> </table> <div class="item-description"> Called when a slime splits. Usually this happens when a big slime dies. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on slime split: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="smelt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Smelt</h1> <a href="#smelt" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [ore] smelt[ing]</li> <li class="skript-code-block">[on] smelt[ing] of ore</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a furnace smelts an item in its <a href='expressions.html#ExprFurnaceSlot'>ore slot</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on smelt: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sneak_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sneak Toggle</h1> <a href="#sneak_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] toggl(e|ing) sneak</li> <li class="skript-code-block">[on] [player] sneak toggl(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts or stops sneaking. Use <a href='conditions.html#CondIsSneaking'>is sneaking</a> to get whether the player was sneaking before the event was called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # make players that stop sneaking jump <br>on sneak toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;player is sneaking <br>&nbsp;&nbsp;&nbsp;&nbsp;push the player upwards at speed 0.5 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spawn</h1> <a href="#spawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] spawn[ing] [of %<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.5.1 (non-living entities)</td> </tr> </table> <div class="item-description"> Called when an entity spawns (excluding players). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of a zombie: <br>on spawn of an ender dragon: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A dragon has been sighted in %world%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spawn_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spawn Change</h1> <a href="#spawn_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [world] spawn change</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when the spawn point of a world changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn change: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "someone changed the spawn!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spectate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spectate</h1> <a href="#spectate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] stop spectating [(of|from) %*<a href='./classes.html#entitydata'>entity types</a>%]</li> <li class="skript-code-block">[on] [player] (swap|switch) spectating [(of|from) %*<a href='./classes.html#entitydata'>entity types</a>%]</li> <li class="skript-code-block">[on] [player] start spectating [of %*<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called with a player starts, stops or swaps spectating an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player start spectating of a zombie: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sponge_absorb" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sponge Absorb</h1> <a href="#sponge_absorb" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] sponge absorb</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> Called when a sponge absorbs blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sponge absorb: <br>&nbsp;&nbsp;&nbsp;&nbsp;loop absorbed blocks: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-block% was absorbed by a sponge"! </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spread" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spread</h1> <a href="#spread" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] spread[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a new block <a href='#form'>forms</a> as a result of a block that can spread, e.g. water or mushrooms. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spread: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sprint_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sprint Toggle</h1> <a href="#sprint_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] toggl(e|ing) sprint</li> <li class="skript-code-block">[on] [player] sprint toggl(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts or stops sprinting. Use <a href='conditions.html#CondIsSprinting'>is sprinting</a> to get whether the player was sprinting before the event was called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sprint toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;player is not sprinting <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Run!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="stonecutter_recipe_select" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Stonecutter Recipe Select</h1> <a href="#stonecutter_recipe_select" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] stonecutting [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Called when a player selects a recipe in a stonecutter. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on stonecutting stone slabs <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event <br> <br>on stonecutting: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% is using stonecutter to craft %event-item%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="stop_using_item" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Stop Using Item</h1> <a href="#stop_using_item" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (stop|end) (using item|item use)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.18.2+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player stop using item: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% used %event-item% for %event-timespan%." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="swim_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Swim Toggle</h1> <a href="#swim_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] toggl(e|ing) swim</li> <li class="skript-code-block">[on] [entity] swim toggl(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.13 or newer</td> </tr> </table> <div class="item-description"> Called when an entity swims or stops swimming. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on swim toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity does not have permission "swim" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="tame" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Tame</h1> <a href="#tame" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] tam(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player tames a wolf or ocelot. Can be cancelled to prevent the entity from being tamed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on tame: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="target" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Target</h1> <a href="#target" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] target</li> <li class="skript-code-block">[on] [entity] un[-]target</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a mob starts/stops following/attacking another entity, usually a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity target: <br>&nbsp;&nbsp;&nbsp;&nbsp;target is a player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="teleport" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Teleport</h1> <a href="#teleport" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [%<a href='./classes.html#entitytype'>entity types</a>%] teleport[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.9.0 (entity teleport)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on teleport: <br>on player teleport: <br>on creeper teleport: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="tool_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Tool Change</h1> <a href="#tool_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player['s]] (tool|item held|held item) chang(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called whenever a player changes their held item by selecting a different slot (e.g. the keys 1-9 or the mouse wheel), <i>not</i> by dropping or replacing the item in the current slot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player's held item change: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_create" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Create</h1> <a href="#vehicle_create" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle create</li> <li class="skript-code-block">[on] creat(e|ing|ion of) [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a new vehicle is created, e.g. when a player places a boat or minecart. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle create: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Damage</h1> <a href="#vehicle_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle damage</li> <li class="skript-code-block">[on] damag(e|ing) [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a vehicle gets damage. Too much damage will <a href='#vehicle_destroy'>destroy</a> the vehicle. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle damage: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_destroy" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Destroy</h1> <a href="#vehicle_destroy" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle destroy</li> <li class="skript-code-block">[on] destr(oy[ing]|uction of) [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a vehicle is destroyed. Any <a href='expressions.html#ExprPassenger'>passenger</a> will be ejected and the vehicle might drop some item(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle destroy: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Enter</h1> <a href="#vehicle_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle enter</li> <li class="skript-code-block">[on] enter[ing] [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an <a href='classes.html#entity'>entity</a> enters a vehicle, either deliberately (players) or by falling into them (mobs). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle enter: <br>&nbsp;&nbsp;&nbsp;&nbsp;entity is a player <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_exit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Exit</h1> <a href="#vehicle_exit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle exit</li> <li class="skript-code-block">[on] exit[ing] [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an entity exits a vehicle. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle exit: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is a spider: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="weather_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Weather Change</h1> <a href="#weather_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] weather change [to %<a href='./classes.html#weathertype'>weather types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a world's weather changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on weather change: <br>on weather change to sunny: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_init" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Init</h1> <a href="#world_init" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world init[ialization] [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world init of "world_the_end": </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_load" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Load</h1> <a href="#world_load" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world load[ing] [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world load of "world_nether": <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "The world %event-world% has been loaded!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_save" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Save</h1> <a href="#world_save" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world sav(e|ing) [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> Called when a world is saved to disk. Usually all worlds are saved simultaneously, but world management plugins could change this. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world save of "world": <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "The world %event-world% has been saved" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_unload" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Unload</h1> <a href="#world_unload" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world unload[ing] [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> Called when a world is unloaded. This event will never be called if you don't have a world management plugin. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world unload: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "the %event-world% has been unloaded!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="zombie_break_door" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Zombie Break Door</h1> <a href="#zombie_break_door" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] zombie break[ing] [a] [wood[en]] door</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a zombie is done breaking a wooden door. Can be cancelled to prevent the zombie from breaking the door. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on zombie breaking a wood door: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="periodical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Periodical</h1> <a href="#periodical" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] every %<a href='./classes.html#timespan'>time span</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An event that is called periodically. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> every 2 seconds: <br>every minecraft hour: <br>every tick: # can cause lag depending on the code inside the event <br>every minecraft days: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="eventperiodical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Periodical</h1> <a href="#eventperiodical" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] every %<a href='./classes.html#timespan'>time span</a>% in [world[s]] %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An event that is called periodically. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> every 2 seconds in "world": <br>every minecraft hour in "flatworld": <br>every tick in "world": # can cause lag depending on the code inside the event <br>every minecraft days in "plots": </div> </div> </div> </div> <div class="item-wrapper type-Type" id="attributetype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attribute Type</h1> <a href="#attributetype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">armor, armor toughness, attack damage, attack knockback, attack speed, block break speed, block interaction range, burning time, entity interaction range, explosion knockback resistance, fall damage multiplier, flying speed, follow range, generic armor, generic armor 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, zombie spawn reinforcements</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Represents the type of an attribute. Note that this type does not contain any numerical values.See <a href='https://minecraft.wiki/w/Attribute#Attributes'>attribute types</a> for more info. NOTE: Minecraft namespaces are supported, ex: 'minecraft:generic.attack_damage'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="biome" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Biome</h1> <a href="#biome" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> All possible biomes Minecraft uses to generate a world. NOTE: Minecraft namespaces are supported, ex: 'minecraft:basalt_deltas'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> biome at the player is desert </div> </div> </div> </div> <div class="item-wrapper type-Type" id="block" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block</h1> <a href="#block" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A block in a <a href='#world'>world</a>. It has a <a href='#location'>location</a> and a <a href='#itemstack'>type</a>, and can also have a <a href='#direction'>direction</a> (mostly a <a href='expressions.html#ExprFacing'>facing</a>), an <a href='#inventory'>inventory</a>, or other special properties. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="blockdata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Data</h1> <a href="#blockdata" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set block at player to campfire[lit=false] <br>set target block of player to oak stairs[facing=north;waterlogged=true] <br>set block at player to grass_block[snowy=true] <br>set loop-block to minecraft:chest[facing=north] <br>set block above player to oak_log[axis=y] <br>set target block of player to minecraft:oak_leaves[distance=2;persistent=false] </div> </div> </div> </div> <div class="item-wrapper type-Type" id="boolean" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Boolean</h1> <a href="#boolean" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">true/yes/on or false/no/off</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {config.%player%.use mod} to false </div> </div> </div> </div> <div class="item-wrapper type-Type" id="CatType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cat Type</h1> <a href="#CatType" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">all black, black, british shorthair, calico, jellie, persian, ragdoll, red, siamese, tabby, white</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14 or newer</td> </tr> </table> <div class="item-description"> Represents the race/type of a cat entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:british_shorthair'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="chunk" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chunk</h1> <a href="#chunk" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> A chunk is a cuboid of 16×16×128 (x×z×y) blocks. Chunks are spread on a fixed rectangular grid in their world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="clicktype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Click Type</h1> <a href="#clicktype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16b, 2.2-dev35 (renamed to click type)</td> </tr> </table> <div class="item-description"> Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="color" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Color</h1> <a href="#color" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> Wool, dye and chat colors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> color of the sheep is red or black <br>set the color of the block to green <br>message "You're holding a &amp;amp;amp;amp;lt;%color of tool%&amp;amp;amp;amp;gt;%color of tool%&amp;amp;amp;amp;lt;reset&amp;amp;amp;amp;gt; wool block" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="commandsender" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Sender</h1> <a href="#commandsender" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">use <a href='expressions.html#LitConsole'>the console</a> for the console</li> <li class="skript-code-block">see <a href='#player'>player</a> for players.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A player or the console. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /push [&amp;amp;amp;amp;amp;lt;player&amp;amp;amp;amp;amp;gt;]: <br>&nbsp;&nbsp;&nbsp;&nbsp;trigger: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if arg-1 is not set: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if command sender is console: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't push yourself as a console :\" to sender <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;push sender upwards with force 2 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Yay!" <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;push arg-1 upwards with force 2 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Yay!" to sender and arg-1 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="damagecause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Cause</h1> <a href="#damagecause" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> The cause/type of a <a href='events.html#damage'>damage event</a>, 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="date" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Date</h1> <a href="#date" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> A date is a certain point in the real world's time which can be obtained with <a href='./expressions.html#ExprNow'>now expression</a>, <a href='./expressions.html#ExprUnixDate'>unix date expression</a> and <a href='./functions.html#date'>date function</a>. See <a href='#time'>time</a> and <a href='#timespan'>timespan</a> for the other time types of Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_yesterday} to now <br>subtract a day from {_yesterday} <br># now {_yesterday} represents the date 24 hours before now </div> </div> </div> </div> <div class="item-wrapper type-Type" id="difficulty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Difficulty</h1> <a href="#difficulty" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normal, medium, hard, easy, peaceful</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> The difficulty of a <a href='#world'>world</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="direction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Direction</h1> <a href="#direction" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">see <a href='./expressions.html#ExprDirection'>direction (expression)</a></li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> A direction, e.g. north, east, behind, 5 south east, 1.3 meters to the right, etc. <a href='#location'>Locations</a> and some <a href='#block'>blocks</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the block below the victim to a chest <br>loop blocks from the block infront of the player to the block 10 below the player: <br>&nbsp;&nbsp;&nbsp;&nbsp;set the block behind the loop-block to water </div> </div> </div> </div> <div class="item-wrapper type-Type" id="billboard" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Billboard</h1> <a href="#billboard" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vertical pivot, horizontal, middle, horizontal pivot, center pivot, center, fixed, vertical</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the billboard setting of a display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="display" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Entity</h1> <a href="#display" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> A text, block or item display entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="textalignment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Text Alignment</h1> <a href="#textalignment" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">middle aligned, centered, right aligned, center aligned, left aligned</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the text alignment setting of a text display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="enchantment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment</h1> <a href="#enchantment" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> An enchantment, e.g. 'sharpness' or 'fortune'. Unlike <a href='#enchantmenttype'>enchantment type</a> 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'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="enchantmentoffer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Offer</h1> <a href="#enchantmentoffer" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> The enchantmentoffer in an enchant prepare event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant prepare: <br>&nbsp;&nbsp;&nbsp;&nbsp;set enchant offer 1 to sharpness 1 <br>&nbsp;&nbsp;&nbsp;&nbsp;set the cost of enchant offer 1 to 10 levels </div> </div> </div> </div> <div class="item-wrapper type-Type" id="enchantmenttype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Type</h1> <a href="#enchantmenttype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;enchantment&gt; [&lt;level&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> An enchantment with an optional level, e.g. 'sharpness 2' or 'fortune'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enchant the player's tool with sharpness 5 <br>helmet is enchanted with waterbreathing </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity</h1> <a href="#entity" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">player, op, wolf, tamed ocelot, powered creeper, zombie, unsaddled pig, fireball, arrow, dropped item, item frame, etc.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An entity is something in a <a href='#world'>world</a> that's not a <a href='#block'>block</a>, e.g. a <a href='#player'>player</a>, a skeleton, or a zombie, but also <a href='#projectile'>projectiles</a> like arrows, fireballs or thrown potions, or special entities like dropped items, falling blocks or paintings. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> entity is a zombie or creeper <br>player is an op <br>projectile is an arrow <br>shoot a fireball from the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entitypotioncause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Potion Cause</h1> <a href="#entitypotioncause" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">patrol captain, axolotl, death, removal by resurrection, beacon effect, potion drunk, illusion, unknown, drinking potion, expired, pillager captain, attack, villager trade, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the cause of the action of a potion effect on an entity, e.g. arrow, command </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entitydata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Type</h1> <a href="#entitydata" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block"><i>Detailed usage will be added eventually</i></li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> </table> <div class="item-description"> The type of an <a href='#entity'>entity</a>, e.g. player, wolf, powered creeper, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> victim is a cow <br>spawn a creeper </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entitytype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Type with Amount</h1> <a href="#entitytype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;<a href='#number'>number</a>&gt; &lt;entity type&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> </table> <div class="item-description"> An <a href='#entitydata'>entity type</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 5 creepers behind the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="experience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience</h1> <a href="#experience" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[&lt;number&gt;] ([e]xp|experience [point[s]])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Experience points. Please note that Bukkit only allows to give XP, but not remove XP from players. You can however change a player's <a href='./expressions.html#ExprLevel'>level</a> and <a href='./expressions/#ExprLevelProgress'>level progress</a> freely. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give 10 xp to the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="experiencecooldownchangereason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience Cooldown Change Reason</h1> <a href="#experiencecooldownchangereason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">plugin, pickup orb, orb pickup</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents a change reason of an <a href='events.html#experience cooldown change event'>experience cooldown change event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="fireworkeffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Firework Effect</h1> <a href="#fireworkeffect" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">See <a href='/classes.html#FireworkType'>Firework Types</a></li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> A configuration of effects that defines the firework when exploded which can be used in the <a href='effects.html#EffFireworkLaunch'>launch firework</a> effect. See the <a href='expressions.html#ExprFireworkEffect'>firework effect</a> expression for detailed patterns. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> launch flickering trailing burst firework colored blue and green at player <br>launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity <br>launch ball large colored red, purple and white fading to light green and black at player's location with duration 1 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="FireworkType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Firework Type</h1> <a href="#FireworkType" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">small, ball, star shaped, large, star, creeper face, small ball, large ball, burst, ball large, creeper</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> The type of a <a href='#fireworkeffect'>fireworkeffect</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gamemode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Game Mode</h1> <a href="#gamemode" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">adventure, survival, spectator, creative</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> The game modes survival, creative, adventure and spectator. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's gamemode is survival <br>set the player argument's game mode to creative </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gamerule" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gamerule</h1> <a href="#gamerule" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">tntExplosionDropDecay, globalSoundEvents, enderPearlsVanishOnDeath, doFireTick, maxCommandChainLength, doVinesSpread, disableElytraMovementCheck, lavaSourceConversion, commandBlockOutput, forgiveDeadPlayers, playersNetherPortalCreativeDelay, doMobSpawning, maxEntityCramming, universalAnger, playersSleepingPercentage, snowAccumulationHeight, doImmediateRespawn, blockExplosionDropDecay, naturalRegeneration, doMobLoot, fallDamage, doEntityDrops, randomTickSpeed, playersNetherPortalDefaultDelay, spawnRadius, freezeDamage, sendCommandFeedback, doWardenSpawning, fireDamage, reducedDebugInfo, waterSourceConversion, projectilesCanBreakBlocks, announceAdvancements, drowningDamage, spawnChunkRadius, disableRaids, doWeatherCycle, mobExplosionDropDecay, doDaylightCycle, showDeathMessages, doTileDrops, doInsomnia, keepInventory, disablePlayerMovementCheck, doLimitedCrafting, mobGriefing, doTraderSpawning, commandModificationBlockLimit, logAdminCommands, minecartMaxSpeed, spectatorsGenerateChunks, doPatrolSpawning, maxCommandForkCount</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> A gamerule </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gamerulevalue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gamerule Value</h1> <a href="#gamerulevalue" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> A wrapper for the value of a gamerule for a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gene" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gene</h1> <a href="#gene" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normal, lazy, happy, worried, worrisome, aggressive, brown, brownish, savage, playful, wild, weak</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14 or newer</td> </tr> </table> <div class="item-description"> Represents a Panda's main or hidden gene. See <a href='https://minecraft.wiki/w/Panda#Genetics'>genetics</a> for more info. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="healreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Heal Reason</h1> <a href="#healreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> The health regain reason in a <a href='events.html#heal'>heal</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inputkey" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Input Key</h1> <a href="#inputkey" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.3+</td> </tr> </table> <div class="item-description"> Represents a movement input key that is pressed by a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory</h1> <a href="#inventory" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An inventory of a <a href='#player'>player</a> or <a href='#block'>block</a>. Inventories have many effects and conditions regarding the items contained. An inventory has a fixed amount of <a href='#slot'>slots</a> which represent a specific place in the inventory, e.g. the <a href='expressions.html#ExprArmorSlot'>helmet slot</a> for players (Please note that slot support is still very limited but will be improved eventually). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventoryaction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Action</h1> <a href="#inventoryaction" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">drop stack from slot, swap items with hotbar, swap cursor stack, pickup single item, pickup some, drop all from cursor, move to other inventory, drop cursor stack, pickup all, swap with hotbar, nothing, drop all from slot, swap cursor, drop cursor, 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, collect items to cursor, unknown, clone stack, drop stack from cursor, drop one item from slot, drop one item from cursor, unsupported, do nothing, drop one from cursor, pickup half, drop items from slot, swap stack with cursor, place all items, collect to cursor, pickup some items, drop slot, drop items from cursor, hotbar move and readd, shift move, custom, pickup single, place one item, hotbar swap items, drop one from slot, place some items, place one, pickup half stack, instant move, hotbar swap</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16</td> </tr> </table> <div class="item-description"> What player just did in inventory event. Note that when in creative game mode, most actions do not work correctly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventoryclosereason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Close Reasons</h1> <a href="#inventoryclosereason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">disconnect, death, teleport, cannot use, new opened, unknown, can't use, unloaded, disconnected, plugin, can not use, open new, player</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> The inventory close reason in an <a href='/events.html#inventory_close'>inventory close event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventorytype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Type</h1> <a href="#inventorytype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">barrel inventory, a loom inventory, a blast furnace inventory, workbench inventory, ender chest inventory, loom inventory, a workbench inventory, hopper inventory, a merchant inventory, a hopper inventory, chiseled bookshelf, an ender chest inventory, new smithing table, bookshelf, 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, grindstone inventory, a crafter inventory, a crafting table inventory, a player inventory, decorated pot, furnace inventory, a creative inventory, blast furnace inventory, upgrade gear, a composter inventory, an enchanting table inventory, jukebox, 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 decorated pot, a lectern inventory, merchant inventory, cartography table inventory, a chiseled bookshelf, a new smithing table, a furnace inventory, anvil inventory, a dispenser inventory, a grindstone inventory, smithing inventory, dropper inventory, brewing stand inventory, villager inventory, enchanting table inventory, a beacon inventory, a bookshelf, crafter inventory, creative inventory, crafting table inventory, an anvil inventory</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32</td> </tr> </table> <div class="item-description"> Minecraft has several different inventory types with their own use cases. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="itemstack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item</h1> <a href="#itemstack" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block"><code>[&lt;number&gt; [of]] &lt;alias&gt; [of &lt;enchantment&gt; &lt;level&gt;]</code>, Where &lt;alias&gt; must be an alias that represents exactly one item (i.e cannot be a general alias like 'sword' or 'plant')</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An item, e.g. a stack of torches, a furnace, or a wooden sword of sharpness 2. Unlike <a href='#itemtype'>item type</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_item} to type of the targeted block <br>{_item} is a torch </div> </div> </div> </div> <div class="item-wrapper type-Type" id="itemdisplaytransform" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Display Transforms</h1> <a href="#itemdisplaytransform" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the transform setting of an item display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="itemtype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Type</h1> <a href="#itemtype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[&lt;number&gt; [of]] [all/every] &lt;alias&gt; [of &lt;enchantment&gt; [&lt;level&gt;] [,/and &lt;more enchantments...&gt;]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An item type is an alias, e.g. 'a pickaxe', 'all plants', etc., and can result in different items when added to an inventory, and unlike <a href='#itemstack'>items</a> 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 <a href='#enchantmenttype'>enchantments</a> with or without a specific level defined, and can optionally start with 'all' or 'every' to make this item type represent <i>all</i> types that the alias represents, including data ranges. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give 4 torches to the player <br>add all slabs to the inventory of the block <br>player's tool is a diamond sword of sharpness <br>remove a pickaxes of fortune 4 from {stored items::*} <br>set {_item} to 10 of every upside-down stair <br>block is dirt or farmland </div> </div> </div> </div> <div class="item-wrapper type-Type" id="livingentity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Living Entity</h1> <a href="#livingentity" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">see <a href='#entity'>entity</a>, but ignore inanimate objects</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A living <a href='#entity'>entity</a>, i.e. a mob or <a href='#player'>player</a>, not inanimate entities like <a href='#projectile'>projectiles</a> or dropped items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 5 powered creepers <br>shoot a zombie from the creeper </div> </div> </div> </div> <div class="item-wrapper type-Type" id="location" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#location" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A location in a <a href='#world'>world</a>. Locations are world-specific and even store a <a href='#direction'>direction</a>, 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="metadataholder" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Metadata Holder</h1> <a href="#metadataholder" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Something that can hold metadata (e.g. an entity or block) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set metadata value "super cool" of player to true </div> </div> </div> </div> <div class="item-wrapper type-Type" id="money" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Money</h1> <a href="#money" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;number&gt; $ or $ &lt;number&gt;, where '$' is your server's currency, e.g. '10 rupees' or '£5.00'</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, an economy plugin that supports Vault</td> </tr> </table> <div class="item-description"> A certain amount of money. Please note that this differs from <a href='#number'>numbers</a> as it includes a currency symbol or name, but usually the two are interchangeable, e.g. you can both <code>add 100$ to the player's balance</code> and <code>add 100 to the player's balance</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add 10£ to the player's account <br>remove Fr. 9.95 from the player's money <br>set the victim's money to 0 <br>increase the attacker's balance by the level of the victim * 100 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="moonphase" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Moon Phase</h1> <a href="#moonphase" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">last quarter, waning crescent, waxing gibbous, full moon, waning gibbous, waxing crescent, new moon, first quarter</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Represents the phase of a moon. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="number" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Number</h1> <a href="#number" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[-]###[.###]</code> (any amount of digits; very large numbers will be truncated though)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A number, e.g. 2.5, 3, or -9812454. Please note that many expressions only need integers, i.e. will discard any fractional parts of any numbers without producing an error. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's health to 5.5 <br>set {_temp} to 2*{_temp} - 2.5 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="object" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Object</h1> <a href="#object" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> The supertype of all types, meaning that if %object% is used in e.g. a condition it will accept all kinds of expressions. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="offlineplayer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Offline Player</h1> <a href="#offlineplayer" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0 beta 8</td> </tr> </table> <div class="item-description"> A player that is possibly offline. See <a href='#player'>player</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to "Notch" parsed as an offlineplayer # returns Notch even if they're offline </div> </div> </div> </div> <div class="item-wrapper type-Type" id="player" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player</h1> <a href="#player" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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: &lt;player&gt; and &lt;offline player&gt;. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to "Notch" parsed as a player # returns &amp;amp;amp;amp;lt;none&amp;amp;amp;amp;gt; unless Notch is actually online or starts with Notch like Notchan <br>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. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="potioneffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect</h1> <a href="#potioneffect" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">speed of tier 1 for 10 seconds</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> </table> <div class="item-description"> A potion effect, including the potion effect type, tier and duration. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="potioneffecttype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect Type</h1> <a href="#potioneffecttype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">null, speed, slowness, haste, mining fatigue, strength, instant health, instant damage, jump boost, nausea, regeneration, resistance, fire resistance, water breathing, invisibility, blindness, night vision, hunger, weakness, poison, wither, health boost, absorption, saturation, glowing, levitation, luck, bad luck, slow falling, conduit power, dolphins grace, bad omen, hero of the village, darkness, trial omen, bad omen, wind charged, weaving, oozing, infested</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> A potion effect type, e.g. 'strength' or 'swiftness'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply swiftness 5 to the player <br>apply potion of speed 2 to the player for 60 seconds <br>remove invisibility from the victim </div> </div> </div> </div> <div class="item-wrapper type-Type" id="projectile" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Projectile</h1> <a href="#projectile" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">arrow, fireball, snowball, thrown potion, etc.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A projectile, e.g. an arrow, snowball or thrown potion. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> projectile is a snowball <br>shoot an arrow at speed 5 from the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="quaternion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Quaternion</h1> <a href="#quaternion" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Quaternions are four dimensional vectors, often used for representing rotations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="quitreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Quit Reason</h1> <a href="#quitreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">disconnected, erroneous state, kicked, quit, timed out, erroneous</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+</td> </tr> </table> <div class="item-description"> Represents a quit reason from a <a href='/events.html#quit'>player quit server event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="region" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region</h1> <a href="#region" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">"region name"</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="resourcepackstate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Resource Pack State</h1> <a href="#resourcepackstate" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> The state in a <a href='events.html#resource_pack_request_action'>resource pack request response</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="cachedservericon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Server Icon</h1> <a href="#cachedservericon" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> A server icon that was loaded using the <a href='effects.html#EffLoadServerIcon'>load server icon</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="slot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Slot</h1> <a href="#slot" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> Represents a single slot of an <a href='#inventory'>inventory</a>. Notable slots are the <a href='./expressions.html#ExprArmorSlot'>armour slots</a> and <a href='./expressions/#ExprFurnaceSlot'>furnace slots</a>. The most important property that distinguishes a slot from an <a href='#itemstack'>item</a> 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 <a href='./expressions.html#ExprTool'>tool</a> can be regarded a slot, but it can actually change it's position, i.e. doesn't represent always the same slot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set tool of player to dirt <br>delete helmet of the victim <br>set the color of the player's tool to green <br>enchant the player's chestplate with projectile protection 5 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="soundcategory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sound Category</h1> <a href="#soundcategory" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hostile creatures category, speech category, records category, friendly creature category, noteblock category, hostile creature category, note block category, voice category, ambient category, 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, blocks category, environment category, jukeboxes category, player category, players category, hostile mobs category, friendly mobs category, music category, friendly creatures category, neutral category</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> The category of a sound, they are used for sound options of Minecraft. See the <a href='effects.html#EffPlaySound'>play sound</a> and <a href='effects.html#EffStopSound'>stop sound</a> effects. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="spawnreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn Reason</h1> <a href="#spawnreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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, build wither, built wither, iron golem defense, ender pearl, creature spawner, reinforcements, build snowman, build iron golem, breeding, raid, ominous item spawner, infection, customized, potion effect, spawn egg, jockey, beehive, default, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> The spawn reason in a <a href='events.html#spawn'>spawn</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="teleportcause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Teleport Cause</h1> <a href="#teleportcause" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">bed exit, nether portal, ender gateway, exiting bed, chorus fruit, ender portal, command, unknown, plugin, dismounted, ender pearl, spectator, spectate, end gateway, chorus, exit bed, gateway, dismount, end portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> </table> <div class="item-description"> The teleport cause in a <a href='events.html#teleport'>teleport</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="string" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text</h1> <a href="#string" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">simple: "..."</li> <li class="skript-code-block">quotes: "...""..."</li> <li class="skript-code-block">expressions: "...%expression%..."</li> <li class="skript-code-block">percent signs: "...%%..."</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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 <a href='./text.html'>Texts and Variable Names</a> to learn more. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Hello World!" <br>message "Hello %player%" <br>message "The id of ""%type of tool%"" is %id of tool%." </div> </div> </div> </div> <div class="item-wrapper type-Type" id="time" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time</h1> <a href="#time" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">##:##</li> <li class="skript-code-block">##[:##][ ]am/pm</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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 <a href='#date'>date</a> and <a href='#timespan'>timespan</a> for the other time types of Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> at 20:00: <br>&nbsp;&nbsp;&nbsp;&nbsp;time is 8 pm <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "It's %time%" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="timeperiod" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Timeperiod</h1> <a href="#timeperiod" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">##:## - ##:##</li> <li class="skript-code-block">dusk/day/dawn/night</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A period of time between two <a href='#time'>times</a>. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> time in world is night </div> </div> </div> </div> <div class="item-wrapper type-Type" id="timespan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Timespan</h1> <a href="#timespan" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;number&gt; [minecraft/mc/real/rl/irl] ticks/seconds/minutes/hours/days/weeks/months/years [[,/and] &lt;more...&gt;]</li> <li class="skript-code-block">[###:]##:##[.####] ([hours:]minutes:seconds[.milliseconds])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6.1 (weeks, months, years)</td> </tr> </table> <div class="item-description"> 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 <a href='#date'>date</a> and <a href='#time'>time</a> for the other time types of Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> every 5 minecraft days: <br>&nbsp;&nbsp;&nbsp;&nbsp;wait a minecraft second and 5 ticks <br>every 10 mc days and 12 hours: <br>&nbsp;&nbsp;&nbsp;&nbsp;halt for 12.7 irl minutes, 12 hours and 120.5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Type" id="transformreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Transform Reason</h1> <a href="#transformreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Represents a transform reason of an <a href='events.html#entity transform'>entity transform event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="structuretype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tree Type</h1> <a href="#structuretype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[any] &lt;general tree/mushroom type&gt;, e.g. tree/any jungle tree/etc.</li> <li class="skript-code-block">&lt;specific tree/mushroom species&gt;, e.g. red mushroom/small jungle tree/big regular tree/etc.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> A tree type represents a tree species or a huge mushroom species. These can be generated in a world with the <a href='./effects.html#EffTree'>generate tree</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> grow any regular tree at the block <br>grow a huge red mushroom above the block </div> </div> </div> </div> <div class="item-wrapper type-Type" id="classinfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Type</h1> <a href="#classinfo" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">See the type name patterns of all types - including this one</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Represents a type, e.g. number, object, item type, location, block, world, entity type, etc. This is mostly used for expressions like 'event-&lt;type&gt;', '&lt;type&gt;-argument', 'loop-&lt;type&gt;', etc., e.g. event-world, number-argument and loop-player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> {variable} is a number # check whether the variable contains a number, e.g. -1 or 5.5 <br>{variable} is a type # check whether the variable contains a type, e.g. number or player <br>{variable} is an object # will always succeed if the variable is set as everything is an object, even types. <br>disable PvP in the event-world <br>kill the loop-entity </div> </div> </div> </div> <div class="item-wrapper type-Type" id="vector" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vector</h1> <a href="#vector" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vector(x, y, z)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev23</td> </tr> </table> <div class="item-description"> Vector is a collection of numbers. In Minecraft, 3D vectors are used to express velocities of entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="visualeffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Visual Effect</h1> <a href="#visualeffect" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">smoke, potion break, ender signal, mobspawner flames, arrow particles, jumping rabbit, hurt, wolf smoke, wolf hearts, wolf shaking, sheep eating, iron golem offering rose, witch magic, zombie turning to a villager, firework explosion, love hearts, squid rotation reset, entity poof, guardian target, block with shield, shield break, armor stand hit, hurt by thorns, iron golem sheathing rose, resurrection by totem, hurt by drowning, hurt by explosion, poof, large explosion, explosion emitter, firework, bubble, splash, water wake, underwater, critical hit, enchanted hit, smoke, large smoke, effect, instant effect, entity effect, witch, dripping water, dripping lava, angry villager, happy villager, mycelium, note, portal, enchant, flame, lava pop, cloud, dust, snowball, slime, heart, item, block, rain, elder guardian, dragon breath, end rod, damage indicator, sweep attack, falling dust, totem of undying, spit, squid ink, bubble pop, current down, bubble column up, nautilus, dolphin, sneeze, campfire cosy smoke, campfire signal smoke, composter, flash, falling lava, landing lava, falling water, dripping honey, falling honey, landing honey, falling nectar, soul fire flame, ash, crimson spore, warped spore, soul, dripping obsidian tear, falling obsidian tear, landing obsidian tear, reverse portal, white ash, dust color transition, vibration, falling spore blossom, spore blossom air, small flame, snowflake, dripping dripstone lava, falling dripstone lava, dripping dripstone water, falling dripstone water, glow squid ink, glow, wax on, wax off, electric spark, scrape, sonic boom, sculk soul, sculk charge, sculk charge pop, shriek, cherry leaves, egg crack, dust plume, white smoke, gust, small gust, large gust emitter, small gust emitter, trial spawner detection, ominous trial spawner detection, vault connection, infested, cobweb, dust pillar, ominous spawning, raid omen, block marker</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> </table> <div class="item-description"> A visible effect, e.g. particles. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> show wolf hearts on the clicked wolf <br>play mob spawner flames at the targeted block to the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="weathertype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Weather Type</h1> <a href="#weathertype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">clear/sun/sunny, rain/rainy/raining, and thunder/thundering/thunderstorm</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> The weather types sunny, rainy, and thundering. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> is raining <br>is sunny in the player's world <br>message "It is %weather in the argument's world% in %world of the argument%" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="WolfVariant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Wolf Variant</h1> <a href="#WolfVariant" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ashen, black, chestnut, pale, rusty, snowy, spotted, striped, woods</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>@VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21+</td> </tr> </table> <div class="item-description"> Represents the variant of a wolf entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:ashen'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="world" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World</h1> <a href="#world" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block"><code>"world_name"</code>, e.g. "world"</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2 (alternate syntax)</td> </tr> </table> <div class="item-description"> 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 <a href='#string'>text</a> uses the same syntax. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Hello!" to the world "world_nether" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="environment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World Environment</h1> <a href="#environment" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normal, nether, the end, the overworld, custom, the nether, end, overworld</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Represents the environment of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Function" id="abs" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">abs</h1> <a href="#abs" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">abs(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the absolute value of the argument, i.e. makes the argument positive. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> abs(3) = 3 <br>abs(-2) = 2 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="acos" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">acos</h1> <a href="#acos" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">acos(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The inverse of the <a href='#cos'>cosine</a>, also called arccos. Returns result in degrees, not radians. Only returns values from 0 to 180. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> acos(0) = 90 <br>acos(1) = 0 <br>acos(0.5) = 30 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="asin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">asin</h1> <a href="#asin" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">asin(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The inverse of the <a href='#sin'>sine</a>, also called arcsin. Returns result in degrees, not radians. Only returns values from -90 to 90. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> asin(0) = 0 <br>asin(1) = 90 <br>asin(0.5) = 30 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="atan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">atan</h1> <a href="#atan" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">atan(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The inverse of the <a href='#tan'>tangent</a>, also called arctan. Returns result in degrees, not radians. Only returns values from -90 to 90. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> atan(0) = 0 <br>atan(1) = 45 <br>atan(10000) = 89.9943 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="atan2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">atan2</h1> <a href="#atan2" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">atan2(x: number, y: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Similar to <a href='#atan'>atan</a>, 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> atan2(0, 1) = 0 <br>atan2(10, 0) = 90 <br>atan2(-10, 5) = -63.4349 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="axisAngle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">axisAngle</h1> <a href="#axisAngle" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">axisAngle(angle: number, axis: vector)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quaternion">Quaternion</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> axisangle(90, (vector from player's facing)) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="calcExperience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">calcExperience</h1> <a href="#calcExperience" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">calcExperience(level: long)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Calculates the total amount of experience needed to achieve given level from scratch in Minecraft. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Function" id="caseEquals" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">caseEquals</h1> <a href="#caseEquals" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">caseEquals(strs: strings)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Checks if the contents of a list of strings are strictly equal with case sensitivity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> caseEquals("hi", "Hi") = false <br>caseEquals("text", "text", "text") = true <br>caseEquals({some list variable::*}) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="ceil" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">ceil</h1> <a href="#ceil" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ceil(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Rounds a number up, i.e. returns the closest integer larger than or equal to the argument. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ceil(2.34) = 3 <br>ceil(2) = 2 <br>ceil(2.99) = 3 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="ceiling" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">ceiling</h1> <a href="#ceiling" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ceiling(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Alias of <a href='#ceil'>ceil</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ceiling(2.34) = 3 <br>ceiling(2) = 2 <br>ceiling(2.99) = 3 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="clamp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">clamp</h1> <a href="#clamp" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">clamp(values: numbers, min: number, max: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Clamps one or more values between two numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> clamp(5, 0, 10) = 5 <br>clamp(5.5, 0, 5) = 5 <br>clamp(0.25, 0, 0.5) = 0.25 <br>clamp(5, 7, 10) = 7 <br>clamp((5, 0, 10, 9, 13), 7, 10) = (7, 7, 10, 9, 10) <br>set {_clamped::*} to clamp({_values::*}, 0, 10) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="concat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">concat</h1> <a href="#concat" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">concat(texts: objects)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Joins the provided texts (and other things) into a single text. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> concat("hello ", "there") # hello there <br>concat("foo ", 100, " bar") # foo 100 bar </div> </div> </div> </div> <div class="item-wrapper type-Function" id="cos" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">cos</h1> <a href="#cos" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">cos(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The cosine function. This is basically the <a href='#sin'>sine</a> shifted by 90°, i.e. <code>cos(a) = sin(a + 90°)</code>, for any number a. Uses degrees, not radians. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> cos(0) = 1 <br>cos(90) = 0 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="date" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">date</h1> <a href="#date" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> date(2014, 10, 1) # 0:00, 1st October 2014 <br>date(1990, 3, 5, 14, 30) # 14:30, 5th May 1990 <br>date(1999, 12, 31, 23, 59, 59, 999, -3*60, 0) # almost year 2000 in parts of Brazil (-3 hours offset, no DST) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="exp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">exp</h1> <a href="#exp" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">exp(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The exponential function. You probably don't need this if you don't know what this is. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> exp(0) = 1 <br>exp(1) = 2.7183 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="floor" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">floor</h1> <a href="#floor" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">floor(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Rounds a number down, i.e. returns the closest integer smaller than or equal to the argument. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> floor(2.34) = 2 <br>floor(2) = 2 <br>floor(2.99) = 2 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="formatNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">formatNumber</h1> <a href="#formatNumber" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">formatNumber(number: number, format: string = )</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> 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 <a href="https://docs.oracle.com/javase/7/docs/api/java/text/DecimalFormat.html" target="_blank">article</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /balance: <br>&nbsp;&nbsp;&nbsp;&nbsp;aliases: bal <br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players <br>&nbsp;&nbsp;&nbsp;&nbsp;trigger: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {_money} to formatNumber({money::%sender's uuid%}) <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Your balance: %{_money}%" to sender </div> </div> </div> </div> <div class="item-wrapper type-Function" id="isNaN" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">isNaN</h1> <a href="#isNaN" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">isNaN(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Returns true if the input is NaN (not a number). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> isNaN(0) # false <br>isNaN(0/0) # true <br>isNaN(sqrt(-1)) # true </div> </div> </div> </div> <div class="item-wrapper type-Function" id="ln" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">ln</h1> <a href="#ln" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ln(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ln(1) = 0 <br>ln(exp(5)) = 5 <br>ln(2) = 0.6931 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="location" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">location</h1> <a href="#location" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">location(x: number, y: number, z: number, world: world = event-world, yaw: number = 0, pitch: number = 0)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # TELEPORTING <br>teleport player to location(1,1,1, world "world") <br>teleport player to location(1,1,1, world "world", 100, 0) <br>teleport player to location(1,1,1, world "world", yaw of player, pitch of player) <br>teleport player to location(1,1,1, world of player) <br>teleport player to location(1,1,1, world("world")) <br>teleport player to location({_x}, {_y}, {_z}, {_w}, {_yaw}, {_pitch}) <br># SETTING BLOCKS <br>set block at location(1,1,1, world "world") to stone <br>set block at location(1,1,1, world "world", 100, 0) to stone <br>set block at location(1,1,1, world of player) to stone <br>set block at location(1,1,1, world("world")) to stone <br>set block at location({_x}, {_y}, {_z}, {_w}) to stone <br># USING VARIABLES <br>set {_l1} to location(1,1,1) <br>set {_l2} to location(10,10,10) <br>set blocks within {_l1} and {_l2} to stone <br>if player is within {_l1} and {_l2}: <br># OTHER <br>kill all entities in radius 50 around location(1,65,1, world "world") <br>delete all entities in radius 25 around location(50,50,50, world "world_nether") <br>ignite all entities in radius 25 around location(1,1,1, world of player) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="log" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">log</h1> <a href="#log" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">log(n: number, base: number = 10)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> A logarithm, with base 10 if none is specified. This is the inverse operation to exponentiation (for positive bases only), i.e. <code>log(base ^ exponent, base) = exponent</code> for any positive number 'base' and any number 'exponent'. Another useful equation is <code>base ^ log(a, base) = a</code> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> log(100) = 2 # 10^2 = 100 <br>log(16, 2) = 4 # 2^4 = 16 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="max" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">max</h1> <a href="#max" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">max(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the maximum number from a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> max(1) = 1 <br>max(1, 2, 3, 4) = 4 <br>max({some list variable::*}) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="min" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">min</h1> <a href="#min" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">min(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the minimum number from a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> min(1) = 1 <br>min(1, 2, 3, 4) = 1 <br>min({some list variable::*}) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="mod" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">mod</h1> <a href="#mod" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">mod(d: number, m: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the modulo of the given arguments, i.e. the remainder of the division <code>d/m</code>, 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> mod(3, 2) = 1 <br>mod(256436, 100) = 36 <br>mod(-1, 10) = 9 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="offlineplayer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">offlineplayer</h1> <a href="#offlineplayer" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">offlineplayer(nameOrUUID: string, allowLookups: boolean = true)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0, 2.9.0 (prevent lookups)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to offlineplayer("Notch") <br>set {_p} to offlineplayer("069a79f4-44e9-4726-a5be-fca90e38aaf5") <br>set {_p} to offlineplayer("Notch", false) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="player" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">player</h1> <a href="#player" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">player(nameOrUUID: string, getExactPlayer: boolean = false)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to player("Notch") # will return an online player whose name is or starts with 'Notch' <br>set {_p} to player("Notch", true) # will return the only online player whose name is 'Notch' <br>set {_p} to player("069a79f4-44e9-4726-a5be-fca90e38aaf5") # &amp;amp;lt;none&amp;amp;gt; if player is offline </div> </div> </div> </div> <div class="item-wrapper type-Function" id="product" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">product</h1> <a href="#product" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">product(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Calculates the product of a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> product(1) = 1 <br>product(2, 3, 4) = 24 <br>product({some list variable::*}) <br>product(2, {_v::*}, and the player's y-coordinate) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="quaternion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">quaternion</h1> <a href="#quaternion" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">quaternion(w: number, x: number, y: number, z: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quaternion">Quaternion</a></td> </tr> </table> <div class="item-description"> Returns a quaternion from the given W, X, Y and Z parameters. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> quaternion(1, 5.6, 45.21, 10) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="rgb" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">rgb</h1> <a href="#rgb" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">rgb(red: long, green: long, blue: long, alpha: long = 255)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (alpha)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#color">Color</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> dye player's leggings rgb(120, 30, 45) <br>set the colour of a text display to rgb(10, 50, 100, 50) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="round" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">round</h1> <a href="#round" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">round(n: number, d: number = 0)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2, 2.7 (decimal placement)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Rounds a number, i.e. returns the closest integer to the argument. Place a second argument to define the decimal placement. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> round(2.34) = 2 <br>round(2) = 2 <br>round(2.99) = 3 <br>round(2.5) = 3 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="sin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">sin</h1> <a href="#sin" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sin(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> sin(90) = 1 <br>sin(60) = 0.866 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="sqrt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">sqrt</h1> <a href="#sqrt" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sqrt(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The square root, which is the inverse operation to squaring a number (for positive numbers only). This is the same as <code>(argument) ^ (1/2)</code> – other roots can be calculated via <code>number ^ (1/root)</code>, e.g. <code>set {_l} to {_volume}^(1/3)</code>. Returns NaN (not a number) if the argument is negative. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> sqrt(4) = 2 <br>sqrt(2) = 1.4142 <br>sqrt(-1) = NaN </div> </div> </div> </div> <div class="item-wrapper type-Function" id="sum" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">sum</h1> <a href="#sum" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sum(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Sums a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> sum(1) = 1 <br>sum(2, 3, 4) = 9 <br>sum({some list variable::*}) <br>sum(2, {_v::*}, and the player's y-coordinate) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="tan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">tan</h1> <a href="#tan" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">tan(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The tangent function. This is basically <code><a href='#sin'>sin</a>(arg)/<a href='#cos'>cos</a>(arg)</code>. Uses degrees, not radians. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tan(0) = 0 <br>tan(45) = 1 <br>tan(89.99) = 5729.5779 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="vector" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">vector</h1> <a href="#vector" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vector(x: number, y: number, z: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev23</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a new vector, which can be used with various expressions, effects and functions. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> vector(0, 0, 0) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="world" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">world</h1> <a href="#world" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">world(name: string)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> Gets a world from its name. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_nether} to world("%{_world}%_nether") </div> </div> </div> </div> </div> </div> </body> </html> 
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href="#ExprAttackCooldown">Attack Cooldown</a> <a href="#ExprAttacked">Attacked</a> <a href="#ExprAttacker">Attacker</a> <a href="#ExprBarterDrops">Barter Drops</a> <a href="#ExprBarterInput">Barter Input</a> <a href="#ExprBed">Bed</a> <a href="#ExprBiome">Biome</a> <a href="#ExprBlock">Block</a> <a href="#ExprBlock-2">Block</a> <a href="#ExprBreakSpeed">Block Break Speed</a> <a href="#ExprBlockData">Block Data</a> <a href="#ExprBlockHardness">Block Hardness</a> <a href="#ExprBlockSound">Block Sound</a> <a href="#ExprBlockSphere">Block Sphere</a> <a href="#ExprBlocks">Blocks</a> <a href="#ExprBlocksInRegion">Blocks in Region</a> <a href="#ExprBookAuthor">Book Author</a> <a href="#ExprBookPages">Book Pages</a> <a href="#ExprBookTitle">Book Title</a> <a href="#ExprBreedingFamily">Breeding Family</a> <a href="#ExprBurnCookTime">Burn/Cook Time</a> <a href="#ExprStringCase">Case Text</a> <a href="#ExprCodepoint">Character Codepoint</a> <a href="#ExprCharacterFromCodepoint">Character from Codepoint</a> <a href="#ExprCharacters">Characters Between</a> <a href="#ExprChatFormat">Chat Format</a> <a href="#ExprChatRecipients">Chat Recipients</a> <a href="#ExprChunk">Chunk</a> <a href="#ExprClicked">Clicked Block/Entity/Inventory/Slot</a> <a href="#ExprColorOf">Color of</a> <a href="#ExprColoured">Colored / Uncolored</a> <a href="#ExprCommand">Command</a> <a href="#ExprCommandBlockCommand">Command Block Command</a> <a href="#ExprCommandInfo">Command Info</a> <a href="#ExprCommandSender">Command Sender</a> <a href="#ExprCompassTarget">Compass Target</a> <a href="#LitConsole">Console</a> <a href="#ExprCmdCooldownInfo">Cooldown Time/Remaining Time/Elapsed Time/Last Usage/Bypass Permission</a> <a href="#ExprCoordinate">Coordinate</a> <a href="#ExprEntity">Creature/Entity/Player/Projectile/Villager/Powered Creeper/etc.</a> <a href="#ExprCursorSlot">Cursor Slot</a> <a href="#ExprChestInventory">Custom Chest Inventory</a> <a href="#ExprCustomModelData">Custom Model Data</a> <a href="#ExprDamage">Damage</a> <a href="#ExprDamageCause">Damage Cause</a> <a href="#ExprDurability">Damage Value/Durability</a> <a href="#ExprDamagedItem">Damaged Item</a> <a href="#ExprDateAgoLater">Date Ago/Later</a> <a href="#ExprDefaultValue">Default Value</a> <a href="#ExprDifference">Difference</a> <a href="#ExprDifficulty">Difficulty</a> <a href="#ExprDirection">Direction</a> <a href="#ExprDisplayBillboard">Display Billboard</a> <a href="#ExprDisplayBrightness">Display Brightness</a> <a href="#ExprDisplayGlowOverride">Display Glow Color Override</a> <a href="#ExprDisplayHeightWidth">Display Height/Width</a> <a href="#ExprDisplayInterpolation">Display Interpolation Delay/Duration</a> <a href="#ExprDisplayShadow">Display Shadow Radius/Strength</a> <a href="#ExprDisplayTeleportDuration">Display Teleport Delay/Duration</a> <a href="#ExprDisplayTransformationRotation">Display Transformation Rotation</a> <a href="#ExprDisplayTransformationScaleTranslation">Display Transformation Scale/Translation</a> <a href="#ExprDisplayViewRange">Display View Range</a> <a href="#ExprDistance">Distance</a> <a href="#ExprDrops">Drops</a> <a href="#ExprDropsOfBlock">Drops Of Block</a> <a href="#ExprElement">Elements</a> <a href="#ExprEnchantItem">Enchant Item</a> <a href="#ExprEnchantingExpCost">Enchanting Experience Cost</a> <a href="#ExprEnchantmentBonus">Enchantment Bonus</a> <a href="#ExprEnchantmentLevel">Enchantment Level</a> <a href="#ExprEnchantmentOffer">Enchantment Offer</a> <a href="#ExprEnchantmentOfferCost">Enchantment Offer Cost</a> <a href="#ExprEnderChest">Ender Chest</a> <a href="#ExprEntities">Entities</a> <a href="#ExprAI">Entity AI</a> <a href="#ExprEntityAttribute">Entity Attribute</a> <a href="#ExprFireTicks">Entity Fire Burn Duration</a> <a href="#ExprEntityTamer">Entity Owner</a> <a href="#ExprEntitySound">Entity Sound</a> <a href="#ExprExhaustion">Exhaustion</a> <a href="#ExprExperience">Experience</a> <a href="#ExprExperienceCooldownChangeReason">Experience Cooldown Change Reason</a> <a href="#ExprExperienceCooldown">Experience Pickup Cooldown</a> <a href="#ExprExplodedBlocks">Exploded Blocks</a> <a href="#ExprExplosionBlockYield">Explosion Block Yield</a> <a href="#ExprExplosionYield">Explosion Yield</a> <a href="#ExprExplosiveYield">Explosive Yield</a> <a href="#ExprFacing">Facing</a> <a href="#ExprFallDistance">Fall Distance</a> <a href="#ExprFertilizedBlocks">Fertilized Blocks</a> <a href="#ExprFilter">Filter (Expression)</a> <a href="#ExprFinalDamage">Final Damage</a> <a href="#ExprFireworkEffect">Firework Effect</a> <a href="#ExprFlightMode">Flight Mode</a> <a href="#ExprFoodLevel">Food Level</a> <a href="#ExprFormatDate">Formatted Date</a> <a href="#ExprTimeState">Former/Future State</a> <a href="#ExprMemory">Free / Max / Total Memory</a> <a href="#ExprFreezeTicks">Freeze Time</a> <a href="#ExprFurnaceSlot">Furnace Slot</a> <a href="#ExprGameMode">Game Mode</a> <a href="#ExprGameRule">Gamerule Value</a> <a href="#ExprGlidingState">Gliding State</a> <a href="#ExprGlowing">Glowing</a> <a href="#ExprGravity">Gravity</a> <a href="#ExprGroup">Group</a> <a href="#ExprHanging">Hanging Entity/Remover</a> <a href="#ExprHash">Hash</a> <a href="#ExprHatchingType">Hatching Entity Type</a> <a href="#ExprHatchingNumber">Hatching Number</a> <a href="#ExprEyeLocation">Head location</a> <a href="#ExprHealAmount">Heal Amount</a> <a href="#ExprHealReason">Heal Reason</a> <a href="#ExprHealth">Health</a> <a href="#ExprHiddenPlayers">Hidden Players</a> <a href="#ExprDomestication">Horse Domestication</a> <a href="#ExprHostname">Hostname</a> <a href="#ExprHotbarButton">Hotbar Button</a> <a href="#ExprHotbarSlot">Hotbar Slot</a> <a href="#ExprHoverList">Hover List</a> <a href="#ExprHumidity">Humidity</a> <a href="#ExprIP">IP</a> <a href="#ExprIndexOf">Index Of</a> <a href="#ExprIndices">Indices of List</a> <a href="#ExprEvtInitiator">Initiator Inventory</a> <a href="#ExprInput">Input</a> <a href="#ExprInventory">Inventory</a> <a href="#ExprInventoryAction">Inventory Action</a> <a href="#ExprInventoryCloseReason">Inventory Close Reason</a> <a href="#ExprInventoryInfo">Inventory Holder/Viewers/Rows/Slots</a> <a href="#ExprInventorySlot">Inventory Slot</a> <a href="#ExprItem">Item</a> <a href="#ExprItemAmount">Item Amount</a> <a href="#ExprItemCooldown">Item Cooldown</a> <a href="#ExprItemDisplayTransform">Item Display Transform</a> <a href="#ExprEnchantments">Item Enchantments</a> <a href="#ExprItemOfEntity">Item of an Entity</a> <a href="#ExprItemWithCustomModelData">Item with CustomModelData</a> <a href="#ExprItemWithLore">Item with Lore</a> <a href="#ExprItems">Items</a> <a href="#ExprItemsIn">Items In</a> <a href="#ExprJoinSplit">Join & Split</a> <a href="#ExprLanguage">Language</a> <a href="#ExprLastAttacker">Last Attacker</a> <a href="#ExprLastColor">Last Color</a> <a href="#ExprLastDamage">Last Damage</a> <a href="#ExprLastDamageCause">Last Damage Cause</a> <a href="#ExprLastDeathLocation">Last Death Location</a> <a href="#ExprLastLoadedServerIcon">Last Loaded Server Icon</a> <a href="#ExprLastResourcePackResponse">Last Resource Pack Response</a> <a href="#ExprLastSpawnedEntity">Last Spawned Entity</a> <a href="#ExprLastLoginTime">Last/First Login Time</a> <a href="#ExprLeashHolder">Leash Holder</a> <a href="#ExprLength">Length</a> <a href="#ExprLevel">Level</a> <a href="#ExprLevelProgress">Level Progress</a> <a href="#ExprLightLevel">Light Level</a> <a href="#ExprPlugins">Loaded Plugins</a> <a href="#ExprLocation">Location</a> <a href="#ExprLocation-2">Location</a> <a href="#ExprLocationOf">Location</a> <a href="#ExprLocationAt">Location At</a> <a href="#ExprLoopIteration">Loop Iteration</a> <a href="#ExprLoopValue">Loop value</a> <a href="#ExprLoot">Loot</a> <a href="#ExprLore">Lore</a> <a href="#ExprLoveTime">Love Time</a> <a href="#ExprLowestHighestSolidBlock">Lowest/Highest Solid Block</a> <a href="#ExprMOTD">MOTD</a> <a href="#ExprMaxDurability">Max Durability</a> <a href="#ExprMaxHealth">Max Health</a> <a href="#ExprMaxItemUseTime">Max Item Use Time</a> <a href="#ExprMaxMinecartSpeed">Max Minecart Speed</a> <a href="#ExprMaxPlayers">Max Players</a> <a href="#ExprMaxFreezeTicks">Maximum Freeze Time</a> <a href="#ExprMaxStack">Maximum Stack Size</a> <a href="#ExprMe">Me</a> <a href="#ExprMendingRepairAmount">Mending Repair Amount</a> <a href="#ExprMessage">Message</a> <a href="#ExprMetadata">Metadata</a> <a href="#ExprMiddleOfLocation">Middle of Location</a> <a href="#ExprMinecartDerailedFlyingVelocity">Minecart Derailed / Flying Velocity</a> <a href="#ExprBalance">Money</a> <a href="#ExprMoonPhase">Moon Phase</a> <a href="#ExprPushedBlocks">Moved blocks</a> <a href="#ExprName">Name / Display Name / Tab List Name</a> <a href="#ExprName-2">Name / Display Name / Tab List Name</a> <a href="#ExprNamed">Named Item/Inventory</a> <a href="#ExprNearestEntity">Nearest Entity</a> <a href="#LitNewLine">New Line</a> <a href="#ExprNoDamageTicks">No Damage Ticks</a> <a href="#ExprNow">Now</a> <a href="#ExprNumberOfCharacters">Number of Characters</a> <a href="#ExprNumbers">Numbers</a> <a href="#ExprOfflinePlayers">Offline players</a> <a href="#ExprOnlinePlayersCount">Online Player Count</a> <a href="#ExprOpenedInventory">Opened Inventory</a> <a href="#ExprParse">Parse</a> <a href="#ExprParseError">Parse Error</a> <a href="#ExprPassenger">Passenger</a> <a href="#ExprPercent">Percent of</a> <a href="#LitPi">Pi</a> <a href="#ExprPickupDelay">Pickup Delay</a> <a href="#ExprPing">Ping</a> <a href="#ExprPlain">Plain Item</a> <a href="#ExprPlayerChatCompletions">Player Chat Completions</a> <a href="#ExprCurrentInputKeys">Player Input Keys</a> <a href="#ExprPlayerlistHeaderFooter">Player List Header and Footer</a> <a href="#ExprPlayerProtocolVersion">Player Protocol Version</a> <a href="#ExprSkull">Player Skull</a> <a href="#ExprPlayerWeather">Player Weather</a> <a href="#ExprPortal">Portal</a> <a href="#ExprPortalCooldown">Portal Cooldown</a> <a href="#ExprPotionEffect">Potion Effect</a> <a href="#ExprPotionEffectTier">Potion Effect Tier</a> <a href="#ExprPotionEffects">Potion Effects</a> <a href="#ExprPrefixSuffix">Prefix/Suffix</a> <a href="#ExprProjectileCriticalState">Projectile Critical State</a> <a href="#ExprProtocolVersion">Protocol Version</a> <a href="#ExprQuitReason">Quit Reason</a> <a href="#ExprRandom">Random</a> <a href="#ExprRandomCharacter">Random Character</a> <a href="#ExprRandomNumber">Random Numbers</a> <a href="#ExprRandomUUID">Random UUID</a> <a href="#ExprRawName">Raw Name</a> <a href="#ExprRawString">Raw String</a> <a href="#ExprReadiedArrow">Readied Arrow/Bow</a> <a href="#ExprRedstoneBlockPower">Redstone Block Power</a> <a href="#ExprRegion">Region</a> <a href="#ExprMembersOfRegion">Region Members & Owners</a> <a href="#ExprRegionsAt">Regions At</a> <a href="#ExprRemainingAir">Remaining Air</a> <a href="#ExprRepeat">Repeat String</a> <a href="#ExprResonatingTime">Resonating Time</a> <a href="#ExprCharges">Respawn Anchor Charges</a> <a href="#ExprRespawnLocation">Respawn location</a> <a href="#ExprReversedList">Reversed List</a> <a href="#ExprRingingTime">Ringing Time</a> <a href="#ExprRotate">Rotated Quaternion/Vector</a> <a href="#ExprQuaternionAxisAngle">Rotation Axis/Angle</a> <a href="#ExprRound">Rounding</a> <a href="#ExprSaturation">Saturation</a> <a href="#ExprScoreboardTags">Scoreboard Tags</a> <a href="#ExprScript">Script Name</a> <a href="#ExprSeaLevel">Sea Level</a> <a href="#ExprSeaPickles">Sea Pickles</a> <a href="#ExprSentCommands">Sent Command List</a> <a href="#ExprServerIcon">Server Icon</a> <a href="#ExprSets">Sets</a> <a href="#ExprShooter">Shooter</a> <a href="#ExprShuffledList">Shuffled List</a> <a href="#ExprSignText">Sign Text</a> <a href="#ExprSkullOwner">Skull Owner</a> <a href="#ExprSlotIndex">Slot Index</a> <a href="#ExprSortedList">Sorted List</a> <a href="#ExprSourceBlock">Source Block</a> <a href="#ExprSpawn">Spawn</a> <a href="#ExprSpawnReason">Spawn Reason</a> <a href="#ExprSpawnerType">Spawner Type</a> <a href="#ExprSpecialNumber">Special Number</a> <a href="#ExprSpectatorTarget">Spectator Target</a> <a href="#ExprSpeed">Speed</a> <a href="#ExprSubstring">Substring</a> <a href="#ExprTPS">TPS (ticks per second)</a> <a href="#ExprTamer">Tamer</a> <a href="#ExprTarget">Target</a> <a href="#ExprTargetedBlock">Targeted Block</a> <a href="#ExprTeleportCause">Teleport Cause</a> <a href="#ExprTemperature">Temperature</a> <a href="#ExprTernary">Ternary</a> <a href="#ExprTextDisplayAlignment">Text Display Alignment</a> <a href="#ExprTextDisplayLineWidth">Text Display Line Width</a> <a href="#ExprTextDisplayOpacity">Text Display Opacity</a> <a href="#ExprTextOf">Text Of</a> <a href="#ExprEgg">The Egg</a> <a href="#ExprTime">Time</a> <a href="#ExprTimePlayed">Time Played</a> <a href="#ExprTimeSince">Time Since/Until</a> <a href="#ExprTimespanDetails">Timespan Details</a> <a href="#ExprTool">Tool</a> <a href="#ExprTotalExperience">Total Experience</a> <a href="#ExprTransformReason">Transform Reason</a> <a href="#ExprTypeOf">Type of</a> <a href="#ExprUUID">UUID</a> <a href="#ExprUnbreakable">Unbreakable Items</a> <a href="#ExprUnixDate">Unix Date</a> <a href="#ExprUnixTicks">Unix Timestamp</a> <a href="#ExprValueWithin">Value Within</a> <a href="#ExprXYZComponent">Vector/Quaternion - WXYZ Component</a> <a href="#ExprVectorAngleBetween">Vectors - Angle Between</a> <a href="#ExprLocationFromVector">Vectors - Create Location from Vector</a> <a href="#ExprVectorFromDirection">Vectors - Create from Direction</a> <a href="#ExprVectorFromXYZ">Vectors - Create from XYZ</a> <a href="#ExprVectorCrossProduct">Vectors - Cross Product</a> <a href="#ExprVectorCylindrical">Vectors - Cylindrical Shape</a> <a href="#ExprVectorDotProduct">Vectors - Dot Product</a> <a href="#ExprVectorLength">Vectors - Length</a> <a href="#ExprLocationVectorOffset">Vectors - Location Vector Offset</a> <a href="#ExprVectorNormalize">Vectors - Normalized</a> <a href="#ExprVectorRandom">Vectors - Random Vector</a> <a href="#ExprVectorSpherical">Vectors - Spherical Shape</a> <a href="#ExprVectorSquaredLength">Vectors - Squared Length</a> <a href="#ExprVectorBetweenLocations">Vectors - Vector Between Locations</a> <a href="#ExprVectorProjection">Vectors - Vector Projection</a> <a href="#ExprVectorOfLocation">Vectors - Vector from Location</a> <a href="#ExprVectorFromYawAndPitch">Vectors - Vector from Pitch and Yaw</a> <a href="#ExprVelocity">Vectors - Velocity</a> <a href="#ExprVehicle">Vehicle</a> <a href="#ExprVersion">Version</a> <a href="#ExprVersionString">Version String</a> <a href="#ExprPlayerViewDistance">View Distance</a> <a href="#ExprClientViewDistance">View Distance of Client</a> <a href="#ExprWeather">Weather</a> <a href="#ExprWhether">Whether</a> <a href="#ExprWhitelist">Whitelist</a> <a href="#ExprWithFireResistance">With Fire Resistance</a> <a href="#ExprWorld">World</a> <a href="#ExprWorldEnvironment">World Environment</a> <a href="#ExprSeed">World Seed</a> <a href="#ExprWorldFromName">World from Name</a> <a href="#ExprWorlds">Worlds</a> <a href="#ExprTimes">X Times</a> <a href="#ExprXOf">X of Item</a> <a href="#ExprYawPitch">Yaw / Pitch</a> <a href="#EffActionBar">Action Bar</a> <a href="#EffAllowAging">Allow Aging</a> <a href="#EffApplyBoneMeal">Apply Bone Meal</a> <a href="#EffBan">Ban</a> <a href="#EffBreakNaturally">Break Block</a> <a href="#EffBroadcast">Broadcast</a> <a href="#EffCancelItemUse">Cancel Active Item</a> <a href="#EffCancelCooldown">Cancel Command Cooldown</a> <a href="#EffCancelDrops">Cancel Drops</a> <a href="#EffCancelEvent">Cancel Event</a> <a href="#EffChange">Change: Set/Add/Remove/Delete/Reset</a> <a href="#EffCharge">Charge Entity</a> <a href="#EffColorItems">Color Items</a> <a href="#EffCommand">Command</a> <a href="#EffCommandBlockConditional">Conditional / Unconditional</a> <a href="#EffConnect">Connect</a> <a href="#EffContinue">Continue</a> <a href="#EffCopy">Copy Into Variable</a> <a href="#EffHealth">Damage/Heal/Repair</a> <a href="#Delay">Delay</a> <a href="#EffDetonate">Detonate Entities</a> <a href="#EffDoIf">Do If</a> <a href="#EffDrop">Drop</a> <a href="#EffScriptFile">Enable/Disable/Reload Script File</a> <a href="#EffEnchant">Enchant/Disenchant</a> <a href="#EffEnforceWhitelist">Enforce Whitelist</a> <a href="#EffEntityVisibility">Entity Visibility</a> <a href="#EffEquip">Equip</a> <a href="#EffExit">Exit</a> <a href="#EffExplodeCreeper">Explode Creeper</a> <a href="#EffExplosion">Explosion</a> <a href="#EffFeed">Feed</a> <a href="#EffForceAttack">Force Attack</a> <a href="#EffRespawn">Force Respawn</a> <a href="#EffHandedness">Handedness</a> <a href="#EffHidePlayerFromServerList">Hide Player from Server List</a> <a href="#EffIgnite">Ignite/Extinguish</a> <a href="#EffTooltip">Item Tooltips</a> <a href="#EffKeepInventory">Keep Inventory / Experience</a> <a href="#EffKick">Kick</a> <a href="#EffKill">Kill</a> <a href="#EffKnockback">Knockback</a> <a href="#EffFireworkLaunch">Launch firework</a> <a href="#EffLeash">Leash entities</a> <a href="#EffLightning">Lightning</a> <a href="#EffLoadServerIcon">Load Server Icon</a> <a href="#EffWorldLoad">Load World</a> <a href="#EffSuppressWarnings">Locally Suppress Warning</a> <a href="#EffLog">Log</a> <a href="#EffLook">Look At</a> <a href="#EffMakeAdultOrBaby">Make Adult/Baby</a> <a href="#EffBreedable">Make Breedable</a> <a href="#EffMakeEggHatch">Make Egg Hatch</a> <a href="#EffFireResistant">Make Fire Resistant</a> <a href="#EffMakeFly">Make Fly</a> <a href="#EffIncendiary">Make Incendiary</a> <a href="#EffInvisible">Make Invisible</a> <a href="#EffInvulnerability">Make Invulnerable</a> <a href="#EffMakeSay">Make Say</a> <a href="#EffGlowingText">Make Sign Glow</a> <a href="#EffMessage">Message</a> <a href="#EffOpenBook">Open Book</a> <a href="#EffOpenInventory">Open/Close Inventory</a> <a href="#EffLidState">Open/Close Lid</a> <a href="#EffPathfind">Pathfind</a> <a href="#EffVisualEffect">Play Effect</a> <a href="#EffPlaySound">Play Sound</a> <a href="#EffPlayerInfoVisibility">Player Info Visibility</a> <a href="#EffPoison">Poison/Cure</a> <a href="#EffPotion">Potion Effects</a> <a href="#EffPush">Push</a> <a href="#EffPvP">PvP</a> <a href="#EffReplace">Replace</a> <a href="#EffReturn">Return</a> <a href="#EffRing">Ring Bell</a> <a href="#EffRotate">Rotate</a> <a href="#EffWorldSave">Save World</a> <a href="#EffSendBlockChange">Send Block Change</a> <a href="#EffSendResourcePack">Send Resource Pack</a> <a href="#EffShear">Shear</a> <a href="#EffShoot">Shoot</a> <a href="#EffSilence">Silence Entity</a> <a href="#EffSort">Sort</a> <a href="#EffStopServer">Stop Server</a> <a href="#EffStopSound">Stop Sound</a> <a href="#EffSwingHand">Swing Hand</a> <a href="#EffTame">Tame / Untame</a> <a href="#EffTeleport">Teleport</a> <a href="#EffTextDisplayDropShadow">Text Display Drop Shadow</a> <a href="#EffTextDisplaySeeThroughBlocks">Text Display See Through Blocks</a> <a href="#EffResetTitle">Title - Reset</a> <a href="#EffSendTitle">Title - Send</a> <a href="#EffToggle">Toggle</a> <a href="#EffToggleFlight">Toggle Flight</a> <a href="#EffToggleCanPickUpItems">Toggle Picking Up Items</a> <a href="#EffTree">Tree</a> <a href="#EffVehicle">Vehicle</a> <a href="#EffOp">op/deop</a> <a href="#EffSecSpawn">Spawn</a> <a href="#CondAlphanumeric">Alphanumeric</a> <a href="#CondIsResonating">Bell Is Resonating</a> <a href="#CondIsRinging">Bell Is Ringing</a> <a href="#CondCanAge">Can Age</a> <a href="#CondCanBreed">Can Breed</a> <a href="#CondCanBuild">Can Build</a> <a href="#CondCanFly">Can Fly</a> <a href="#CondCanHold">Can Hold</a> <a href="#CondCanPickUpItems">Can Pick Up Items</a> <a href="#CondCanSee">Can See</a> <a href="#CondChatColors">Can See Chat Colors</a> <a href="#CondChatVisibility">Can See Messages</a> <a href="#CondChance">Chance</a> <a href="#CondCompare">Comparison</a> <a href="#CondContains">Contains</a> <a href="#CondDamageCause">Damage Cause</a> <a href="#CondAnchorWorks">Do Respawn Anchors Work</a> <a href="#CondWillHatch">Egg Will Hatch</a> <a href="#CondIsSheared">Entity Is Sheared</a> <a href="#CondEntityIsWet">Entity is Wet</a> <a href="#CondEntityIsInLiquid">Entity is in Liquid</a> <a href="#CondCancelled">Event Cancelled</a> <a href="#CondIsSet">Exists/Is Set</a> <a href="#CondAI">Has AI</a> <a href="#CondChatFiltering">Has Chat Filtering</a> <a href="#CondHasClientWeather">Has Client Weather</a> <a href="#CondHasCustomModelData">Has Custom Model Data</a> <a href="#CondGlowingText">Has Glowing Text</a> <a href="#CondHasItemCooldown">Has Item Cooldown</a> <a href="#CondTooltip">Has Item Tooltips</a> <a href="#CondHasLineOfSight">Has Line of Sight</a> <a href="#CondHasMetadata">Has Metadata</a> <a href="#CondPermission">Has Permission</a> <a href="#CondPlayedBefore">Has Played Before</a> <a href="#CondHasPotion">Has Potion</a> <a href="#CondHasResourcePack">Has Resource Pack</a> <a href="#CondHasScoreboardTag">Has Scoreboard Tag</a> <a href="#CondIgnitionProcess">Ignition Process</a> <a href="#CondPastFuture">In The Past/Future</a> <a href="#CondIsAdult">Is Adult</a> <a href="#CondIsAlive">Is Alive</a> <a href="#CondIsBaby">Is Baby</a> <a href="#CondIsBanned">Is Banned</a> <a href="#CondRespawnLocation">Is Bed/Anchor Spawn</a> <a href="#CondIsBlock">Is Block</a> <a href="#CondIsBlockRedstonePowered">Is Block Redstone Powered</a> <a href="#CondIsBlocking">Is Blocking</a> <a href="#CondIsBurning">Is Burning</a> <a href="#CondIsCharged">Is Charged</a> <a href="#CondIsClimbing">Is Climbing</a> <a href="#CondIsCommandBlockConditional">Is Conditional</a> <a href="#CondIsEdible">Is Edible</a> <a href="#CondIsEmpty">Is Empty</a> <a href="#CondIsEnchanted">Is Enchanted</a> <a href="#CondIsDivisibleBy">Is Evenly Divisible By</a> <a href="#CondIsFireResistant">Is Fire Resistant</a> <a href="#CondIsFlammable">Is Flammable</a> <a href="#CondIsFlying">Is Flying</a> <a href="#CondIsFrozen">Is Frozen</a> <a href="#CondIsFuel">Is Fuel</a> <a href="#CondIsGliding">Is Gliding</a> <a href="#CondIsHandRaised">Is Hand Raised</a> <a href="#CondItemInHand">Is Holding</a> <a href="#CondIsInLove">Is In Love</a> <a href="#CondIncendiary">Is Incendiary</a> <a href="#CondIsInfinite">Is Infinite</a> <a href="#CondIsInteractable">Is Interactable</a> <a href="#CondIsInvisible">Is Invisible</a> <a href="#CondIsInvulnerable">Is Invulnerable</a> <a href="#CondIsJumping">Is Jumping</a> <a href="#CondLeashed">Is Leashed</a> <a href="#CondIsLoaded">Is Loaded</a> <a href="#CondIsMember">Is Member/Owner of Region</a> <a href="#CondIsVectorNormalized">Is Normalized</a> <a href="#CondIsOccluding">Is Occluding</a> <a href="#CondIsOnline">Is Online</a> <a href="#CondIsOp">Is Operator</a> <a href="#CondIsPassable">Is Passable</a> <a href="#CondIsPathfinding">Is Pathfinding</a> <a href="#CondIsPluginEnabled">Is Plugin Enabled</a> <a href="#CondIsPoisoned">Is Poisoned</a> <a href="#CondIsPreferredTool">Is Preferred Tool</a> <a href="#CondIsPressingKey">Is Pressing Key</a> <a href="#CondIsRiding">Is Riding</a> <a href="#CondIsRiptiding">Is Riptiding</a> <a href="#CondScriptLoaded">Is Script Loaded</a> <a href="#CondIsSilent">Is Silent</a> <a href="#CondIsSleeping">Is Sleeping</a> <a href="#CondIsSlimeChunk">Is Slime Chunk</a> <a href="#CondIsSneaking">Is Sneaking</a> <a href="#CondIsSolid">Is Solid</a> <a href="#CondIsSprinting">Is Sprinting</a> <a href="#CondIsStackable">Is Stackable</a> <a href="#CondIsSwimming">Is Swimming</a> <a href="#CondIsTameable">Is Tameable</a> <a href="#CondIsTamed">Is Tamed</a> <a href="#CondIsTransparent">Is Transparent</a> <a href="#CondIsUnbreakable">Is Unbreakable</a> <a href="#CondIsUsingFeature">Is Using Experimental Feature</a> <a href="#CondIsValid">Is Valid</a> <a href="#CondIsWearing">Is Wearing</a> <a href="#CondIsWhitelisted">Is Whitelisted</a> <a href="#CondIsWithin">Is Within</a> <a href="#CondWithinRadius">Is Within Radius</a> <a href="#CondIsSkriptCommand">Is a Skript command</a> <a href="#CondIsOfType">Is of Type</a> <a href="#CondIsOnGround">Is on Ground</a> <a href="#CondIsLeftHanded">Left Handed</a> <a href="#CondLidState">Lid Is Open/Closed</a> <a href="#CondMatches">Matches</a> <a href="#CondPvP">PvP</a> <a href="#CondRegionContains">Region Contains</a> <a href="#CondResourcePack">Resource Pack</a> <a href="#CondMinecraftVersion">Running Minecraft</a> <a href="#CondStartsEndsWith">Starts/Ends With</a> <a href="#CondTextDisplayHasDropShadow">Text Display Has Drop Shadow</a> <a href="#CondTextDisplaySeeThroughBlocks">Text Display Visible Through Blocks</a> <a href="#CondDate">Time</a> <a href="#SecConditional">Conditionals</a> <a href="#SecFilter">Filter (Section)</a> <a href="#SecLoop">Loop</a> <a href="#SecWhile">While Loop</a> <a href="#at_time">At Time</a> <a href="#anvil_damage">On Anvil Damage</a> <a href="#anvil_prepare">On Anvil Prepare</a> <a href="#aoe_cloud_effect">On AoE Cloud Effect</a> <a href="#arm_swing">On Arm Swing</a> <a href="#armor_change">On Armor Change</a> <a href="#bed_enter">On Bed Enter</a> <a href="#bed_leave">On Bed Leave</a> <a href="#bell_resonate">On Bell Resonate</a> <a href="#bell_ring">On Bell Ring</a> <a href="#block_damage">On Block Damage</a> <a href="#block_drop">On Block Drop</a> <a href="#block_fertilize">On Block Fertilize</a> <a href="#block_growth">On Block Growth</a> <a href="#book_edit">On Book Edit</a> <a href="#book_sign">On Book Sign</a> <a href="#break_mine">On Break / Mine</a> <a href="#broadcast">On Broadcast</a> <a href="#bucket_empty">On Bucket Empty</a> <a href="#bucket_fill">On Bucket fill</a> <a href="#burn">On Burn</a> <a href="#can_build_check">On Can Build Check</a> <a href="#chat">On Chat</a> <a href="#chunk_generate">On Chunk Generate</a> <a href="#chunk_load">On Chunk Load</a> <a href="#chunk_unload">On Chunk Unload</a> <a href="#click">On Click</a> <a href="#combust">On Combust</a> <a href="#command">On Command</a> <a href="#connect">On Connect</a> <a href="#consume">On Consume</a> <a href="#craft">On Craft</a> <a href="#creeper_power">On Creeper Power</a> <a href="#damage">On Damage</a> <a href="#death">On Death</a> <a href="#dispense">On Dispense</a> <a href="#drop">On Drop</a> <a href="#egg_throw">On Egg Throw</a> <a href="#enchant">On Enchant</a> <a href="#enchant_prepare">On Enchant Prepare</a> <a href="#enderman_enrage">On Enderman Enrage</a> <a href="#endermansheepsilverfishfalling_block">On Enderman/Sheep/Silverfish/Falling Block</a> <a href="#entity_breed">On Entity Breed</a> <a href="#entity_dismount">On Entity Dismount</a> <a href="#entity_jump">On Entity Jump</a> <a href="#entity_mount">On Entity Mount</a> <a href="#entity_portal">On Entity Portal</a> <a href="#entity_potion_effect">On Entity Potion Effect</a> <a href="#entity_transform">On Entity Transform</a> <a href="#experience_change">On Experience Change</a> <a href="#experience_cooldown_change">On Experience Cooldown Change</a> <a href="#experience_spawn">On Experience Spawn</a> <a href="#explode">On Explode</a> <a href="#explosion_prime">On Explosion Prime</a> <a href="#fade">On Fade</a> <a href="#firework_explode">On Firework Explode</a> <a href="#first_join">On First Join</a> <a href="#fishing">On Fishing</a> <a href="#flight_toggle">On Flight Toggle</a> <a href="#flow">On Flow</a> <a href="#form">On Form</a> <a href="#fuel_burn">On Fuel Burn</a> <a href="#gamemode_change">On Gamemode Change</a> <a href="#gliding_state_change">On Gliding State Change</a> <a href="#grow">On Grow</a> <a href="#hand_item_swap">On Hand Item Swap</a> <a href="#heal">On Heal</a> <a href="#horse_jump">On Horse Jump</a> <a href="#hunger_meter_change">On Hunger Meter Change</a> <a href="#ignition">On Ignition</a> <a href="#inventory_click">On Inventory Click</a> <a href="#inventory_close">On Inventory Close</a> <a href="#inventory_drag">On Inventory Drag</a> <a href="#inventory_item_move">On Inventory Item Move</a> <a href="#inventory_open">On Inventory Open</a> <a href="#inventory_pickup">On Inventory Pickup</a> <a href="#inventory_slot_change">On Inventory Slot Change</a> <a href="#item_break">On Item Break</a> <a href="#item_damage">On Item Damage</a> <a href="#item_despawn">On Item Despawn</a> <a href="#item_mend">On Item Mend</a> <a href="#item_merge">On Item Merge</a> <a href="#item_spawn">On Item Spawn</a> <a href="#join">On Join</a> <a href="#jump">On Jump</a> <a href="#kick">On Kick</a> <a href="#language_change">On Language Change</a> <a href="#leaves_decay">On Leaves Decay</a> <a href="#level_change">On Level Change</a> <a href="#lightning_strike">On Lightning Strike</a> <a href="#loot_generate">On Loot Generate</a> <a href="#love_mode_enter">On Love Mode Enter</a> <a href="#move_rotate">On Move / Rotate</a> <a href="#move_on">On Move On</a> <a href="#physics">On Physics</a> <a href="#pick_up">On Pick Up</a> <a href="#pig_zap">On Pig Zap</a> <a href="#piglin_barter">On Piglin Barter</a> <a href="#piston_extend">On Piston Extend</a> <a href="#piston_retract">On Piston Retract</a> <a href="#place">On Place</a> <a href="#player_chunk_enter">On Player Chunk Enter</a> <a href="#player_deep_sleep">On Player Deep Sleep</a> <a href="#player_input">On Player Input</a> <a href="#player_pickup_arrow">On Player Pickup Arrow</a> <a href="#player_trade">On Player Trade</a> <a href="#player_world_change">On Player World Change</a> <a href="#portal">On Portal</a> <a href="#portal_create">On Portal Create</a> <a href="#portal_enter">On Portal Enter</a> <a href="#prepare_craft">On Prepare Craft</a> <a href="#pressure_plate_trip">On Pressure Plate / Trip</a> <a href="#projectile_collide">On Projectile Collide</a> <a href="#projectile_hit">On Projectile Hit</a> <a href="#quit">On Quit</a> <a href="#ready_arrow">On Ready Arrow</a> <a href="#redstone">On Redstone</a> <a href="#region_enterleave">On Region Enter/Leave</a> <a href="#resource_pack_request_response">On Resource Pack Request Response</a> <a href="#respawn">On Respawn</a> <a href="#resurrect_attempt">On Resurrect Attempt</a> <a href="#riptide">On Riptide</a> <a href="#script_loadunload">On Script Load/Unload</a> <a href="#send_command_list">On Send Command List</a> <a href="#server_list_ping">On Server List Ping</a> <a href="#server_startstop">On Server Start/Stop</a> <a href="#sheep_regrow_wool">On Sheep Regrow Wool</a> <a href="#shoot">On Shoot</a> <a href="#sign_change">On Sign Change</a> <a href="#slime_split">On Slime Split</a> <a href="#smelt">On Smelt</a> <a href="#sneak_toggle">On Sneak Toggle</a> <a href="#spawn">On Spawn</a> <a href="#spawn_change">On Spawn Change</a> <a href="#spectate">On Spectate</a> <a href="#sponge_absorb">On Sponge Absorb</a> <a href="#spread">On Spread</a> <a href="#sprint_toggle">On Sprint Toggle</a> <a href="#stonecutter_recipe_select">On Stonecutter Recipe Select</a> <a href="#stop_using_item">On Stop Using Item</a> <a href="#swim_toggle">On Swim Toggle</a> <a href="#tame">On Tame</a> <a href="#target">On Target</a> <a href="#teleport">On Teleport</a> <a href="#tool_change">On Tool Change</a> <a href="#vehicle_create">On Vehicle Create</a> <a href="#vehicle_damage">On Vehicle Damage</a> <a href="#vehicle_destroy">On Vehicle Destroy</a> <a href="#vehicle_enter">On Vehicle Enter</a> <a href="#vehicle_exit">On Vehicle Exit</a> <a href="#weather_change">On Weather Change</a> <a href="#world_init">On World Init</a> <a href="#world_load">On World Load</a> <a href="#world_save">On World Save</a> <a href="#world_unload">On World Unload</a> <a href="#zombie_break_door">On Zombie Break Door</a> <a href="#periodical">Periodical</a> <a href="#eventperiodical">Periodical</a> <a href="#attributetype">Attribute Type</a> <a href="#biome">Biome</a> <a href="#block">Block</a> <a href="#blockdata">Block Data</a> <a href="#boolean">Boolean</a> <a href="#CatType">Cat Type</a> <a href="#chunk">Chunk</a> <a href="#clicktype">Click Type</a> <a href="#color">Color</a> <a href="#commandsender">Command Sender</a> <a href="#damagecause">Damage Cause</a> <a href="#date">Date</a> <a href="#difficulty">Difficulty</a> <a href="#direction">Direction</a> <a href="#billboard">Display Billboard</a> <a href="#display">Display Entity</a> <a href="#textalignment">Display Text Alignment</a> <a href="#enchantment">Enchantment</a> <a href="#enchantmentoffer">Enchantment Offer</a> <a href="#enchantmenttype">Enchantment Type</a> <a href="#entity">Entity</a> <a href="#entitypotioncause">Entity Potion Cause</a> <a href="#entitydata">Entity Type</a> <a href="#entitytype">Entity Type with Amount</a> <a href="#experience">Experience</a> <a href="#experiencecooldownchangereason">Experience Cooldown Change Reason</a> <a href="#fireworkeffect">Firework Effect</a> <a href="#FireworkType">Firework Type</a> <a href="#gamemode">Game Mode</a> <a href="#gamerule">Gamerule</a> <a href="#gamerulevalue">Gamerule Value</a> <a href="#gene">Gene</a> <a href="#healreason">Heal Reason</a> <a href="#inputkey">Input Key</a> <a href="#inventory">Inventory</a> <a href="#inventoryaction">Inventory Action</a> <a href="#inventoryclosereason">Inventory Close Reasons</a> <a href="#inventorytype">Inventory Type</a> <a href="#itemstack">Item</a> <a href="#itemdisplaytransform">Item Display Transforms</a> <a href="#itemtype">Item Type</a> <a href="#livingentity">Living Entity</a> <a href="#location">Location</a> <a href="#metadataholder">Metadata Holder</a> <a href="#money">Money</a> <a href="#moonphase">Moon Phase</a> <a href="#number">Number</a> <a href="#object">Object</a> <a href="#offlineplayer">Offline Player</a> <a href="#player">Player</a> <a href="#potioneffect">Potion Effect</a> <a href="#potioneffecttype">Potion Effect Type</a> <a href="#projectile">Projectile</a> <a href="#quaternion">Quaternion</a> <a href="#quitreason">Quit Reason</a> <a href="#region">Region</a> <a href="#resourcepackstate">Resource Pack State</a> <a href="#cachedservericon">Server Icon</a> <a href="#slot">Slot</a> <a href="#soundcategory">Sound Category</a> <a href="#spawnreason">Spawn Reason</a> <a href="#teleportcause">Teleport Cause</a> <a href="#string">Text</a> <a href="#time">Time</a> <a href="#timeperiod">Timeperiod</a> <a href="#timespan">Timespan</a> <a href="#transformreason">Transform Reason</a> <a href="#structuretype">Tree Type</a> <a href="#classinfo">Type</a> <a href="#vector">Vector</a> <a href="#visualeffect">Visual Effect</a> <a href="#weathertype">Weather Type</a> <a href="#WolfVariant">Wolf Variant</a> <a href="#world">World</a> <a href="#environment">World Environment</a> <a href="#abs">abs</a> <a href="#acos">acos</a> <a href="#asin">asin</a> <a href="#atan">atan</a> <a href="#atan2">atan2</a> <a href="#axisAngle">axisAngle</a> <a href="#calcExperience">calcExperience</a> <a href="#caseEquals">caseEquals</a> <a href="#ceil">ceil</a> <a href="#ceiling">ceiling</a> <a href="#clamp">clamp</a> <a href="#concat">concat</a> <a href="#cos">cos</a> <a href="#date">date</a> <a href="#exp">exp</a> <a href="#floor">floor</a> <a href="#formatNumber">formatNumber</a> <a href="#isNaN">isNaN</a> <a href="#ln">ln</a> <a href="#location">location</a> <a href="#log">log</a> <a href="#max">max</a> <a href="#min">min</a> <a href="#mod">mod</a> <a href="#offlineplayer">offlineplayer</a> <a href="#player">player</a> <a href="#product">product</a> <a href="#quaternion">quaternion</a> <a href="#rgb">rgb</a> <a href="#round">round</a> <a href="#sin">sin</a> <a href="#sqrt">sqrt</a> <a href="#sum">sum</a> <a href="#tan">tan</a> <a href="#vector">vector</a> <a href="#world">world</a> </div> </nav> <h1 id="nav-title">All Elements</h1> <div id="content"> <div class="item-wrapper type-Structure" id="StructAliases" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Aliases</h1> <a href="#StructAliases" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">aliases</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Used for registering custom aliases for a script. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> aliases:<br>&nbsp;&nbsp;&nbsp;&nbsp;blacklisted items = TNT, bedrock, obsidian, mob spawner, lava, lava bucket<br>&nbsp;&nbsp;&nbsp;&nbsp;shiny swords = gold sword, iron sword, diamond sword </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command</h1> <a href="#StructCommand" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">command &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Required Entries:</td> <td>trigger</td> </tr> <tr class="item-details"> <td class="item-table-label">Optional Entries:</td> <td>usage, description, prefix, permission, permission message, aliases, executable by, cooldown, cooldown message, cooldown bypass, cooldown storage</td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Used for registering custom commands. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /broadcast &lt;string&gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;usage: A command for broadcasting a message to all players.<br>&nbsp;&nbsp;&nbsp;&nbsp;permission: skript.command.broadcast<br>&nbsp;&nbsp;&nbsp;&nbsp;permission message: You don't have permission to broadcast messages<br>&nbsp;&nbsp;&nbsp;&nbsp;aliases: /bc<br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players and console<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown: 15 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown message: You last broadcast a message %elapsed time% ago. You can broadcast another message in %remaining time%.<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown bypass: skript.command.broadcast.admin<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown storage: {cooldown::%player%}<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast the argument </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructFunction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Function</h1> <a href="#StructFunction" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[local] function &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2, 2.7 (local functions)</td> </tr> </table> <div class="item-description"> Functions are structures that can be executed with arguments/parameters to run code. They can also return a value to the trigger that is executing the function. Note that local functions come before global functions execution </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function sayMessage(message: text):<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast {_message} # our message argument is available in '{_message}'<br><br>local function giveApple(amount: number) :: item:<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_amount} of apple<br><br>function getPoints(p: player) returns number:<br>&nbsp;&nbsp;&nbsp;&nbsp;return {points::%{_p}%} </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructOptions" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Options</h1> <a href="#StructOptions" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">options</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Options are used for replacing parts of a script with something else. For example, an option may represent a message that appears in multiple locations. Take a look at the example below that showcases this. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> options:<br>&nbsp;&nbsp;&nbsp;&nbsp;no_permission: You're missing the required permission to execute this command!<br><br>command /ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;permission: command.ping<br>&nbsp;&nbsp;&nbsp;&nbsp;permission message: {@no_permission}<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Pong!"<br><br>command /pong:<br>&nbsp;&nbsp;&nbsp;&nbsp;permission: command.pong<br>&nbsp;&nbsp;&nbsp;&nbsp;permission message: {@no_permission}<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Ping!" </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructUsing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Using Experimental Feature</h1> <a href="#StructUsing" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">using &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> </table> <div class="item-description"> Place at the top of a script file to enable an optional experimental feature. For example, this might include </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> using 1.21<br>using my-cool-addon-feature </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructVariables" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Variables</h1> <a href="#StructVariables" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">variables</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Used for defining variables present within a script. This section is not required, but it ensures that a variable has a value if it doesn't exist when the script is loaded. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> variables:<br>&nbsp;&nbsp;&nbsp;&nbsp;{joins} = 0<br>&nbsp;&nbsp;&nbsp;&nbsp;{balance::%player%} = 0<br><br>on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;add 1 to {joins}<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Your balance is %{balance::%player%}%"<br> </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAbsorbedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Absorbed blocks</h1> <a href="#ExprAbsorbedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] absorbed blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#sponge_absorb">sponge absorb</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The blocks absorbed by a sponge block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the absorbed blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprActiveItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Active Item</h1> <a href="#ExprActiveItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (raised|active) (tool|item|weapon) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (raised|active) (tool|item|weapon)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> Returns the item the entities are currently using (ie: the food they're eating, the bow they're drawing back, etc.). This cannot be changed. If an entity is not using any item, this will return null. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim's active tool is a bow:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;interrupt player's active item use </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntityItemUseTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Active Item Use Time</h1> <a href="#ExprEntityItemUseTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [elapsed|remaining] (item|tool) us[ag]e time of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [elapsed|remaining] (item|tool) us[ag]e time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the time that the entities have either spent using an item, or the time left for them to finish using an item. If an entity is not using any item, this will return 0 seconds. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast player's remaining item use time<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast player's item use time </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAffectedEntities" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Affected Entities</h1> <a href="#ExprAffectedEntities" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] affected entities</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#livingentity">Living Entity</a></td> </tr> </table> <div class="item-description"> The affected entities in the <a href='events.html#aoe_cloud_effect'>area cloud effect</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on area cloud effect:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop affected entities:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if loop-value is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "WARNING: you've step on an area effect cloud!" to loop-value </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Age of Block/Entity</h1> <a href="#ExprAge" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [max[imum]] age of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%'[s] [max[imum]] age</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns the age or maximum age of blocks and age for entities (there in no maximum age for entities). For blocks, 'Age' represents the different growth stages that a crop-like block can go through. A value of 0 indicates that the crop was freshly planted, whilst a value equal to 'maximum age' indicates that the crop is ripe and ready to be harvested. For entities, 'Age' represents the time left for them to become adults and it's in minus increasing to be 0 which means they're adults, e.g. A baby cow needs 20 minutes to become an adult which equals to 24,000 ticks so their age will be -24000 once spawned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Set targeted crop to fully grown crop<br>set age of targeted block to maximum age of targeted block<br> <br># Spawn a baby cow that will only need 1 minute to become an adult<br>spawn a baby cow at player<br>set age of last spawned entity to -1200 # in ticks = 60 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAllBannedEntries" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Banned Players/IPs</h1> <a href="#ExprAllBannedEntries" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] banned (players|(ips|ip addresses))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Obtains the list of all banned players or IP addresses. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /banlist:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send all the banned players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAllGroups" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Groups</h1> <a href="#ExprAllGroups" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">all groups</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, a permission plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> All the groups a player can have. This expression requires Vault and a compatible permissions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /group &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if argument is "list":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "%all groups%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOps" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Operators</h1> <a href="#ExprOps" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] [server] [non(-| )]op[erator]s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> The list of operators on the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_ops::*} to all operators </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPermissions" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Permissions</h1> <a href="#ExprPermissions" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] permissions (from|of) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] %<a href='./classes.html#player'>players</a>%'[s] permissions</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev33</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all permissions of the defined player(s). Note that the modifications to resulting list do not actually change permissions. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_permissions::*} to all permissions of the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprScripts" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Scripts</h1> <a href="#ExprScripts" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [of the]|the] scripts [without ([subdirectory] paths|parents)]</li> <li class="skript-code-block">[all [of the]|the] (enabled|loaded) scripts [without ([subdirectory] paths|parents)]</li> <li class="skript-code-block">[all [of the]|the] (disabled|unloaded) scripts [without ([subdirectory] paths|parents)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all of the scripts, or just the enabled or disabled ones. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /scripts:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "All Scripts: %scripts%" to player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Loaded Scripts: %enabled scripts%" to player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Unloaded Scripts: %disabled scripts%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAllCommands" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All commands</h1> <a href="#ExprAllCommands" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the|all [of] the)] [registered] [script] commands</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all registered commands or all script commands. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "Number of all commands: %size of all commands%"<br>send "Number of all script commands: %size of all script commands%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAlphabetList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Alphabetical Sort</h1> <a href="#ExprAlphabetList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">alphabetically sorted %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev18b</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Sorts given strings in alphabetical order. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_list::*} to alphabetically sorted {_strings::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAltitude" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Altitude</h1> <a href="#ExprAltitude" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] altitude[s] of %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] altitude[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Effectively an alias of 'y-<a href='#ExprCoordinate'>coordinate</a> of …', it represents the height of some object above bedrock. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;altitude of the attacker is higher than the altitude of the victim<br>&nbsp;&nbsp;&nbsp;&nbsp;set damage to damage * 1.2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Amount</h1> <a href="#ExprAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (amount|number|size) of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] recursive (amount|number|size) of %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The amount of something. Please note that <code>amount of %items%</code> will not return the number of items, but the number of stacks, e.g. 1 for a stack of 64 torches. To get the amount of items in a stack, see the <a href='#ExprItemAmount'>item amount</a> expression.<p>Also, you can get the recursive size of a list, which will return the recursive size of the list with sublists included, e.g.<p><pre> {list::*} Structure<br> ├──── {list::1}: 1<br> ├──── {list::2}: 2<br> │ ├──── {list::2::1}: 3<br> │ │ └──── {list::2::1::1}: 4<br> │ └──── {list::2::2}: 5<br> └──── {list::3}: 6 </pre><p>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! </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "There are %number of all players% players online!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAmountOfItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Amount of Items</h1> <a href="#ExprAmountOfItems" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (amount|number) of %<a href='./classes.html#itemtype'>item types</a>% (in|of) %<a href='./classes.html#inventory'>inventories</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Counts how many of a particular <a href='./classes.html#itemtype'>item type</a> are in a given inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You have %number of ores in the player's inventory% ores in your inventory." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAnvilRepairCost" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Anvil Repair Cost</h1> <a href="#ExprAnvilRepairCost" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [anvil] [item] [max[imum]] repair cost [of %<a href='./classes.html#inventory'>inventories</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>%'[s] [anvil] [item] [max[imum]] repair cost</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns the experience cost (in levels) to complete the current repair or the maximum experience cost (in levels) to be allowed by the current repair. The default value of max cost set by vanilla Minecraft is 40. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {AnvilRepairSaleActive} = true:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;wait a tick # recommended, to avoid client bugs<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set anvil repair cost to anvil repair cost * 50%<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Anvil repair sale is ON!" to player<br><br>on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;player have permission "anvil.repair.max.bypass"<br>&nbsp;&nbsp;&nbsp;&nbsp;set max repair cost of event-inventory to 99999 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAnvilText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Anvil Text Input</h1> <a href="#ExprAnvilText" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] anvil [inventory] (rename|text) input of %<a href='./classes.html#inventory'>inventories</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>%'[s] anvil [inventory] (rename|text) input</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> An expression to get the name to be applied to an item in an anvil inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;type of event-inventory is anvil inventory<br>&nbsp;&nbsp;&nbsp;&nbsp;if the anvil text input of the event-inventory is "FREE OP":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ban player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAppliedEnchantments" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Applied Enchantments</h1> <a href="#ExprAppliedEnchantments" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] applied enchant[ment]s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant">enchant</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#enchantmenttype">Enchantment Type</a></td> </tr> </table> <div class="item-description"> The applied enchantments in an enchant event. Deleting or removing the applied enchantments will prevent the item's enchantment. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the applied enchantments to sharpness 10 and fire aspect 5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArgument" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Argument</h1> <a href="#ExprArgument" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last arg[ument]</li> <li class="skript-code-block">[the] arg[ument](-| )&lt;(\d+)&gt;</li> <li class="skript-code-block">[the] &lt;(\d*1)st|(\d*2)nd|(\d*3)rd|(\d*[4-90])th&gt; arg[ument][s]</li> <li class="skript-code-block">[(all [[of] the]|the)] arg[ument][s]</li> <li class="skript-code-block">[the] %*<a href='./classes.html#classinfo'>type</a>%( |-)arg[ument][( |-)&lt;\d+&gt;]</li> <li class="skript-code-block">[the] arg[ument]( |-)%*<a href='./classes.html#classinfo'>type</a>%[( |-)&lt;\d+&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.7 (support for command events)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Usable in script commands and command events. Holds the value of an argument given to the command, e.g. if the command "/tell &lt;player&gt; &lt;text&gt;" is used like "/tell Njol Hello Njol!" argument 1 is the player named "Njol" and argument 2 is "Hello Njol!". One can also use the type of the argument instead of its index to address the argument, e.g. in the above example 'player-argument' is the same as 'argument 1'. Please note that specifying the argument type is only supported in script commands. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give the item-argument to the player-argument<br>damage the player-argument by the number-argument<br>give a diamond pickaxe to the argument<br>add argument 1 to argument 2<br>heal the last argument </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArithmetic" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arithmetic</h1> <a href="#ExprArithmetic" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]+[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]+[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]+[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]+[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]-[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]-[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]-[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]-[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]*[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]*[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]*[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]*[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]/[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]/[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]/[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]/[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]^[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]^[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]^[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]^[ ]%<a href='./classes.html#object'>object</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Arithmetic expressions, e.g. 1 + 2, (health of player - 2) / 3, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's health to 10 - the player's health<br>loop (argument + 2) / 5 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Two useless numbers: %loop-num * 2 - 5%, %2^loop-num - 1%"<br>message "You have %health of player * 2% half hearts of HP!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArmorSlot" data-keywords="armor"> <div class="item-title"> <h1 style="display: inline-block">Armour Slot</h1> <a href="#ExprArmorSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (((boots|shoes)|leg[ging]s|chestplate[s]|helmet[s]) [(item|slot)]|armo[u]r[s]) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (((boots|shoes)|leg[ging]s|chestplate[s]|helmet[s]) [(item|slot)]|armo[u]r[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (Armour)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> Equipment of living entities, i.e. the boots, leggings, chestplate or helmet. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set chestplate of the player to a diamond chestplate<br>helmet of player is neither a helmet nor air # player is wearing a block, e.g. from another plugin </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttachedBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arrow Attached Block</h1> <a href="#ExprAttachedBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (attached|hit) block of %<a href='./classes.html#projectile'>projectiles</a>%</li> <li class="skript-code-block">%<a href='./classes.html#projectile'>projectiles</a>%'[s] (attached|hit) block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Returns the attached block of an arrow. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set hit block of last shot arrow to diamond block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArrowKnockbackStrength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arrow Knockback Strength</h1> <a href="#ExprArrowKnockbackStrength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] arrow knockback strength of %<a href='./classes.html#projectile'>projectiles</a>%</li> <li class="skript-code-block">%<a href='./classes.html#projectile'>projectiles</a>%'[s] arrow knockback strength</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> An arrow's knockback strength. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on shoot:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-projectile is an arrow<br>&nbsp;&nbsp;&nbsp;&nbsp;set arrow knockback strength of event-projectile to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArrowsStuck" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arrows Stuck</h1> <a href="#ExprArrowsStuck" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[number of] arrow[s] stuck in %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of arrows stuck in a living entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set arrows stuck in player to 5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttackCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attack Cooldown</h1> <a href="#ExprAttackCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] attack cooldown of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] attack cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns the current cooldown for a player's attack. This is used to calculate damage, with 1.0 representing a fully charged attack and 0.0 representing a non-charged attack. NOTE: Currently this can not be set to anything. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;if attack cooldown of attacker &lt; 1:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set damage to 0<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Your hit was too weak! wait until your weapon is fully charged next time." to attacker </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttacked" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attacked</h1> <a href="#ExprAttacked" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (attacked|damaged|victim) [&lt;(.+)&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3, 2.6.1 (projectile hit event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a>, <a href="events.html#death">death</a>, <a href="events.html#projectile_hit">projectile hit</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The victim of a damage event, e.g. when a player attacks a zombie this expression represents the zombie. When using Minecraft 1.11+, this also covers the hit entity in a projectile hit event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is a creeper<br>&nbsp;&nbsp;&nbsp;&nbsp;damage the attacked by 1 heart </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttacker" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attacker</h1> <a href="#ExprAttacker" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (attacker|damager)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a>, <a href="events.html#death">death</a>, <a href="events.html#destroy">destroy</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The attacker of a damage event, e.g. when a player attacks a zombie this expression represents the player. Please note that the attacker can also be a block, e.g. a cactus or lava, but this expression will not be set in these cases. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;attacker is a player<br>&nbsp;&nbsp;&nbsp;&nbsp;health of attacker is less than or equal to 2<br>&nbsp;&nbsp;&nbsp;&nbsp;damage victim by 1 heart </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBarterDrops" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Barter Drops</h1> <a href="#ExprBarterDrops" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [piglin] barter[ing] drops</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> The items dropped by the piglin in a piglin bartering event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piglin barter:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the bartering drops contain a jack-o-lantern:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove jack-o-lantern from bartering output<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "it's not halloween yet!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBarterInput" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Barter Input</h1> <a href="#ExprBarterInput" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [piglin] barter[ing] input</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> The item picked up by the piglin in a piglin bartering event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piglin barter:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the bartering input is a gold ingot:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "my precious..." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Bed</h1> <a href="#ExprBed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [((safe|valid)|(unsafe|invalid))] bed[s] [location[s]] of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] [((safe|valid)|(unsafe|invalid))] bed[s] [location[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.7 (offlineplayers, safe bed)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Returns the bed location of a player, i.e. the spawn point of a player if they ever slept in a bed and the bed still exists and is unobstructed however, you can set the unsafe bed location of players and they will respawn there even if it has been obstructed or doesn't exist anymore and that's the default behavior of this expression otherwise you will need to be specific i.e. <code>safe bed location</code>.<p>NOTE: Offline players can not have their bed location changed, only online players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if bed of player exists:<br>&nbsp;&nbsp;&nbsp;&nbsp;teleport player the the player's bed<br>else:<br>&nbsp;&nbsp;&nbsp;&nbsp;teleport the player to the world's spawn point<br><br>set the bed location of player to spawn location of world("world") # unsafe/invalid bed location<br>set the safe bed location of player to spawn location of world("world") # safe/valid bed location </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBiome" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Biome</h1> <a href="#ExprBiome" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] biome [(of|%<a href='./classes.html#direction'>direction</a>%) %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] biome</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4, 2.6.1 (3D biomes)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#biome">Biome</a></td> </tr> </table> <div class="item-description"> The biome at a certain location. Please note that biomes are only defined for x/z-columns (i.e. the <a href='#ExprAltitude'>altitude</a> (y-coordinate) doesn't matter), up until Minecraft 1.15.x. As of Minecraft 1.16, biomes are now 3D (per block vs column). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # damage player in deserts constantly<br>every real minute:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;biome at loop-player is desert<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;damage the loop-player by 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block</h1> <a href="#ExprBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block is ore<br>set block below to air<br>spawn a creeper above the block<br>loop blocks in radius 4:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-block is obsidian<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to water<br>block is a chest:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the inventory of the block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlock-2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block</h1> <a href="#ExprBlock-2" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] block %<a href='./classes.html#direction'>direction</a>% [%<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block is ore<br>set block below to air<br>spawn a creeper above the block<br>loop blocks in radius 4:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-block is obsidian<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to water<br>block is a chest:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the inventory of the block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBreakSpeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Break Speed</h1> <a href="#ExprBreakSpeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] break speed[s] [of %<a href='./classes.html#block'>blocks</a>%] [for %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#block'>block</a>%'[s] break speed[s] [for %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.17+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Gets the speed at which the given player would break this block, taking into account tools, potion effects, whether or not the player is in water, enchantments, etc. The returned value is the amount of progress made in breaking the block each tick. When the total breaking progress reaches 1.0, the block is broken. Note that the break speed can change in the course of breaking a block, e.g. if a potion effect is applied or expires, or the player jumps/enters water. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on left click using diamond pickaxe:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-block is set<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Break Speed: %break speed for player%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Data</h1> <a href="#ExprBlockData" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] block[ ]data of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#display'>displays</a>%'[s] block[ ]data</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.5.2 (set), INSERT VERSION (block displays)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#blockdata">Block Data</a></td> </tr> </table> <div class="item-description"> Get the <a href='classes.html#blockdata'>block data</a> associated with a block. This data can also be used to set blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_data} to block data of target block<br>set block at player to {_data}<br><br>set block data of target block to oak_stairs[facing=south;waterlogged=true] </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockHardness" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Hardness</h1> <a href="#ExprBlockHardness" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [block] hardness of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [block] hardness</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Obtains the block's hardness level (also known as "strength"). This number is used to calculate the time required to break each block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_hard} to block hardness of target block<br>if block hardness of target block &gt; 5: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockSound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Sound</h1> <a href="#ExprBlockSound" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (break|fall|hit|place|step) sound[s] of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>/<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>/<a href='./classes.html#itemtype'>item types</a>%'[s] (break|fall|hit|place|step) sound[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Gets the sound that a given block, blockdata, or itemtype will use in a specific scenario. This will return a string in the form of "SOUND_EXAMPLE", which can be used in the play sound syntax.<p>Check out <a href="https://minecraft.wiki/w/Sounds.json">this website</a> for a list of sounds in Minecraft, or <a href="https://minecraft.wiki/w/Sound">this one</a> to go to the Sounds wiki page. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play sound (break sound of dirt) at all players<br>set {_sounds::*} to place sounds of dirt, grass block, blue wool and stone </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockSphere" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Sphere</h1> <a href="#ExprBlockSphere" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] blocks in radius %<a href='./classes.html#number'>number</a>% [(of|around) %<a href='./classes.html#location'>location</a>%]</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks around %<a href='./classes.html#location'>location</a>% in radius %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> All blocks in a sphere around a center, mostly useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop blocks in radius 5 around the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to air </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Blocks</h1> <a href="#ExprBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] blocks %<a href='./classes.html#direction'>direction</a>% [%<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks from %<a href='./classes.html#location'>location</a>% [on] %<a href='./classes.html#direction'>direction</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks from %<a href='./classes.html#location'>location</a>% to %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks between %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks (in|within) %<a href='./classes.html#chunk'>chunk</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.5.1 (within/cuboid/chunk)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Blocks relative to other blocks or between other blocks. Can be used to get blocks relative to other blocks or for looping. Blocks from/to and between will return a straight line whereas blocks within will return a cuboid. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop blocks above the player:<br>loop blocks between the block below the player and the targeted block:<br>set the blocks below the player, the victim and the targeted block to air<br>set all blocks within {loc1} and {loc2} to stone<br>set all blocks within chunk at player to air </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlocksInRegion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Blocks in Region</h1> <a href="#ExprBlocksInRegion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the)] blocks (in|of) [[the] region[s]] %<a href='./classes.html#region'>regions</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> All blocks in a <a href='./classes.html#region'>region</a>. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all blocks in the region {arena.%{faction.%player%}%}:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the loop-block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBookAuthor" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Book Author</h1> <a href="#ExprBookAuthor" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [book] (author|writer|publisher) of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [book] (author|writer|publisher)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The author of a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Title: %author of event-item%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBookPages" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Book Pages</h1> <a href="#ExprBookPages" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] [book] (pages|content) of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%'[s] [book] (pages|content)</li> <li class="skript-code-block">[book] page %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%'[s] [book] page %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31, 2.7 (changers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The pages of a book (Supports Skript's chat format) Note: In order to modify the pages of a new written book, you must have the title and author of the book set. Skript will do this for you, but if you want your own, please set those values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Pages: %pages of event-item%"<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Page 1: %page 1 of event-item%"<br><br>set page 1 of player's held item to "Book writing" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBookTitle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Book Title</h1> <a href="#ExprBookTitle" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] book (name|title) of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] book (name|title)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The title of a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Title: %title of event-item%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBreedingFamily" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Breeding Family</h1> <a href="#ExprBreedingFamily" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] breeding mother</li> <li class="skript-code-block">[the] breeding father</li> <li class="skript-code-block">[the] [bred] (offspring|child)</li> <li class="skript-code-block">[the] breeder</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#livingentity">Living Entity</a></td> </tr> </table> <div class="item-description"> Represents family members within a breeding event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on breeding:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "When a %breeding mother% and %breeding father% love each other very much, they make a %bred offspring%" to breeder </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBurnCookTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Burn/Cook Time</h1> <a href="#ExprBurnCookTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] burn[ing] time</li> <li class="skript-code-block">[the] (burn|cook)[ing] time of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (burn|cook)[ing] time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The time a furnace takes to burn an item in a <a href='events.html#fuel_burn'>fuel burn</a> event. Can also be used to change the burn/cook time of a placed furnace. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fuel burn:<br>&nbsp;&nbsp;&nbsp;&nbsp;if fuel slot is coal:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set burning time to 1 tick </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprStringCase" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Case Text</h1> <a href="#ExprStringCase" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in (upper|lower)[ ]case</li> <li class="skript-code-block">(upper|lower)[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">capitali(s|z)ed %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lenient|strict) ](proper|title)[ ]case</li> <li class="skript-code-block">[(lenient|strict) ](proper|title)[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lenient|strict) ]camel[ ]case</li> <li class="skript-code-block">[(lenient|strict) ]camel[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lenient|strict) ]pascal[ ]case</li> <li class="skript-code-block">[(lenient|strict) ]pascal[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lower|upper|capital|screaming)[ ]]snake[ ]case</li> <li class="skript-code-block">[(lower|upper|capital|screaming)[ ]]snake[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lower|upper|capital)[ ]]kebab[ ]case</li> <li class="skript-code-block">[(lower|upper|capital)[ ]]kebab[ ]case %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16 (lowercase and uppercase), 2.5 (advanced cases)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Copy of given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, and Kebab-Case </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> "Oops!" in lowercase # oops!<br>"oops!" in uppercase # OOPS!<br>"hellO i'm steve!" in proper case # HellO I'm Steve!<br>"hellO i'm steve!" in strict proper case # Hello I'm Steve!<br>"spAwn neW boSs ()" in camel case # spAwnNeWBoSs()<br>"spAwn neW boSs ()" in strict camel case # spawnNewBoss()<br>"geneRate ranDom numBer ()" in pascal case # GeneRateRanDomNumBer()<br>"geneRate ranDom numBer ()" in strict pascal case # GenerateRandomNumber()<br>"Hello Player!" in snake case # Hello_Player!<br>"Hello Player!" in lower snake case # hello_player!<br>"Hello Player!" in upper snake case # HELLO_PLAYER!<br>"What is your name?" in kebab case # What-is-your-name?<br>"What is your name?" in lower kebab case # what-is-your-name?<br>"What is your name?" in upper kebab case # WHAT-IS-YOUR-NAME? </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCodepoint" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Character Codepoint</h1> <a href="#ExprCodepoint" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [unicode|character] code([ ]point| position) of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>%'[s] [unicode|character] code([ ]point| position)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns the Unicode codepoint of a character </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function is_in_order(letters: strings) :: boolean:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop {_letters::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {_codepoint} to codepoint of lowercase loop-value<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false if {_codepoint} is not set # 'loop-value is not a single character'<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{_previous-codepoint} is set<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# if the codepoint of the current character is not<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1 more than the codepoint of the previous character<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# then the letters are not in order<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{_codepoint} - {_previous-codepoint} is not 1<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {_previous-codepoint} to {_codepoint}<br>&nbsp;&nbsp;&nbsp;&nbsp;return true </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCharacterFromCodepoint" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Character from Codepoint</h1> <a href="#ExprCharacterFromCodepoint" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">character (from|at|with) code([ ]point| position) %integer%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns the character at the specified codepoint </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function chars_between(lower: string, upper: string) :: strings:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_lower} to codepoint of {_lower}<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_none} if {_lower} is not set<br><br>&nbsp;&nbsp;&nbsp;&nbsp;set {_upper} to codepoint of {_upper}<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_none} if {_upper} is not set<br><br>&nbsp;&nbsp;&nbsp;&nbsp;loop integers between {_lower} and {_upper}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add character from codepoint loop-value to {_chars::*}<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_chars::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCharacters" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Characters Between</h1> <a href="#ExprCharacters" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] [alphanumeric] characters (between|from) %<a href='./classes.html#string'>text</a>% (and|to) %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> All characters between two given characters, useful for generating random strings. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. The <a href="https://www.asciitable.com/">ASCII table linked here</a> shows this ordering for the first 256 characters. If you would like only alphanumeric characters you can use the 'alphanumeric' option in the expression. If strings of more than one character are given, only the first character of each is used. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop characters from "a" to "f":<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-value%"<br><br># 0123456789:;&lt;=&gt;?@ABC... ...uvwxyz<br>send characters between "0" and "z"<br><br># 0123456789ABC... ...uvwxyz<br>send alphanumeric characters between "0" and "z" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChatFormat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chat Format</h1> <a href="#ExprChatFormat" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (message|chat) format[ting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Can be used to get/retrieve the chat format. The sender of a message is represented by [player] or [sender], and the message by [message] or [msg]. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the chat format to "&amp;lt;yellow&amp;gt;[player]&amp;lt;light gray&amp;gt;: &amp;lt;green&amp;gt;[message]" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChatRecipients" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chat Recipients</h1> <a href="#ExprChatRecipients" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[chat][( |-)]recipients</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-v7, 2.2-dev35 (clearing recipients)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> Recipients of chat events where this is called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> chat recipients </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChunk" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chunk</h1> <a href="#ExprChunk" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] chunk[s] (of|%<a href='./classes.html#direction'>directions</a>%) %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] chunk[s]</li> <li class="skript-code-block">[(all [[of] the]|the)] loaded chunks (of|in) %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.8.0 (loaded chunks)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#chunk">Chunk</a></td> </tr> </table> <div class="item-description"> Returns the <a href='./classes.html#chunk'>chunk</a> of a block, location or entity is in, or a list of the loaded chunks of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add the chunk at the player to {protected chunks::*}<br>set {_chunks::*} to the loaded chunks of the player's world </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprClicked" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Clicked Block/Entity/Inventory/Slot</h1> <a href="#ExprClicked" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (clicked [enchant[ment]] (button|option)|clicked (block|%*<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#entitydata'>entity type</a>%)|clicked slot|clicked inventory|click (type|action)|inventory action)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2-dev35 (more clickable things)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#click">click</a>, <a href="events.html#inventory_click">inventory click</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The clicked block, entity, inventory, inventory slot, inventory click type or inventory action. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You clicked on a %type of clicked entity%!"<br>if the clicked block is a chest:<br>&nbsp;&nbsp;&nbsp;&nbsp;show the inventory of the clicked block to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprColorOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Color of</h1> <a href="#ExprColorOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] colo[u]r[s] of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#fireworkeffect'>firework effects</a>/<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#fireworkeffect'>firework effects</a>/<a href='./classes.html#display'>displays</a>%'[s] colo[u]r[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2, INSERT VERSION (displays)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#color">Color</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#color'>color</a> of an item, entity, block, firework effect, or text display. This can also be used to color chat messages with "&lt;%color of ...%&gt;this text is colored!". Do note that firework effects support setting, adding, removing, resetting, and deleting; text displays support setting and resetting; and items, entities, and blocks only support setting, and only for very few items/blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on click on wool:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "This wool block is &lt;%color of block%&gt;%color of block%&lt;reset&gt;!"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the color of the block to black </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprColoured" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Colored / Uncolored</h1> <a href="#ExprColoured" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(colo[u]r-|colo[u]red )%<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">(format-|formatted )%<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">(un|non)[-](colo[u]r-|colo[u]red |format-|formatted )%<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Parses &lt;color&gt;s and, optionally, chat styles in a message or removes any colors <i>and</i> chat styles from the message. Parsing all chat styles requires this expression to be used in same line with the <a href=effects.html#EffSend>send effect</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;set message to colored message # Safe; only colors get parsed<br>command /fade &amp;lt;player&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set display name of the player-argument to uncolored display name of the player-argument<br>command /format &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message formatted text-argument # Safe, because we're sending to whoever used this command </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command</h1> <a href="#ExprCommand" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (full|complete|whole) command</li> <li class="skript-code-block">[the] command [(label|alias)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.7 (support for script commands)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#command">command</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The command that caused an 'on command' event (excluding the leading slash and all arguments) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevent any commands except for the /exit command during some game<br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {game::%player%::playing} is true:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if the command is not "exit":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "You're not allowed to use commands during the game"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommandBlockCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Block Command</h1> <a href="#ExprCommandBlockCommand" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [command[ ]block] command of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%'[s] [command[ ]block] command</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Gets or sets the command associated with a command block or minecart with command block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send command of {_block}<br>set command of {_cmdMinecart} to "say asdf" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommandInfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Info</h1> <a href="#ExprCommandInfo" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] main command [label|name] [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] main command [label|name]</li> <li class="skript-code-block">[the] description [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] description</li> <li class="skript-code-block">[the] label [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] label</li> <li class="skript-code-block">[the] usage [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] usage</li> <li class="skript-code-block">[(all|the|all [of] the)] aliases [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] aliases</li> <li class="skript-code-block">[the] permission [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] permission</li> <li class="skript-code-block">[the] permission message [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] permission message</li> <li class="skript-code-block">[the] plugin [owner] [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] plugin [owner]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Get information about a command. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> main command label of command "skript"<br>description of command "help"<br>label of command "pl"<br>usage of command "help"<br>aliases of command "bukkit:help"<br>permission of command "/op"<br>command "op"'s permission message<br>command "sk"'s plugin owner<br><br>command /greet &lt;player&gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;usage: /greet &lt;target&gt;<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if arg-1 is sender:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;cYou can't greet yourself! Usage: %the usage%"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "%sender% greets you!" to arg-1<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You greeted %arg-1%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommandSender" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Sender</h1> <a href="#ExprCommandSender" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [command['s]] (sender|executor)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#command">command</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#commandsender">Command Sender</a></td> </tr> </table> <div class="item-description"> The player or the console who sent a command. Mostly useful in <a href='commands'>commands</a> and <a href='events.html#command'>command events</a>. If the command sender is a command block, its location can be retrieved by using %block's location% </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make the command sender execute "/say hi!"<br><br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "%executor% used command /%command% %arguments%" to "commands.log" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCompassTarget" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Compass Target</h1> <a href="#ExprCompassTarget" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] compass target of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] compass target</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location a player's compass is pointing at. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # make all player's compasses target a player stored in {compass::target::%player%}<br>every 5 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the loop-player's compass target to location of {compass::target::%%loop-player%} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="LitConsole" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Console</h1> <a href="#LitConsole" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (console|server)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#commandsender">Command Sender</a></td> </tr> </table> <div class="item-description"> Represents the server's console which can receive messages and execute commands </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> execute console command "/stop"<br>send "message to console" to the console </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCmdCooldownInfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cooldown Time/Remaining Time/Elapsed Time/Last Usage/Bypass Permission</h1> <a href="#ExprCmdCooldownInfo" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] remaining [time] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> <li class="skript-code-block">[the] elapsed [time] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> <li class="skript-code-block">[the] ((cooldown|wait) time|[wait] time of [the] (cooldown|wait) [(of|for) [the] [current] command])</li> <li class="skript-code-block">[the] last usage [date] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> <li class="skript-code-block">[the] [cooldown] bypass perm[ission] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev33</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Only usable in command events. Represents the cooldown time, the remaining time, the elapsed time, the last usage date, or the cooldown bypass permission. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /home:<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown: 10 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown message: You last teleported home %elapsed time% ago, you may teleport home again in %remaining time%.<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;teleport player to {home::%player%} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCoordinate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Coordinate</h1> <a href="#ExprCoordinate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (x|y|z)(-| )(coord[inate]|pos[ition]|loc[ation])[s] of %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] (x|y|z)(-| )(coord[inate]|pos[ition]|loc[ation])[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Represents a given coordinate of a location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's y-coordinate is smaller than 40:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Watch out for lava!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Creature/Entity/Player/Projectile/Villager/Powered Creeper/etc.</h1> <a href="#ExprEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]&lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The entity involved in an event (an entity is a player, a creature or an inanimate object like ignited TNT, a dropped item or an arrow). You can use the specific type of the entity that's involved in the event, e.g. in a 'death of a creeper' event you can use 'the creeper' instead of 'the entity'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give a diamond sword of sharpness 3 to the player<br>kill the creeper<br>kill all powered creepers in the wolf's world<br>projectile is an arrow </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCursorSlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cursor Slot</h1> <a href="#ExprCursorSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] cursor slot of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] cursor slot</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev17</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> The item which the player has on their inventory cursor. This slot is always empty if player has no inventory open. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> cursor slot of player is dirt<br>set cursor slot of player to 64 diamonds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChestInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Custom Chest Inventory</h1> <a href="#ExprChestInventory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] chest inventory (named|with name) %<a href='./classes.html#string'>text</a>% [with %<a href='./classes.html#number'>number</a>% row[s]]</li> <li class="skript-code-block">[a] [new] chest inventory with %<a href='./classes.html#number'>number</a>% row[s] [(named|with name) %<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34, 2.8.0 (chat format)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+ (chat format)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> Returns a chest inventory with the given amount of rows and the name. Use the <a href=effects.html#EffOpenInventory>open inventory</a> effect to open it. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open chest inventory with 1 row named "test" to player<br><br>set {_inventory} to a chest inventory with 1 row<br>set slot 4 of {_inventory} to a diamond named "example"<br>open {_inventory} to player<br><br>open chest inventory named "&lt;#00ff00&gt;hex coloured title!" with 6 rows to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCustomModelData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Custom Model Data</h1> <a href="#ExprCustomModelData" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [custom] model data of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [custom] model data</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.14+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Get/set the CustomModelData tag for an item. (Value is an integer between 0 and 99999999) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set custom model data of player's tool to 3<br>set {_model} to custom model data of player's tool </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDamage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage</h1> <a href="#ExprDamage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] damage</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.5, 2.8.0 (item damage event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Damage">Damage</a>, <a href="events.html#Vehicle_Damage">Vehicle Damage</a>, <a href="events.html#Item_Damage">Item Damage</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> How much damage is done in a entity/vehicle/item damage events. For entity damage events, possibly ignoring armour, criticals and/or enchantments (remember that in Skript '1' is one full heart, not half a heart). For items, it's the amount of durability damage the item will be taking. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-item is any tool<br>&nbsp;&nbsp;&nbsp;&nbsp;clear damage # unbreakable tools as the damage will be 0<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;increase the damage by 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDamageCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Cause</h1> <a href="#ExprDamageCause" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] damage (cause|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#damagecause">Damage Cause</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#damagecause'>damage cause</a> of a damage event. Please click on the link for more information. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> damage cause is lava, fire or burning </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDurability" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Value/Durability</h1> <a href="#ExprDurability" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (damage[s] [value[s]]|durabilit(y|ies)) of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%'[s] (damage[s] [value[s]]|durabilit(y|ies))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2, 2.7 (durability reversed)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The damage value/durability of an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set damage value of player's tool to 10<br>reset the durability of {_item}<br>set durability of player's held item to 0 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDamagedItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damaged Item</h1> <a href="#ExprDamagedItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with (damage|data) [value] %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% damaged by %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Directly damages an item. In MC versions 1.12.2 and lower, this can be used to apply data values to items/blocks </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give player diamond sword with damage value 100<br>set player's tool to diamond hoe damaged by 250<br>give player diamond sword with damage 700 named "BROKEN SWORD"<br>set {_item} to diamond hoe with damage value 50 named "SAD HOE"<br>set target block of player to wool with data value 1<br>set target block of player to potato plant with data value 7 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDateAgoLater" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Date Ago/Later</h1> <a href="#ExprDateAgoLater" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#timespan'>time span</a>% (ago|in the past|before [the] [date] %<a href='./classes.html#date'>date</a>%)</li> <li class="skript-code-block">%<a href='./classes.html#timespan'>time span</a>% (later|(from|after) [the] [date] %<a href='./classes.html#date'>date</a>%)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev33</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> A date the specified timespan before/after another date. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_yesterday} to 1 day ago<br>set {_hourAfter} to 1 hour after {someOtherDate}<br>set {_hoursBefore} to 5 hours before {someOtherDate} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDefaultValue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Default Value</h1> <a href="#ExprDefaultValue" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#object'>objects</a>% (otherwise|?) %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> A shorthand expression for giving things a default value. If the first thing isn't set, the second thing will be returned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast {score::%player's uuid%} otherwise "%player% has no score!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDifference" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Difference</h1> <a href="#ExprDifference" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">difference (between|of) %<a href='./classes.html#object'>object</a>% and %<a href='./classes.html#object'>object</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The difference between two values Supported types include <a href='./classes.html#number'>numbers</a>, <a href='./classes/#date'>dates</a> and <a href='./classes/#time'>times</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if difference between {command::%player%::lastuse} and now is smaller than a minute:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You have to wait a minute before using this command again!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDifficulty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Difficulty</h1> <a href="#ExprDifficulty" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] difficult(y|ies) of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] difficult(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#difficulty">Difficulty</a></td> </tr> </table> <div class="item-description"> The difficulty of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the difficulty of "world" to hard </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDirection" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Direction</h1> <a href="#ExprDirection" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(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) [%<a href='./classes.html#direction'>direction</a>%]</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] in [the] (direction|horizontal direction|facing|horizontal facing) of %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#block'>block</a>% [(of|from)]</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] in %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#block'>block</a>%'[s] (direction|horizontal direction|facing|horizontal facing) [(of|from)]</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] (in[ ]front [of]|forward[s]|behind|backwards|[to the] (right|left) [of])</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] horizontal[ly] (in[ ]front [of]|forward[s]|behind|backwards|to the (right|left) [of])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (basic), 2.0 (extended)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#direction">Direction</a></td> </tr> </table> <div class="item-description"> A helper expression for the <a href='classes.html#direction'>direction type</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> thrust the player upwards<br>set the block behind the player to water<br>loop blocks above the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_rand} to a random integer between 1 and 10<br>&nbsp;&nbsp;&nbsp;&nbsp;set the block {_rand} meters south east of the loop-block to stone<br>block in horizontal facing of the clicked entity from the player is air<br>spawn a creeper 1.5 meters horizontally behind the player<br>spawn a TNT 5 meters above and 2 meters horizontally behind the player<br>thrust the last spawned TNT in the horizontal direction of the player with speed 0.2<br>push the player upwards and horizontally forward at speed 0.5<br>push the clicked entity in in the direction of the player at speed -0.5<br>open the inventory of the block 2 blocks below the player to the player<br>teleport the clicked entity behind the player<br>grow a regular tree 2 meters horizontally behind the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayBillboard" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Billboard</h1> <a href="#ExprDisplayBillboard" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] bill[ |-]board[ing] [setting] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] bill[ |-]board[ing] [setting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#billboard">Display Billboard</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#billboard'>billboard</a> setting of <a href='classes.html#display'>displays</a>. This describes the axes/points around which the display can pivot. Displays spawn with the 'fixed' billboard by default. Resetting this expression will also set it to 'fixed'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set billboard of the last spawned text display to center </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayBrightness" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Brightness</h1> <a href="#ExprDisplayBrightness" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [block|sky] (light [level]|brightness) override[s] of %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] [block|sky] (light [level]|brightness) override[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns or changes the brightness override of <a href='classes.html#display'>displays</a>. Unmodified displays will not have a brightness override value set. Resetting or deleting this value will remove the override. Use the 'block' or 'sky' options to get/change specific values or get 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 will set both sky and block light to the given value. Make sure to set both block and sky levels to your desired values for the best results. Likewise, you can only clear the brightness override, you cannot clear/reset the sky/block values individually. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set sky light override of the last spawned text display to 7<br>subtract 3 from the block light level override of the last spawned text display<br>if sky light level override of {_display} is 5:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear brightness override of {_display} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayGlowOverride" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Glow Color Override</h1> <a href="#ExprDisplayGlowOverride" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] glow[ing] colo[u]r[s] override[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] glow[ing] colo[u]r[s] override[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#color">Color</a></td> </tr> </table> <div class="item-description"> Returns or changes the glowing color override of <a href='classes.html#display'>displays</a>. This overrides whatever color is already set for the scoreboard team of the displays. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set glow color override of the last spawned text display to blue </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayHeightWidth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Height/Width</h1> <a href="#ExprDisplayHeightWidth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] display (height|width) [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] display (height|width)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns or changes the height or width of <a href='classes.html#display'>displays</a>. The rendering culling bounding box spans horizontally width/2 from entity position, which determines the point at which the display will be frustum culled (no longer rendered because the game determines you are no longer able to see it). If set to 0, no culling will occur on both the vertical and horizontal directions. Default is 0.0. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set display height of the last spawned text display to 2.5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayInterpolation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Interpolation Delay/Duration</h1> <a href="#ExprDisplayInterpolation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] interpolation (delay|duration)[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] interpolation (delay|duration)[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns or changes the interpolation delay/duration of <a href='classes.html#display'>displays</a>. Interpolation duration is the amount of time a display will take to interpolate, or shift, between its current state and a new state. Interpolation delay is the amount of ticks before client-side interpolation will commence.Setting to 0 seconds will make it immediate. Resetting either value will return that value to 0. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set interpolation delay of the last spawned text display to 2 ticks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayShadow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Shadow Radius/Strength</h1> <a href="#ExprDisplayShadow" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] shadow (radius|strength) [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] shadow (radius|strength)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns or changes the shadow radius/strength of <a href='classes.html#display'>displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set shadow radius of the last spawned text display to 1.75 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayTeleportDuration" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Teleport Delay/Duration</h1> <a href="#ExprDisplayTeleportDuration" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] teleport[ation] duration[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] teleport[ation] duration[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.4+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The teleport duration of displays is the amount of time it takes to get between locations. 0 means that updates are applied immediately. 1 means that the display entity will move from current position to the updated one over one tick. Higher values spread the movement over multiple ticks. Max of 59 ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set teleport delay of the last spawned text display to 2 ticks<br>teleport last spawned text display to {_location}<br>wait 2 ticks<br>message "display entity has arrived at %{_location}%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayTransformationRotation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Transformation Rotation</h1> <a href="#ExprDisplayTransformationRotation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (left|right) [transformation] rotation [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] (left|right) [transformation] rotation</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quaternion">Quaternion</a></td> </tr> </table> <div class="item-description"> Returns or changes the transformation rotation of <a href='classes.html#display'>displays</a>. The left rotation is applied first, with the right rotation then being applied based on the rotated axis. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set left transformation rotation of last spawned block display to quaternion(1, 0, 0, 0) # reset block display </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayTransformationScaleTranslation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Transformation Scale/Translation</h1> <a href="#ExprDisplayTransformationScaleTranslation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (display|[display] transformation) (scale|translation) of %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] (display|[display] transformation) (scale|translation)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Returns or changes the transformation scale or translation of <a href='classes.html#display'>displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set transformation translation of display to vector from -0.5, -0.5, -0.5 # Center the display in the same position as a block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayViewRange" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display View Range</h1> <a href="#ExprDisplayViewRange" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [display] view (range|radius) [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] [display] view (range|radius)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns or changes the view range of <a href='classes.html#display'>displays</a>. Default value is 1.0. This value is then multiplied by 64 and the player's entity view distance setting to determine the actual range. For example, a player with 150% entity view distance will see a block display with a view range of 1.2 at 1.2 * 64 * 150% = 115.2 blocks away. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set view range of the last spawned text display to 2.9 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Distance</h1> <a href="#ExprDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] distance between %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The distance between two points. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the distance between the player and {home::%uuid of player%} is smaller than 20:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You're very close to your home!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDrops" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Drops</h1> <a href="#ExprDrops" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] drops</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#death">death</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Only works in death events. Holds the drops of the dying creature. Drops can be prevented by removing them with "remove ... from drops", e.g. "remove all pickaxes from the drops", or "clear drops" if you don't want any drops at all. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> clear drops<br>remove 4 planks from the drops </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDropsOfBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Drops Of Block</h1> <a href="#ExprDropsOfBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the|all [of] the)] drops of %<a href='./classes.html#block'>blocks</a>% [(using|with) %<a href='./classes.html#itemtype'>item type</a>% [(as %<a href='./classes.html#entity'>entity</a>%)]]</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'s drops [(using|with) %<a href='./classes.html#itemtype'>item type</a>% [(as %<a href='./classes.html#entity'>entity</a>%)]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15+ ('as %entity%')</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> A list of the items that will drop when a block is broken. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on break of block:<br>&nbsp;&nbsp;&nbsp;&nbsp;give drops of block using player's tool to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprElement" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Elements</h1> <a href="#ExprElement" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (first|last) element [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] (first|last) %integer% elements [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[a] random element [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] %integer%(st|nd|rd|th) [[to] last] element [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] elements (from|between) %integer% (to|and) %integer% [out] of %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.7 (relative to last element), 2.8.0 (range of elements)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The first, last, range or a random element of a set, e.g. a list variable. See also: <a href='#ExprRandom'>random expression</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast the first 3 elements of {top players::*}<br>set {_last} to last element of {top players::*}<br>set {_random player} to random element out of all players<br>send 2nd last element of {top players::*} to player<br>set {page2::*} to elements from 11 to 20 of {top players::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchant Item</h1> <a href="#ExprEnchantItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] enchant[ed] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant_prepare">enchant prepare</a>, <a href="events.html#enchant">enchant</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> The enchant item in an enchant prepare event or enchant event. It can be modified, but enchantments will still be applied in the enchant event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the enchanted item to a diamond chestplate<br>on enchant prepare:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the enchant item to a wooden sword </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantingExpCost" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchanting Experience Cost</h1> <a href="#ExprEnchantingExpCost" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [displayed] ([e]xp[erience]|enchanting) cost</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant">enchant</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The cost of enchanting in an enchant event. This is number that was displayed in the enchantment table, not the actual number of levels removed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Cost: %the displayed enchanting cost%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentBonus" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Bonus</h1> <a href="#ExprEnchantmentBonus" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] enchantment bonus</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant_prepare">enchant prepare</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The enchantment bonus in an enchant prepare event. This represents the number of bookshelves affecting/surrounding the enchantment table. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "There are %enchantment bonus% bookshelves surrounding this enchantment table!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Level</h1> <a href="#ExprEnchantmentLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [enchant[ment]] level[s] of %<a href='./classes.html#enchantment'>enchantments</a>% (on|of) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#enchantment'>enchantments</a>% [enchant[ment]] level[s] (on|of) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] %<a href='./classes.html#enchantment'>enchantments</a>% [enchant[ment]] level[s]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [enchant[ment]] level[s] of %<a href='./classes.html#enchantment'>enchantments</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The level of a particular <a href='classes.html#enchantment'>enchantment</a> on an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is a sword of sharpness:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You have a sword of sharpness %level of sharpness of the player's tool% equipped" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentOffer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Offer</h1> <a href="#ExprEnchantmentOffer" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [of]] [the] enchant[ment] offers</li> <li class="skript-code-block">enchant[ment] offer[s] %<a href='./classes.html#number'>numbers</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>%(st|nd|rd|th) enchant[ment] offer</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant_prepare">enchant prepare</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.11 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#enchantmentoffer">Enchantment Offer</a></td> </tr> </table> <div class="item-description"> The enchantment offer in enchant prepare events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant prepare:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your enchantment offers are: %the enchantment offers%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentOfferCost" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Offer Cost</h1> <a href="#ExprEnchantmentOfferCost" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [enchant[ment]] cost of %<a href='./classes.html#enchantmentoffer'>enchantment offers</a>%</li> <li class="skript-code-block">%<a href='./classes.html#enchantmentoffer'>enchantment offers</a>%'[s] [enchant[ment]] cost</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.11 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The cost of an enchantment offer. This is displayed to the right of an enchantment offer. If the cost is changed, it will always be at least 1. This changes how many levels are required to enchant, but does not change the number of levels removed. To change the number of levels removed, use the enchant event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set cost of enchantment offer 1 to 50 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnderChest" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ender Chest</h1> <a href="#ExprEnderChest" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ender[ ]chest[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] ender[ ]chest[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> The ender chest of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open the player's ender chest to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntities" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entities</h1> <a href="#ExprEntities" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] %*<a href='./classes.html#entitydata'>entity types</a>% [(in|of) ([world[s]] %<a href='./classes.html#world'>worlds</a>%|%<a href='./classes.html#chunk'>chunks</a>%)]</li> <li class="skript-code-block">[(all [[of] the]|the)] entities of type[s] %<a href='./classes.html#entitydata'>entity types</a>% [(in|of) ([world[s]] %<a href='./classes.html#world'>worlds</a>%|%<a href='./classes.html#chunk'>chunks</a>%)]</li> <li class="skript-code-block">[(all [[of] the]|the)] %*<a href='./classes.html#entitydata'>entity types</a>% (within|[with]in radius) %<a href='./classes.html#number'>number</a>% [(block[s]|met(er|re)[s])] (of|around) %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] entities of type[s] %<a href='./classes.html#entitydata'>entity types</a>% in radius %<a href='./classes.html#number'>number</a>% (of|around) %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] %*<a href='./classes.html#entitydata'>entity types</a>% within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] entities of type[s] %<a href='./classes.html#entitydata'>entity types</a>% within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2.1, 2.5 (chunks), INSERT VERSION (within)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> All entities in all worlds, in a specific world, in a chunk, in a radius around a certain location or within two locations. e.g. <code>all players</code>, <code>all creepers in the player's world</code>, or <code>players in radius 100 of the player</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> kill all creepers in the player's world<br>send "Psst!" to all players within 100 meters of the player<br>give a diamond to all ops<br>heal all tamed wolves in radius 2000 around {town center}<br>delete all monsters in chunk at player<br>size of all players within {_corner::1} and {_corner::2}} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAI" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity AI</h1> <a href="#ExprAI" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (ai|artificial intelligence) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (ai|artificial intelligence)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Returns whether an entity has AI. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set artificial intelligence of target entity to false </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntityAttribute" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Attribute</h1> <a href="#ExprEntityAttribute" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] %<a href='./classes.html#attributetype'>attribute type</a>% [((total|final|modified))] attribute [value] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] %<a href='./classes.html#attributetype'>attribute type</a>% [((total|final|modified))] attribute [value]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.6.1 (final attribute value)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The numerical value of an entity's particular attribute. Note that the movement speed attribute cannot be reliably used for players. For that purpose, use the speed expression instead. Resetting an entity's attribute is only available in Minecraft 1.11 and above. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are wounded!" to victim<br>&nbsp;&nbsp;&nbsp;&nbsp;set victim's attack speed attribute to 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFireTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Fire Burn Duration</h1> <a href="#ExprFireTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (burn[ing]|fire) (time|duration) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] (burn[ing]|fire) (time|duration)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> How much time an entity will be burning for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "You will stop burning in %fire time of player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntityTamer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Owner</h1> <a href="#ExprEntityTamer" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (owner|tamer) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (owner|tamer)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> The owner of a tameable entity, such as a horse or wolf. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set owner of target entity to player<br>delete owner of target entity<br>set {_t} to uuid of tamer of target entity </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntitySound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Sound</h1> <a href="#ExprEntitySound" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (damage|hurt) sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (damage|hurt) sound[s]</li> <li class="skript-code-block">[the] death sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] death sound[s]</li> <li class="skript-code-block">[the] [(tall|high)|(low|normal)] fall damage sound[s] [from [[a] height [of]] %<a href='./classes.html#number'>number</a>%] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [(tall|high)|(low|normal)] fall [damage] sound[s] [from [[a] height [of]] %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">[the] swim[ming] sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] swim[ming] sound[s]</li> <li class="skript-code-block">[the] [(fast|speedy)] splash sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [(fast|speedy)] splash sound[s]</li> <li class="skript-code-block">[the] eat[ing] sound[s] of %<a href='./classes.html#livingentity'>living entities</a>% [(with|using|[while] eating [a]) %<a href='./classes.html#itemtype'>item type</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] eat[ing] sound[s]</li> <li class="skript-code-block">[the] drink[ing] sound[s] of %<a href='./classes.html#livingentity'>living entities</a>% [(with|using|[while] drinking [a]) %<a href='./classes.html#itemtype'>item type</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] drink[ing] sound[s]</li> <li class="skript-code-block">[the] ambient sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] ambient sound[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Gets the sound that a given entity will make in a specific scenario. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play sound (hurt sound of player) at player<br>set {_sounds::*} to death sounds of (all mobs in radius 10 of player) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExhaustion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exhaustion</h1> <a href="#ExprExhaustion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] exhaustion of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] exhaustion</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The exhaustion of a player. This is mainly used to determine the rate of hunger depletion. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set exhaustion of all players to 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExperience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience</h1> <a href="#ExprExperience" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(spawned|dropped)] [e]xp[erience] [orb[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1, 2.5.3 (block break event), 2.7 (experience change event), INSERT VERSION (breeding event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#experience_spawn">experience spawn</a>, <a href="events.html#break_mine">break / mine</a>, <a href="events.html#experience_change">experience change</a>, <a href="events.html#entity_breeding">entity breeding</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#experience">Experience</a></td> </tr> </table> <div class="item-description"> How much experience was spawned in an experience spawn or block break event. Can be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on experience spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;add 5 to the spawned experience<br><br>on break of coal ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear dropped experience<br><br>on break of diamond ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;if tool of player = diamond pickaxe:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add 100 to dropped experience<br><br>on breed:<br>&nbsp;&nbsp;&nbsp;&nbsp;breeding father is a cow<br>&nbsp;&nbsp;&nbsp;&nbsp;set dropped experience to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExperienceCooldownChangeReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience Cooldown Change Reason</h1> <a href="#ExprExperienceCooldownChangeReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [the] (experience|[e]xp) cooldown change (reason|cause|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#experiencecooldownchangereason">Experience Cooldown Change Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#experiencechangereason'>experience change reason</a> within in an<a href='events.html#experience%20cooldown%20change%20event'>experience cooldown change event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player experience cooldown change:<br>&nbsp;&nbsp;&nbsp;&nbsp;if xp cooldown change reason is plugin:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#Changed by a plugin<br>&nbsp;&nbsp;&nbsp;&nbsp;else if xp cooldown change reason is orb pickup:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#Changed by picking up xp orb </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExperienceCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience Pickup Cooldown</h1> <a href="#ExprExperienceCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [the] (experience|[e]xp) [pickup|collection] cooldown of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [the] (experience|[e]xp) [pickup|collection] cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The experience cooldown of a player. Experience cooldown is how long until a player can pick up another orb of experience. The cooldown of a player must be 0 to pick up another orb of experience. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send experience cooldown of player<br>set the xp pickup cooldown of player to 1 hour<br>if exp collection cooldown of player &gt;= 10 minutes:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the experience pickup cooldown of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplodedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exploded Blocks</h1> <a href="#ExprExplodedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] exploded blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.8.6 (modify blocks)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#explode">explode</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Get all the blocks that were destroyed in an explode event. Supports add/remove/set/clear/delete blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop exploded blocks:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add loop-block to {exploded::blocks::*}<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop exploded blocks:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if loop-block is grass:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove loop-block from exploded blocks<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear exploded blocks<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;set exploded blocks to blocks in radius 10 around event-entity<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;add blocks above event-entity to exploded blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplosionBlockYield" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosion Block Yield</h1> <a href="#ExprExplosionBlockYield" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [explosion['s]] block (yield|amount)</li> <li class="skript-code-block">[the] percentage of blocks dropped</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#explosion">explosion</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The percentage of exploded blocks dropped in an explosion event. When changing the yield, a value greater than 1 will function the same as using 1. Attempting to change the yield to a value less than 0 will have no effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explode:<br>set the explosion's block yield to 10% </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplosionYield" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosion Yield</h1> <a href="#ExprExplosionYield" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] explosion (yield|radius|size)</li> <li class="skript-code-block">[the] (yield|radius|size) of [the] explosion</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#explosion_prime">explosion prime</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The yield of the explosion in an explosion prime event. This is how big the explosion is. When changing the yield, values less than 0 will be ignored. Read <a href='https://minecraft.wiki/w/Explosion'>this wiki page</a> for more information </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the yield of the explosion to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplosiveYield" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosive Yield</h1> <a href="#ExprExplosiveYield" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] explosive (yield|radius|size) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] explosive (yield|radius|size)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.12 or newer for creepers</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The yield of an explosive (creeper, primed tnt, fireball, etc.). This is how big of an explosion is caused by the entity. Read <a href='https://minecraft.wiki/w/Explosion'>this wiki page</a> for more information </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of a creeper:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the explosive yield of the event-entity to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFacing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Facing</h1> <a href="#ExprFacing" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(horizontal)] facing of %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#block'>blocks</a>%'[s] [(horizontal)] facing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#direction">Direction</a></td> </tr> </table> <div class="item-description"> The facing of an entity or block, i.e. exactly north, south, east, west, up or down (unlike <a href='#ExprDirection'>direction</a> which is the exact direction, e.g. '0.5 south and 0.7 east') </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # makes a bridge<br>loop blocks from the block below the player in the horizontal facing of the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to cobblestone </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFallDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Fall Distance</h1> <a href="#ExprFallDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] fall[en] (distance|height) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] fall[en] (distance|height)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The distance an entity has fallen for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set all entities' fall distance to 10<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%victim's fall distance%" to victim </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFertilizedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Fertilized Blocks</h1> <a href="#ExprFertilizedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all] [the] fertilized blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#block_fertilize">block fertilize</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The blocks fertilized in block fertilize events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the fertilized blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFilter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Filter (Expression)</h1> <a href="#ExprFilter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#object'>objects</a>% (where|that match) \[&lt;.+&gt;\]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Filters a list based on a condition. For example, if you ran 'broadcast "something" and "something else" where [string input is "something"]', only "something" would be broadcast as it is the only string that matched the condition. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "congrats on being staff!" to all players where [player input has permission "staff"] </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFinalDamage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Final Damage</h1> <a href="#ExprFinalDamage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] final damage</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev19</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> How much damage is done in a damage event, considering all types of damage reduction. Can NOT be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%final damage%" to victim </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFireworkEffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Firework Effect</h1> <a href="#ExprFireworkEffect" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(flickering|trailing|flickering trailing|trailing flickering)] %<a href='./classes.html#fireworktype'>firework type</a>% [firework [effect]] colo[u]red %<a href='./classes.html#color'>colors</a>%</li> <li class="skript-code-block">[(flickering|trailing|flickering trailing|trailing flickering)] %<a href='./classes.html#fireworktype'>firework type</a>% [firework [effect]] colo[u]red %<a href='./classes.html#color'>colors</a>% fad(e|ing) [to] %<a href='./classes.html#color'>colors</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#fireworkeffect">Firework Effect</a></td> </tr> </table> <div class="item-description"> Represents a 'firework effect' which can be used in the <a href='effects.html#EffFireworkLaunch'>launch firework</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> launch flickering trailing burst firework colored blue and green at player<br>launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity<br>launch ball large colored red, purple and white fading to light green and black at player's location with duration 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFlightMode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Flight Mode</h1> <a href="#ExprFlightMode" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] fl(y[ing]|ight) (mode|state) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] fl(y[ing]|ight) (mode|state)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Whether the player(s) are allowed to fly. Use <a href=effects.html#EffMakeFly>Make Fly</a> effect to force player(s) to fly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set flight mode of player to true<br>send "%flying state of all players%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFoodLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Food Level</h1> <a href="#ExprFoodLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (food|hunger)[[ ](level|met(er|re)|bar)] [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (food|hunger)[[ ](level|met(er|re)|bar)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The food level of a player from 0 to 10. Has several aliases: food/hunger level/meter/bar. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's food level to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFormatDate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Formatted Date</h1> <a href="#ExprFormatDate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>% formatted [human-readable] [(with|as) %<a href='./classes.html#string'>text</a>%]</li> <li class="skript-code-block">[human-readable] formatted %<a href='./classes.html#date'>dates</a>% [(with|as) %<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31, 2.7 (support variables in format)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Converts date to human-readable text format. By default, 'yyyy-MM-dd HH:mm:ss z' (e.g. '2018-03-30 16:03:12 +01') will be used. For reference, see this <a href="https://en.wikipedia.org/wiki/ISO_8601">Wikipedia article</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /date:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Full date: %now formatted human-readable%" to sender<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Short date: %now formatted as "yyyy-MM-dd"%" to sender </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimeState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Former/Future State</h1> <a href="#ExprTimeState" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (former|past|old) [state] [of] %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>% before [the event]</li> <li class="skript-code-block">[the] (future|to-be|new) [state] [of] %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>%(-to-be| after[(wards| the event)])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Represents the value of an expression before an event happened or the value it will have directly after the event, e.g. the old or new level respectively in a <a href='./events.html#level_change'>level change event</a>. Note: The past, future and present states of an expression are sometimes called 'time states' of an expression. Note 2: If you don't specify whether to use the past or future state of an expression that has different values, its default value will be used which is usually the value after the event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on teleport:<br>&nbsp;&nbsp;&nbsp;&nbsp;former world was "world_nether" # or 'world was'<br>&nbsp;&nbsp;&nbsp;&nbsp;world will be "world" # or 'world after the event is'<br>on tool change:<br>&nbsp;&nbsp;&nbsp;&nbsp;past tool is an axe<br>&nbsp;&nbsp;&nbsp;&nbsp;the tool after the event will be air<br>on weather change:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {weather::%world%::old} to past weather<br>&nbsp;&nbsp;&nbsp;&nbsp;set {weather::%world%::current} to the new weather </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMemory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Free / Max / Total Memory</h1> <a href="#ExprMemory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [server] (free|max[imum]|total) (memory|ram)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">double</a></td> </tr> </table> <div class="item-description"> The free, max or total memory of the server in Megabytes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> while player is online:<br>&nbsp;&nbsp;&nbsp;&nbsp;send action bar "Memory left: %free memory%/%max memory%MB" to player<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 5 ticks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFreezeTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Freeze Time</h1> <a href="#ExprFreezeTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] freeze time of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] freeze time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> How much time an entity has been in powdered snow for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's freeze time is less than 3 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "you're about to freeze!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFurnaceSlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Furnace Slot</h1> <a href="#ExprFurnaceSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (ore slot|fuel slot|result [slot])</li> <li class="skript-code-block">[the] (ore|fuel|result) slot[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (ore|fuel|result) slot[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (syntax rework)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#smelt">smelt</a>, <a href="events.html#fuel_burn">fuel burn</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> A slot of a furnace, i.e. either the ore, fuel or result slot. Remember to use '<a href='#ExprBlock'>block</a>' and not <code>furnace</code>, as <code>furnace</code> is not an existing expression. Note that <code>the result</code> and <code>the result slot</code> refer to separate things. <code>the result</code> is the product in a smelt event and <code>the result slot</code> is the output slot of a furnace (where <code>the result</code> will end up). Note that if the result in a smelt event is changed to an item that differs in type from the items currently in the result slot, the smelting will fail to complete (the item will attempt to smelt itself again). Note that if values other than <code>the result</code> are changed, event values may not accurately reflect the actual items in a furnace. Thus you may wish to use the event block in this case (e.g. <code>the fuel slot of the event-block</code>) to get accurate values if needed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the fuel slot of the clicked block to a lava bucket<br>set the block's ore slot to 64 iron ore<br>give the result of the block to the player<br>clear the result slot of the block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGameMode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Game Mode</h1> <a href="#ExprGameMode" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] game[ ]mode of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] game[ ]mode</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#gamemode">Game Mode</a></td> </tr> </table> <div class="item-description"> The gamemode of a player. (<a href="classes.html#gamemode">Gamemodes</a>) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's gamemode is survival<br>set the player's gamemode to creative </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGameRule" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gamerule Value</h1> <a href="#ExprGameRule" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] gamerule %<a href='./classes.html#gamerule'>gamerule</a>% of %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#gamerulevalue">Gamerule Value</a></td> </tr> </table> <div class="item-description"> The gamerule value of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the gamerule commandBlockOutput of world "world" to false </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGlidingState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gliding State</h1> <a href="#ExprGlidingState" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (gliding|glider) [state] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (gliding|glider) [state]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Sets of gets gliding state of player. It allows you to set gliding state of entity even if they do not have an <a href="https://minecraft.wiki/w/Elytra">Elytra</a> equipped. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set gliding of player to off </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGlowing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Glowing</h1> <a href="#ExprGlowing" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] glowing of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] glowing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev18</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Indicates if targeted entity is glowing (new 1.9 effect) or not. Glowing entities can be seen through walls. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set glowing of player to true </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGravity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gravity</h1> <a href="#ExprGravity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] gravity of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] gravity</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> If entity is affected by gravity or not, i.e. if it has Minecraft 1.10+ NoGravity flag. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set gravity of player off </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGroup" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Group</h1> <a href="#ExprGroup" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] group[s] of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] group[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, a permission plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The primary group or all groups of a player. This expression requires Vault and a compatible permissions plugin to be installed. If you have LuckPerms, ensure you have vault integration enabled in the luck perms configurations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%group of player%" # this is the player's primary group<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%groups of player%" # this is all of the player's groups </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHanging" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hanging Entity/Remover</h1> <a href="#ExprHanging" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hanging (entity|remover)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Returns the hanging entity or remover in hanging <a href='./events.html#break_mine'>break</a> and <a href='./events.html#place'>place</a> events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on break of item frame:<br>&nbsp;&nbsp;&nbsp;&nbsp;if item of hanging entity is diamond pickaxe:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if hanging remover is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't break that item frame!" to hanging remover </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHash" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hash</h1> <a href="#ExprHash" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% hash[ed] with (MD5|SHA-256)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev32 (SHA-256 algorithm)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Hashes the given text using the MD5 or SHA-256 algorithms. Each algorithm is suitable for different use cases.<p> MD5 is provided mostly for backwards compatibility, as it is outdated and not secure. SHA-256 is more secure, and can used to hash somewhat confidental data like IP addresses and even passwords. It is not <i>that</i> secure out of the box, so please consider using salt when dealing with passwords! When hashing data, you <strong>must</strong> specify algorithms that will be used for security reasons! <p>Please note that a hash cannot be reversed under normal circumstanses. You will not be able to get original value from a hash with Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /setpass &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {password::%uuid of player%} to text-argument hashed with SHA-256<br>command /login &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if text-argument hashed with SHA-256 is {password::%uuid of player%}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Login successful."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Wrong password!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHatchingType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hatching Entity Type</h1> <a href="#ExprHatchingType" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hatching entity [type]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entitydata">Entity Type</a></td> </tr> </table> <div class="item-description"> The type of the entity that will be hatched in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the hatching entity type to a primed tnt </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHatchingNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hatching Number</h1> <a href="#ExprHatchingNumber" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hatching number</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">byte</a></td> </tr> </table> <div class="item-description"> The number of entities that will be hatched in a Player Egg Throw event. Please note that no more than 127 entities can be hatched at once. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the hatching number to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEyeLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Head location</h1> <a href="#ExprEyeLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (head|eye[s]) [location[s]] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (head|eye[s]) [location[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location of an entity's head, mostly useful for players and e.g. looping blocks in the player's line of sight. Please note that this location is only accurate for entities whose head is exactly above their center, i.e. players, endermen, zombies, skeletons, etc., but not sheep, pigs or cows. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the block at the player's head to air<br>set the block in front of the player's eyes to glass<br>loop blocks in front of the player's head: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHealAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Heal Amount</h1> <a href="#ExprHealAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] heal[ing] amount</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#heal">heal</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">double</a></td> </tr> </table> <div class="item-description"> The amount of health healed in a <a href='/events.html#heal'>heal event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player healing:<br>&nbsp;&nbsp;&nbsp;&nbsp;increase the heal amount by 2<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 0.5 from the healing amount </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHealReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Heal Reason</h1> <a href="#ExprHealReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (regen|health regain|heal[ing]) (reason|cause)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#heal">heal</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#healreason">Heal Reason</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#healreason'>heal reason</a> of a <a href='./events.html#heal'>heal event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on heal:<br>&nbsp;&nbsp;&nbsp;&nbsp;heal reason is satiated<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You ate enough food and gained full health back!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHealth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Health</h1> <a href="#ExprHealth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] health of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] health</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The health of a creature, e.g. a player, mob, villager, etc. The minimum value is 0, and the maximum is the creature's max health (e.g. 10 for players). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You have %health% HP left." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHiddenPlayers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hidden Players</h1> <a href="#ExprHiddenPlayers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] hidden players (of|for) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] players hidden (from|for|by) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> The players hidden from a player that were hidden using the <a href='effects.html#EffEntityVisibility'>entity visibility</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "&amp;lt;light red&amp;gt;You are currently hiding: &amp;lt;light gray&amp;gt;%hidden players of the player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDomestication" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Horse Domestication</h1> <a href="#ExprDomestication" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [max[imum]] domestication level of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [max[imum]] domestication level</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Gets and/or sets the (max) domestication of a horse. The domestication of a horse is how close a horse is to becoming tame - the higher the domestication, the closer they are to becoming tame (must be between 1 and the max domestication level of the horse). The max domestication of a horse is how long it will take for a horse to become tame (must be greater than 0). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function domesticateAndTame(horse: entity, p: offline player, i: int = 10):<br>&nbsp;&nbsp;&nbsp;&nbsp;add {_i} to domestication level of {_horse}<br>&nbsp;&nbsp;&nbsp;&nbsp;if domestication level of {_horse} &gt;= max domestication level of {_horse}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tame {_horse}<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set tamer of {_horse} to {_p} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHostname" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hostname</h1> <a href="#ExprHostname" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (host|domain)[ ][name]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The hostname used by the connecting player to connect to the server in a <a href='events.html#connect'>connect</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on connect:<br>&nbsp;&nbsp;&nbsp;&nbsp;hostname is "testers.example.com"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Welcome back tester!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHotbarButton" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hotbar Button</h1> <a href="#ExprHotbarButton" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hotbar button</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The hotbar button clicked in an <a href='events.html#inventory_click'>inventory click</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You clicked the hotbar button %hotbar button%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHotbarSlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hotbar Slot</h1> <a href="#ExprHotbarSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [([currently] selected|current)] hotbar slot[s] [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [([currently] selected|current)] hotbar slot[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> The currently selected hotbar <a href='./classes.html#slot'>slot</a>. To retrieve its number use <a href='#ExprSlotIndex'>Slot Index</a> expression. Use future and past tense to grab the previous slot in an item change event, see example. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "%player's current hotbar slot%"<br>set player's selected hotbar slot to slot 4 of player<br><br>send "index of player's current hotbar slot = 1" # second slot from the left<br><br>on item held change:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the selected hotbar slot was a diamond:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the currently selected hotbar slot to slot 5 of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHoverList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hover List</h1> <a href="#ExprHoverList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [custom] [player|server] (hover|sample) ([message] list|message)</li> <li class="skript-code-block">[the] [custom] player [hover|sample] list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#server_list_ping">server list ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The list when you hover on the player counts of the server in the server list. This can be changed using texts or players in a <a href='events.html#server_list_ping'>server list ping</a> event only. Adding players to the list means adding the name of the players. And note that, for example if there are 5 online players (includes <a href='#ExprOnlinePlayersCount'>fake online count</a>) in the server and the hover list is set to 3 values, Minecraft will show "... and 2 more ..." at end of the list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the hover list<br>&nbsp;&nbsp;&nbsp;&nbsp;add "&amp;aWelcome to the &amp;6Minecraft &amp;aserver!" to the hover list<br>&nbsp;&nbsp;&nbsp;&nbsp;add "" to the hover list # A blank line<br>&nbsp;&nbsp;&nbsp;&nbsp;add "&amp;cThere are &amp;6%online players count% &amp;conline players!" to the hover list </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHumidity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Humidity</h1> <a href="#ExprHumidity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] humidit(y|ies) of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] humidit(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Humidity of given blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_humidity} to event-block's humidity </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprIP" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">IP</h1> <a href="#ExprIP" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">IP[s][( |-)address[es]] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] IP[s][( |-)address[es]]</li> <li class="skript-code-block">IP[( |-)address]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.2-dev26 (when used in connect event), 2.3 (when used in server list ping event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The IP address of a player, or the connected player in a <a href='events.html#connect'>connect</a> event, or the pinger in a <a href='events.html#server_list_ping'>server list ping</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ban the IP address of the player<br>broadcast "Banned the IP %IP of player%"<br><br>on connect:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "[%now%] %player% (%ip%) is connected to the server."<br><br>on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%IP-address%" to the console </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprIndexOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Index Of</h1> <a href="#ExprIndexOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(first|last)] index of %<a href='./classes.html#string'>text</a>% in %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The first or last index of a character (or text) in a text, or -1 if it doesn't occur in the text. Indices range from 1 to the <a href='#ExprIndexOf'>length</a> of the text. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_first} to the first index of "@" in the text argument<br>if {_s} contains "abc":<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_s} to the first (index of "abc" in {_s} + 3) characters of {_s} # removes everything after the first "abc" from {_s} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprIndices" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Indices of List</h1> <a href="#ExprIndices" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(the|all [[of] the])] (indexes|indices) of %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>%'[s] (indexes|indices)</li> <li class="skript-code-block">[sorted] (indices|indexes) of %~<a href='./classes.html#object'>objects</a>% in (ascending|descending) order</li> <li class="skript-code-block">[sorted] %~<a href='./classes.html#object'>objects</a>%'[s] (indices|indexes) in (ascending|descending) order</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4 (indices), 2.6.1 (sorting)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all the indices of a list variable, optionally sorted by their values. To sort the indices, all objects in the list must be comparable; Otherwise, this expression will just return the unsorted indices. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {l::*} to "some", "cool" and "values"<br>broadcast "%indices of {l::*}%" # result is 1, 2 and 3<br><br>set {_leader-board::first} to 17<br>set {_leader-board::third} to 30<br>set {_leader-board::second} to 25<br>set {_leader-board::fourth} to 42<br>set {_ascending-indices::*} to sorted indices of {_leader-board::*} in ascending order<br>broadcast "%{_ascending-indices::*}%" #result is first, second, third, fourth<br>set {_descending-indices::*} to sorted indices of {_leader-board::*} in descending order<br>broadcast "%{_descending-indices::*}%" #result is fourth, third, second, first </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEvtInitiator" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Initiator Inventory</h1> <a href="#ExprEvtInitiator" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]initiator[( |-)inventory]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Inventory_Item_Move">Inventory Item Move</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> Returns the initiator inventory in an on <a href="./events.html?search=#inventory_item_move">inventory item move</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory item move:<br>&nbsp;&nbsp;&nbsp;&nbsp;holder of event-initiator-inventory is a chest<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Item transport happening at %location at holder of event-initiator-inventory%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInput" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Input</h1> <a href="#ExprInput" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">input</li> <li class="skript-code-block">%*<a href='./classes.html#classinfo'>type</a>% input</li> <li class="skript-code-block">input index</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36, 2.9.0 (input index)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Represents the input in a filter expression or sort effect. For example, if you ran 'broadcast "something" and "something else" where [input is "something"] the condition would be checked twice, using "something" and "something else" as the inputs. The 'input index' pattern can be used when acting on a variable to access the index of the input. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "congrats on being staff!" to all players where [input has permission "staff"]<br>sort {_list::*} based on length of input index </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory</h1> <a href="#ExprInventory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] inventor(y|ies) of %inventoryholders/<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%inventoryholders/<a href='./classes.html#itemtype'>item types</a>%'[s] inventor(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The inventory of a block or player. You can usually omit this expression and can directly add or remove items to/from blocks or players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add a plank to the player's inventory<br>clear the player's inventory<br>remove 5 wool from the inventory of the clicked block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventoryAction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Action</h1> <a href="#ExprInventoryAction" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] inventory action</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventoryaction">Inventory Action</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#inventoryaction'>inventory action</a> of an inventory event. Please click on the link for more information. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> inventory action is pickup all </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventoryCloseReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Close Reason</h1> <a href="#ExprInventoryCloseReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] inventory clos(e|ing) (reason|cause)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Inventory_Close">Inventory Close</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventoryclosereason">Inventory Close Reasons</a></td> </tr> </table> <div class="item-description"> The <a href='/classes.html#inventoryclosereason'>inventory close reason</a> of an <a href='/events.html#inventory_close'>inventory close event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory close:<br>&nbsp;&nbsp;&nbsp;&nbsp;inventory close reason is teleport<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your inventory closed due to teleporting!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventoryInfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Holder/Viewers/Rows/Slots</h1> <a href="#ExprInventoryInfo" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(holder[s]|viewers|[amount of] rows|[amount of] slots) of %<a href='./classes.html#inventory'>inventories</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>%'[s] (holder[s]|viewers|[amount of] rows|[amount of] slots)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34, 2.5 (slots)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Gets the amount of rows/slots, viewers and holder of an inventory.<p>NOTE: 'Viewers' expression returns a list of players viewing the inventory. Note that a player is considered to be viewing their own inventory and internal crafting screen even when said inventory is not open. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> event-inventory's amount of rows<br>holder of player's top inventory<br>{_inventory}'s viewers </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventorySlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Slot</h1> <a href="#ExprInventorySlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] slot[s] %<a href='./classes.html#number'>numbers</a>% of %<a href='./classes.html#inventory'>inventory</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventory</a>%'[s] slot[s] %<a href='./classes.html#number'>numbers</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev24</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> Represents a slot in an inventory. It can be used to change the item in an inventory too. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if slot 0 of player is air:<br>&nbsp;&nbsp;&nbsp;&nbsp;set slot 0 of player to 2 stones<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 1 stone from slot 0 of player<br>&nbsp;&nbsp;&nbsp;&nbsp;add 2 stones to slot 0 of player<br>&nbsp;&nbsp;&nbsp;&nbsp;clear slot 1 of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item</h1> <a href="#ExprItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> The item involved in an event, e.g. in a drop, dispense, pickup or craft event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on dispense:<br>&nbsp;&nbsp;&nbsp;&nbsp;item is a clock<br>&nbsp;&nbsp;&nbsp;&nbsp;set the time to 6:00 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Amount</h1> <a href="#ExprItemAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item[[ ]stack] (amount|size|number) of %<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%'[s] item[[ ]stack] (amount|size|number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev24</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The amount of an <a href='classes.html#itemstack'>item stack</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "You have got %item amount of player's tool% %player's tool% in your hand!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Cooldown</h1> <a href="#ExprItemCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [item] cooldown of %<a href='./classes.html#itemtype'>item types</a>% for %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [item] cooldown for %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Change the cooldown of a specific material to a certain amount of <a href='./classes.html#timespan'>Timespan</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click using stick:<br>&nbsp;&nbsp;&nbsp;&nbsp;set item cooldown of player's tool for player to 1 minute<br>&nbsp;&nbsp;&nbsp;&nbsp;set item cooldown of stone and grass for all players to 20 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;reset item cooldown of cobblestone and dirt for all players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemDisplayTransform" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Display Transform</h1> <a href="#ExprItemDisplayTransform" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item [display] transform [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] item [display] transform</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemdisplaytransform">Item Display Transforms</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#itemdisplaytransform'>item display transform</a> of <a href='classes.html#display'>item displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the item transform of the last spawned item display to first person left handed<br>set the item transform of the last spawned item display to no transform # Reset to default </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantments" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Enchantments</h1> <a href="#ExprEnchantments" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] enchantments of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] enchantments</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#enchantmenttype">Enchantment Type</a></td> </tr> </table> <div class="item-description"> All the enchantments an <a href='classes.html#itemtype'>item type</a> has. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> clear enchantments of event-item </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemOfEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item of an Entity</h1> <a href="#ExprItemOfEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item [inside] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] item [inside]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35, 2.2-dev36 (improved), 2.5.2 (throwable projectiles), INSERT VERSION (item displays)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> An item associated with an entity. For dropped item entities, it gets the item that was dropped. For item frames, the item inside the frame is returned. For throwable projectiles (snowballs, enderpearls etc.) or item displays, it gets the displayed item. Other entities do not have items associated with them. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> item of event-entity<br><br>set the item inside of event-entity to a diamond sword named "Example" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemWithCustomModelData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item with CustomModelData</h1> <a href="#ExprItemWithCustomModelData" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with [custom] model data %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.14+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Get an item with a CustomModelData tag. (Value is an integer between 0 and 99999999) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give player a diamond sword with custom model data 2<br>set slot 1 of inventory of player to wooden hoe with custom model data 357 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemWithLore" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item with Lore</h1> <a href="#ExprItemWithLore" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with [(a|the)] lore %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Returns the given item type with the specified lore added to it. If multiple strings are passed, each of them will be a separate line in the lore. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_test} to stone with lore "line 1" and "line 2"<br>give {_test} to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Items</h1> <a href="#ExprItems" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] block[[ ]type]s</li> <li class="skript-code-block">every block[[ ]type]</li> <li class="skript-code-block">[all [[of] the]|the|every] block[s] of type[s] %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">[all [[of] the]|the|every] item[s] of type[s] %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 pre-5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Items or blocks of a specific type, useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop items of type ore and log:<br>&nbsp;&nbsp;&nbsp;&nbsp;block contains loop-item<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Theres at least one %loop-item% in this block"<br>drop all blocks at the player # drops one of every block at the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemsIn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Items In</h1> <a href="#ExprItemsIn" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]] items ([with]in|of|contained in|out of) [inventor(y|ies)] %<a href='./classes.html#inventory'>inventories</a>%</li> <li class="skript-code-block">all [[of] the] %<a href='./classes.html#itemtype'>item types</a>% ([with]in|of|contained in|out of) [inventor(y|ies)] %<a href='./classes.html#inventory'>inventories</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.8.0 (specific types of items)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> All items or specific type(s) of items in an inventory. Useful for looping or storing in a list variable. Please note that the positions of the items in the inventory are not saved, only their order is preserved. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all items in the player's inventory:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-item is enchanted<br>&nbsp;&nbsp;&nbsp;&nbsp;remove loop-item from the player<br>set {inventory::%uuid of player%::*} to items in the player's inventory </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprJoinSplit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Join & Split</h1> <a href="#ExprJoinSplit" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(concat[enate]|join) %<a href='./classes.html#string'>texts</a>% [(with|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>%]</li> <li class="skript-code-block">split %<a href='./classes.html#string'>text</a>% (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [with case sensitivity] [without [the] trailing [empty] (string|text)]</li> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% split (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [with case sensitivity] [without [the] trailing [empty] (string|text)]</li> <li class="skript-code-block">regex split %<a href='./classes.html#string'>text</a>% (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [without [the] trailing [empty] (string|text)]</li> <li class="skript-code-block">regex %<a href='./classes.html#string'>text</a>% split (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [without [the] trailing [empty] (string|text)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1, 2.5.2 (regex support), 2.7 (case sensitivity), INSERT VERSION (without trailing string)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Joins several texts with a common delimiter (e.g. ", "), or splits a text into multiple texts at a given delimiter. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "Online players: %join all players' names with "" | ""%" # %all players% would use the default "x, y, and z"<br>set {_s::*} to the string argument split at "," </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLanguage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Language</h1> <a href="#ExprLanguage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [([currently] selected|current)] [game] (language|locale) [setting] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [([currently] selected|current)] [game] (language|locale) [setting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Currently selected game language of a player. The value of the language is not defined properly. The vanilla Minecraft client will use lowercase language / country pairs separated by an underscore, but custom resource packs may use any format they wish. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message player's current language </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastAttacker" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Attacker</h1> <a href="#ExprLastAttacker" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last attacker of %<a href='./classes.html#entity'>entity</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entity</a>%'[s] last attacker</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The last block or entity that attacked an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%last attacker of event-entity%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastColor" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Color</h1> <a href="#ExprLastColor" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last color[s] of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>%'[s] last color[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The colors used at the end of a string. The colors of the returned string will be formatted with their symbols. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_color} to the last colors of "&lt;red&gt;hey&lt;blue&gt;yo" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastDamage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Damage</h1> <a href="#ExprLastDamage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last damage of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] last damage</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The last damage that was done to an entity. Note that changing it doesn't deal more/less damage. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set last damage of event-entity to 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastDamageCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Damage Cause</h1> <a href="#ExprLastDamageCause" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last damage (cause|reason|type) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] last damage (cause|reason|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#damagecause">Damage Cause</a></td> </tr> </table> <div class="item-description"> Cause of last damage done to an entity </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set last damage cause of event-entity to fire tick </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastDeathLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Death Location</h1> <a href="#ExprLastDeathLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last] death location[s] of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] [last] death location[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Gets the last death location of a player, or offline player, if available. Can also be set, reset, and deleted if the player is online. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to the last death location of player<br>teleport player to last death location of (random element out of all players) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastLoadedServerIcon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Loaded Server Icon</h1> <a href="#ExprLastLoadedServerIcon" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last[ly]] loaded server icon</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#cachedservericon">Server Icon</a></td> </tr> </table> <div class="item-description"> Returns the last loaded server icon with the <a href='effects.html#EffLoadServerIcon'>load server icon</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {server-icon} to the last loaded server icon </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastResourcePackResponse" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Resource Pack Response</h1> <a href="#ExprLastResourcePackResponse" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last] resource pack response[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [last] resource pack response[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.9 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#resourcepackstate">Resource Pack State</a></td> </tr> </table> <div class="item-description"> Returns the last resource pack response received from a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's last resource pack response is deny or download fail: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastSpawnedEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Spawned Entity</h1> <a href="#ExprLastSpawnedEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last[ly]] (spawned|shot) %*<a href='./classes.html#entitydata'>entity type</a>%</li> <li class="skript-code-block">[the] [last[ly]] dropped (item)</li> <li class="skript-code-block">[the] [last[ly]] (created|struck) (lightning)</li> <li class="skript-code-block">[the] [last[ly]] (launched|deployed) (firework)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3 (spawned entity), 2.0 (shot entity), 2.2-dev26 (dropped item), 2.7 (struck lightning, firework)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Holds the entity that was spawned most recently with the spawn effect (section), dropped with the <a href='../effects/#EffDrop'>drop effect</a>, shot with the <a href='../effects/#EffShoot'>shoot effect</a> or created with the <a href='../effects/#EffLightning'>lightning effect</a>. Please note that even though you can spawn multiple mobs simultaneously (e.g. with 'spawn 5 creepers'), only the last spawned mob is saved and can be used. If you spawn an entity, shoot a projectile and drop an item you can however access all them together. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn a priest<br>set {healer::%spawned priest%} to true<br>shoot an arrow from the last spawned entity<br>ignite the shot projectile<br>drop a diamond sword<br>push last dropped item upwards<br>teleport player to last struck lightning<br>delete last launched firework </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastLoginTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last/First Login Time</h1> <a href="#ExprLastLoginTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (last|first) login of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] (last|first) login</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> When a player last/first logged in the server. 'last login' requires paper to get the last login, otherwise it will get the last time they were seen on the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /onlinefor:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You have been online for %difference between player's last login and now%."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You first joined the server %difference between player's first login and now% ago." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLeashHolder" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Leash Holder</h1> <a href="#ExprLeashHolder" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] leash holder[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] leash holder[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The leash holder of a living entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_example} to the leash holder of the target mob </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Length</h1> <a href="#ExprLength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] length of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>%'[s] length</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The length of a text, in number of characters. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_l} to length of the string argument </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Level</h1> <a href="#ExprLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] level of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] level</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#level_change">level change</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The level of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> reduce the victim's level by 1<br>set the player's level to 0 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLevelProgress" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Level Progress</h1> <a href="#ExprLevelProgress" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] level progress of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] level progress</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#level_change">level change</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The player's progress in reaching the next level, this represents the experience bar in the game. Please note that this value is between 0 and 1 (e.g. 0.5 = half experience bar). Changing this value can cause the player's level to change if the resulting level progess is negative or larger than 1, e.g. <code>increase the player's level progress by 0.5</code> will make the player gain a level if their progress was more than 50%. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # use the exp bar as mana<br>on rightclick with a blaze rod:<br>&nbsp;&nbsp;&nbsp;&nbsp;player's level progress is larger than 0.2<br>&nbsp;&nbsp;&nbsp;&nbsp;shoot a fireball from the player<br>&nbsp;&nbsp;&nbsp;&nbsp;reduce the player's level progress by 0.2<br>every 2 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;level progress of loop-player is smaller than 0.9:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;increase level progress of the loop-player by 0.1<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set level progress of the loop-player to 0.99<br>on xp spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLightLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Light Level</h1> <a href="#ExprLightLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(sky|sun|block)[ ]]light[ ]level [(of|%<a href='./classes.html#direction'>direction</a>%) %<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">byte</a></td> </tr> </table> <div class="item-description"> Gets the light level at a certain location which ranges from 0 to 15. It can be separated into sunlight (15 = direct sunlight, 1-14 = indirect) and block light (torches, glowstone, etc.). The total light level of a block is the maximum of the two different light types. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # set vampire players standing in bright sunlight on fire<br>every 5 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{vampire::%uuid of loop-player%} is true<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sunlight level at the loop-player is greater than 10<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ignite the loop-player for 5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlugins" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loaded Plugins</h1> <a href="#ExprPlugins" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] [loaded] plugins</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> An expression to obtain a list of the names of the server's loaded plugins. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the loaded plugins contains "Vault":<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "This server uses Vault plugin!"<br><br>send "Plugins (%size of loaded plugins%): %plugins%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#ExprLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-](location|position)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location where an event happened (e.g. at an entity or block), or a location <a href='#ExprDirection'>relative</a> to another (e.g. 1 meter above another location). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> drop 5 apples at the event-location # exactly the same as writing 'drop 5 apples'<br>set {_loc} to the location 1 meter above the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocation-2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#ExprLocation-2" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (location|position) %<a href='./classes.html#direction'>directions</a>% [%<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location where an event happened (e.g. at an entity or block), or a location <a href='#ExprDirection'>relative</a> to another (e.g. 1 meter above another location). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> drop 5 apples at the event-location # exactly the same as writing 'drop 5 apples'<br>set {_loc} to the location 1 meter above the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#ExprLocationOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(location|position) of %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%'[s] (location|position)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location of a block or entity. This not only represents the x, y and z coordinates of the location but also includes the world and the direction an entity is looking (e.g. teleporting to a saved location will make the teleported entity face the same saved direction every time). Please note that the location of an entity is at it's feet, use <a href='#ExprEyeLocation'>head location</a> to get the location of the head. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {home::%uuid of player%} to the location of the player<br>message "You home was set to %player's location% in %player's world%." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationAt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location At</h1> <a href="#ExprLocationAt" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (location|position) [at] [\(][x[ ][=[ ]]]%<a href='./classes.html#number'>number</a>%, [y[ ][=[ ]]]%<a href='./classes.html#number'>number</a>%, [and] [z[ ][=[ ]]]%<a href='./classes.html#number'>number</a>%[\)] [[(in|of) [[the] world]] %<a href='./classes.html#world'>world</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Allows to create a <a href='./classes.html#location'>location</a> from three coordinates and a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to the location at arg-1, arg-2, arg-3 of the world arg-4<br>distance between the player and the location (0, 0, 0) is less than 200 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoopIteration" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loop Iteration</h1> <a href="#ExprLoopIteration" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] loop(-| )(counter|iteration)[-%*<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Returns the loop's current iteration count (for both normal and while loops). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> while player is online:<br>&nbsp;&nbsp;&nbsp;&nbsp;give player 1 stone<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 5 ticks<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-counter &gt; 30:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop loop<br><br>loop {top-balances::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-iteration &lt;= 10:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "#%loop-iteration% %loop-index% has $%loop-value%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoopValue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loop value</h1> <a href="#ExprLoopValue" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] loop-&lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (loop-counter)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Returns the currently looped value. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Countdown<br>loop 10 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "%11 - loop-number%"<br>&nbsp;&nbsp;&nbsp;&nbsp;wait a second<br><br># Generate a 10x10 floor made of randomly colored wool below the player<br>loop blocks from the block below the player to the block 10 east of the block below the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop blocks from the loop-block to the block 10 north of the loop-block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set loop-block-2 to any wool<br><br>loop {top-balances::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-iteration &lt;= 10<br>&nbsp;&nbsp;&nbsp;&nbsp;send "#%loop-iteration% %loop-index% has $%loop-value%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loot</h1> <a href="#ExprLoot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] loot</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.16+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> The loot that will be generated in a 'loot generate' event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on loot generate:<br>&nbsp;&nbsp;&nbsp;&nbsp;chance of %10<br>&nbsp;&nbsp;&nbsp;&nbsp;add 64 diamonds<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You hit the jackpot!!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLore" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lore</h1> <a href="#ExprLore" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] lore of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%'[s] lore</li> <li class="skript-code-block">[the] line %<a href='./classes.html#number'>number</a>% of [the] lore of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">[the] line %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%'[s] lore</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>%(st|nd|rd|th) line of [the] lore of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>%(st|nd|rd|th) line of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%'[s] lore</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> An item's lore. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the 1st line of the item's lore to "&amp;lt;orange&amp;gt;Excalibur 2.0" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoveTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Love Time</h1> <a href="#ExprLoveTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] love[d] time of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] love[d] time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time the animals have been in love for. Using a value of 30 seconds is equivalent to using an item to breed them. Only works on animals that can be bred and returns '0 seconds' for animals that can't be bred. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%event-entity% has been in love for %love time of event-entity% more than you!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLowestHighestSolidBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lowest/Highest Solid Block</h1> <a href="#ExprLowestHighestSolidBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (highest|lowest) [solid] block (at|of) %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] (highest|lowest) [solid] block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34, 2.9.0 (lowest solid block, 'non-air' option removed, additional syntax option)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> An expression to obtain the lowest or highest solid (impassable) block at a location. Note that the y-coordinate of the location is not taken into account for this expression. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> teleport the player to the block above the highest block at the player<br>set the highest solid block at the player's location to the lowest solid block at the player's location </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMOTD" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">MOTD</h1> <a href="#ExprMOTD" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(default)|(shown|displayed)] (MOTD|message of [the] day)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The message of the day in the server list. This can be changed in a <a href='events.html#server_list_ping'>server list ping</a> event only. 'default MOTD' returns the default MOTD always and can't be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the motd to "Join now!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxDurability" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Durability</h1> <a href="#ExprMaxDurability" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] (durabilit(y|ies)|damage) of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%'[s] max[imum] (durabilit(y|ies)|damage)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.9.0 (change)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.20.5+ (custom amount)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The maximum durability of an item. Changing requires Minecraft 1.20.5+ Note: 'delete' will remove the max durability from the item (making it a non-damageable item). Delete requires Paper 1.21+ </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> maximum durability of diamond sword<br>if max durability of player's tool is not 0: # Item is damageable<br>set max durability of player's tool to 5000<br>add 5 to max durability of player's tool<br>reset max durability of player's tool<br>delete max durability of player's tool </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxHealth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Health</h1> <a href="#ExprMaxHealth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] health of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] max[imum] health</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a>, <a href="events.html#death">death</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The maximum health of an entity, e.g. 10 for a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the maximum health of the player to 100<br>spawn a giant<br>set the last spawned entity's max health to 1000 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxItemUseTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Item Use Time</h1> <a href="#ExprMaxItemUseTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] [item] us(e|age) (time|duration) of %<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>%'[s] max[imum] [item] us(e|age) (time|duration)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the max duration an item can be used for before the action completes. E.g. it takes 1.6 seconds to drink a potion, or 1.4 seconds to load an unenchanted crossbow. Some items, like bows and shields, do not have a limit to their use. They will return 1 hour. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast max usage duration of player's tool </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxMinecartSpeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Minecart Speed</h1> <a href="#ExprMaxMinecartSpeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] minecart (speed|velocity) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] max[imum] minecart (speed|velocity)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The maximum speed of a minecart. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on minecart:<br>&nbsp;&nbsp;&nbsp;&nbsp;set max minecart speed of event-entity to 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxPlayers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Players</h1> <a href="#ExprMaxPlayers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(real|default)|(fake|shown|displayed)] max[imum] player[s] [count|amount|number|size]</li> <li class="skript-code-block">[the] [(real|default)|(fake|shown|displayed)] max[imum] (count|amount|number|size) of players</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, 2.7 (modify max real players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+ (modify max real players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The count of max players. This can be changed in a <a href='events.html#server_list_ping'>server list ping</a> event only. 'real max players' returns the real count of max players of the server and can be modified on Paper 1.16 or later. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the max players count to (online players count + 1) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxFreezeTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Maximum Freeze Time</h1> <a href="#ExprMaxFreezeTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] freeze time of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] max[imum] freeze time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The maximum amount of time an entity can spend in powdered snow before taking damage. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> difference between player's freeze time and player's max freeze time is less than 1 second:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "you're about to freeze!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxStack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Maximum Stack Size</h1> <a href="#ExprMaxStack" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] stack[[ ]size] of %<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>%'[s] max[imum] stack[[ ]size]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The maximum stack size of the specified material, e.g. 64 for torches, 16 for buckets, and 1 for swords. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "You can only pick up %max stack size of player's tool% of %type of (player's tool)%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMe" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Me</h1> <a href="#ExprMe" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">me</li> <li class="skript-code-block">my[self]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> A 'me' expression that can be used in players' effect commands only. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> !heal me<br>!kick myself<br>!give a diamond axe to me </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMendingRepairAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Mending Repair Amount</h1> <a href="#ExprMendingRepairAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [mending] repair amount</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of durability points an item is to be repaired in a mending event. Modifying the repair amount will affect how much experience is given to the player after mending. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item mend:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the mending repair amount to 100 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMessage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Message</h1> <a href="#ExprMessage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [chat( |-)]message</li> <li class="skript-code-block">[the] (join|log[ ]in)( |-)message</li> <li class="skript-code-block">[the] (quit|leave|log[ ]out|kick)( |-)message</li> <li class="skript-code-block">[the] death( |-)message</li> <li class="skript-code-block">[the] broadcast(-|[ed] )message</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6 (chat message), 1.4.9 (join & quit messages), 2.0 (death message), 2.9.0 (clear message), INSERT VERSION (broadcasted message)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#chat">chat</a>, <a href="events.html#join">join</a>, <a href="events.html#quit">quit</a>, <a href="events.html#death">death</a>, <a href="events.html#broadcast">broadcast</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The (chat) message of a chat event, the join message of a join event, the quit message of a quit event, the death message of a death event or the broadcasted message in a broadcast event. This expression is mostly useful for being changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has permission "admin"<br>&nbsp;&nbsp;&nbsp;&nbsp;set message to "&amp;c%message%"<br><br>on first join:<br>&nbsp;&nbsp;&nbsp;&nbsp;set join message to "Welcome %player% to our awesome server!"<br><br>on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has played before<br>&nbsp;&nbsp;&nbsp;&nbsp;set join message to "Welcome back, %player%!"<br><br>on quit:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {vanish::%player's uuid%} is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;clear quit message<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set quit message to "%player% left this awesome server!"<br><br>on death:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the death message to "%player% died!"<br><br>on broadcast:<br>&nbsp;&nbsp;&nbsp;&nbsp;set broadcast message to "&amp;a[BROADCAST] %broadcast message%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMetadata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Metadata</h1> <a href="#ExprMetadata" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">metadata [(value|tag)[s]] %<a href='./classes.html#string'>texts</a>% of %<a href='./classes.html#metadataholder'>metadata holders</a>%</li> <li class="skript-code-block">%<a href='./classes.html#metadataholder'>metadata holders</a>%'[s] metadata [(value|tag)[s]] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36, INSERT VERSION (add, remove)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Metadata is a way to store temporary data on entities, blocks and more that disappears after a server restart. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set metadata value "healer" of player to true<br>broadcast "%metadata value ""healer"" of player%"<br>clear metadata value "healer" of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMiddleOfLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Middle of Location</h1> <a href="#ExprMiddleOfLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (middle|center) [point] of %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%'[s] (middle|center) [point]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Returns the middle/center of a location. In other words, returns the middle of the X, Z coordinates and the floor value of the Y coordinate of a location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /stuck:<br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;teleport player to the center of player's location<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You're no longer stuck." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMinecartDerailedFlyingVelocity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Minecart Derailed / Flying Velocity</h1> <a href="#ExprMinecartDerailedFlyingVelocity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [minecart] (derailed|flying) velocity of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] [minecart] (derailed|flying) velocity</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> The velocity of a minecart as soon as it has been derailed or as soon as it starts flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on minecart:<br>&nbsp;&nbsp;&nbsp;&nbsp;set derailed velocity of event-entity to vector 2, 10, 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBalance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Money</h1> <a href="#ExprBalance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (money|balance|[bank] account) of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] (money|balance|[bank] account)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.5 (offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, an economy plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#money">Money</a></td> </tr> </table> <div class="item-description"> How much virtual money a player has (can be changed). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You have %player's money%" # the currency name will be added automatically<br>remove 20$ from the player's balance # replace '$' by whatever currency you use<br>add 200 to the player's account # or omit the currency altogether </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMoonPhase" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Moon Phase</h1> <a href="#ExprMoonPhase" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (lunar|moon) phase[s] of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] (lunar|moon) phase[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#moonphase">Moon Phase</a></td> </tr> </table> <div class="item-description"> The current moon phase of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if moon phase of player's world is full moon:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Watch for the wolves!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPushedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Moved blocks</h1> <a href="#ExprPushedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] moved blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev27</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Blocks which are moved in a piston event. Cannot be used outside of piston events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the moved blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprName" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Name / Display Name / Tab List Name</h1> <a href="#ExprName" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (name[s]|(display|nick|chat|custom)[ ]name[s]) of %<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#gamerule'>gamerules</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#gamerule'>gamerules</a>%'[s] (name[s]|(display|nick|chat|custom)[ ]name[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>before 2.1, 2.2-dev20 (inventory name), 2.4 (non-living entity support, changeable inventory name), 2.7 (worlds)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, gamerule or world.<p><ul> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Players</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> 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).</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Entities</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> 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'.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> The custom name of the entity. Can be changed, which will also enable <em>custom name visibility</em> of the entity so name tag of the entity will be visible always.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Items</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> The <em>custom</em> name of the item (not the Minecraft locale name). Can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Inventories</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> 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.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Gamerules (1.13+)</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the gamerule. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Worlds</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the world. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> </ul> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has permission "name.red"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's display name to "&amp;lt;red&amp;gt;[admin] &amp;lt;gold&amp;gt;%name of player%"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's tab list name to "&amp;lt;green&amp;gt;%player's name%"<br>set the name of the player's tool to "Legendary Sword of Awesomeness" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprName-2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Name / Display Name / Tab List Name</h1> <a href="#ExprName-2" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ((player|tab)[ ]list name[s]) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] ((player|tab)[ ]list name[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>before 2.1, 2.2-dev20 (inventory name), 2.4 (non-living entity support, changeable inventory name), 2.7 (worlds)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, gamerule or world.<p><ul> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Players</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> 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).</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Entities</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> 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'.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> The custom name of the entity. Can be changed, which will also enable <em>custom name visibility</em> of the entity so name tag of the entity will be visible always.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Items</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> The <em>custom</em> name of the item (not the Minecraft locale name). Can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Inventories</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> 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.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Gamerules (1.13+)</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the gamerule. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Worlds</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the world. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> </ul> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has permission "name.red"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's display name to "&amp;lt;red&amp;gt;[admin] &amp;lt;gold&amp;gt;%name of player%"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's tab list name to "&amp;lt;green&amp;gt;%player's name%"<br>set the name of the player's tool to "Legendary Sword of Awesomeness" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNamed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Named Item/Inventory</h1> <a href="#ExprNamed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#inventorytype'>inventory type</a>% (named|with name[s]) %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev34 (inventories)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Directly names an item/inventory, useful for defining a named item/inventory in a script. If you want to (re)name existing items/inventories you can either use this expression or use <code>set <a href='#ExprName'>name of &lt;item/inventory&gt;</a> to &lt;text&gt;</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give a diamond sword of sharpness 100 named "&amp;lt;gold&amp;gt;Excalibur" to the player<br>set tool of player to the player's tool named "&amp;lt;gold&amp;gt;Wand"<br>set the name of the player's tool to "&amp;lt;gold&amp;gt;Wand"<br>open hopper inventory named "Magic Hopper" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNearestEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Nearest Entity</h1> <a href="#ExprNearestEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] nearest %*<a href='./classes.html#entitydata'>entity types</a>% [[relative] to %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#location'>location</a>%]</li> <li class="skript-code-block">[the] %*<a href='./classes.html#entitydata'>entity types</a>% nearest [to %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Gets the entity nearest to a location or another entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> kill the nearest pig and cow relative to player<br>teleport player to the nearest cow relative to player<br>teleport player to the nearest entity relative to player<br><br>on click:<br>&nbsp;&nbsp;&nbsp;&nbsp;kill nearest pig </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="LitNewLine" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">New Line</h1> <a href="#LitNewLine" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">nl</li> <li class="skript-code-block">new[ ]line</li> <li class="skript-code-block">line[ ]break</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns a line break separator. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "Hello%nl%Goodbye!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNoDamageTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">No Damage Ticks</h1> <a href="#ExprNoDamageTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (invulnerability|invincibility|no damage) tick[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (invulnerability|invincibility|no damage) tick[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of ticks that an entity is invulnerable to damage for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;set victim's invulnerability ticks to 20 #Victim will not take damage for the next second </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Now</h1> <a href="#ExprNow" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">now</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> The current <a href='classes.html#date'>system time</a> of the server. Use <a href='#ExprTime'>time</a> to get the <a href='classes.html#time'>Minecraft time</a> of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Current server time: %now%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNumberOfCharacters" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Number of Characters</h1> <a href="#ExprNumberOfCharacters" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">number of upper[ ]case char(acters|s) in %<a href='./classes.html#string'>text</a>%</li> <li class="skript-code-block">number of lower[ ]case char(acters|s) in %<a href='./classes.html#string'>text</a>%</li> <li class="skript-code-block">number of digit char(acters|s) in %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of uppercase, lowercase, or digit characters in a string. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> #Simple Chat Filter<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;if number of uppercase chars in message / length of message &gt; 0.5<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;lt;red&amp;gt;Your message has to many caps!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNumbers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Numbers</h1> <a href="#ExprNumbers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] (numbers|integers|decimals) (between|from) %<a href='./classes.html#number'>number</a>% (and|to) %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6 (integers & numbers), 2.5.1 (decimals)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> All numbers between two given numbers, useful for looping. Use 'numbers' if your start is not an integer and you want to keep the fractional part of the start number constant, or use 'integers' if you only want to loop integers. You may also use 'decimals' if you want to use the decimal precision of the start number. You may want to use the 'times' expression instead, for instance 'loop 5 times:' </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop numbers from 2.5 to 5.5: # loops 2.5, 3.5, 4.5, 5.5<br>loop integers from 2.9 to 5.1: # same as '3 to 5', i.e. loops 3, 4, 5<br>loop decimals from 3.94 to 4: # loops 3.94, 3.95, 3.96, 3.97, 3.98, 3.99, 4 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOfflinePlayers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Offline players</h1> <a href="#ExprOfflinePlayers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] offline[ ]players</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> All players that have ever joined the server. This includes the players currently online. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "Size of all players who have joined the server: %size of all offline players%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOnlinePlayersCount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Online Player Count</h1> <a href="#ExprOnlinePlayersCount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [((real|default)|(fake|shown|displayed))] [online] player (count|amount|number)</li> <li class="skript-code-block">[the] [((real|default)|(fake|shown|displayed))] (count|amount|number|size) of online players</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper (fake count)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The amount of online players. This can be changed in a <a href='events.html#server_list_ping'>server list ping</a> event only to show fake online player amount. <code>real online player count</code> always return the real count of online players and can't be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;# This will make the max players count 5 if there are 4 players online.<br>&nbsp;&nbsp;&nbsp;&nbsp;set the fake max players count to (online player count + 1) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOpenedInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Opened Inventory</h1> <a href="#ExprOpenedInventory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (current|open|top) inventory [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (current|open|top) inventory</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev24, 2.2-dev35 (Just 'current inventory' works in player events)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> Return the currently opened inventory of a player. If no inventory is open, it returns the own player's crafting inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set slot 1 of player's current inventory to diamond sword </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprParse" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Parse</h1> <a href="#ExprParse" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% parsed as (%*<a href='./classes.html#classinfo'>type</a>%|"&lt;.*&gt;")</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Parses text as a given type, or as a given pattern. This expression can be used in two different ways: One which parses the entire text as a single instance of a type, e.g. as a number, and one that parses the text according to a pattern. If the given text could not be parsed, this expression will return nothing and the <a href='#ExprParseError'>parse error</a> will be set if some information is available. Some notes about parsing with a pattern: - The pattern must be a <a href='./patterns/'>Skript pattern</a>, e.g. percent signs are used to define where to parse which types, e.g. put a %number% or %items% in the pattern if you expect a number or some items there. - You <i>have to</i> save the expression's value in a list variable, e.g. <code>set {parsed::*} to message parsed as "..."</code>. - The list variable will contain the parsed values from all %types% in the pattern in order. If a type was plural, e.g. %items%, the variable's value at the respective index will be a list variable, e.g. the values will be stored in {parsed::1::*}, not {parsed::1}. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {var} to line 1 parsed as number<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {var::*} to message parsed as "buying %items% for %money%"<br>&nbsp;&nbsp;&nbsp;&nbsp;if parse error is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "%parse error%"<br>&nbsp;&nbsp;&nbsp;&nbsp;else if {var::*} is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove {var::2} from the player's balance<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;give {var::1::*} to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprParseError" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Parse Error</h1> <a href="#ExprParseError" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last] [parse] error</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The error which caused the last <a href='#ExprParse'>parse operation</a> to fail, which might not be set if a pattern was used and the pattern didn't match the provided text at all. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {var} to line 1 parsed as integer<br>if {var} is not set:<br>&nbsp;&nbsp;&nbsp;&nbsp;parse error is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "&amp;lt;red&amp;gt;Line 1 is invalid: %last parse error%"<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "&amp;lt;red&amp;gt;Please put an integer on line 1!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPassenger" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Passenger</h1> <a href="#ExprPassenger" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] passenger[s] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] passenger[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev26 (Multiple passengers for 1.11.2+)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The passenger of a vehicle, or the rider of a mob. For 1.11.2 and above, it returns a list of passengers and you can use all changers in it. See also: <a href='#ExprVehicle'>vehicle</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> #for 1.11 and lower<br>passenger of the minecart is a creeper or a cow<br>the saddled pig's passenger is a player<br>#for 1.11.2+<br>passengers of the minecart contains a creeper or a cow<br>the boat's passenger contains a pig<br>add a cow and a zombie to passengers of last spawned boat<br>set passengers of player's vehicle to a pig and a horse<br>remove all pigs from player's vehicle<br>clear passengers of boat </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPercent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Percent of</h1> <a href="#ExprPercent" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>number</a>%(\%| percent) of %<a href='./classes.html#number'>numbers</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns a percentage of one or more numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set damage to 10% of victim's health<br>set damage to 125 percent of damage<br>set {_result} to {_percent} percent of 999<br>set {_result::*} to 10% of {_numbers::*}<br>set experience to 50% of player's total experience </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="LitPi" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Pi</h1> <a href="#LitPi" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(pi|π)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">double</a></td> </tr> </table> <div class="item-description"> Returns the mathematical constant pi. (approx. 3.1415926535) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_tau} to pi * 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPickupDelay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Pickup Delay</h1> <a href="#ExprPickupDelay" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] pick[ ]up delay of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] pick[ ]up delay</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time before a dropped item can be picked up by an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> drop diamond sword at {_location} without velocity<br>set pickup delay of last dropped item to 5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ping</h1> <a href="#ExprPing" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ping of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] ping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Pings of players, as Minecraft server knows them. Note that they will almost certainly be different from the ones you'd get from using ICMP echo requests. This expression is only supported on some server software (PaperSpigot). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /ping &lt;player=%player%&gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "%arg-1%'s ping is %arg-1's ping%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlain" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Plain Item</h1> <a href="#ExprPlain" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a[n]] (plain|unmodified) %<a href='./classes.html#itemtype'>item type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> A plain item is an item with no modifications. It can be used to convert items to their default state or to match with other default items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player's tool is a plain diamond: # check if player's tool has no modifications<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are holding a plain diamond!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerChatCompletions" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Chat Completions</h1> <a href="#ExprPlayerChatCompletions" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [custom] chat completion[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [custom] chat completion[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The custom chat completion suggestions. You can add, set, remove, and clear them. Removing the names of online players with this expression is ineffective. This expression will not return anything due to Bukkit limitations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add "Skript" and "Njol" to chat completions of all players<br>remove "text" from {_p}'s chat completions<br>clear player's chat completions </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCurrentInputKeys" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Input Keys</h1> <a href="#ExprCurrentInputKeys" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [current] (inputs|input keys) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [current] (inputs|input keys)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inputkey">Input Key</a></td> </tr> </table> <div class="item-description"> Get the current input keys of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "%player% is pressing %current input keys of player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerlistHeaderFooter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player List Header and Footer</h1> <a href="#ExprPlayerlistHeaderFooter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (player|tab)[ ]list (header|footer) [(text|message)] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (player|tab)[ ]list (header|footer) [(text|message)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The message above and below the player list in the tab menu. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set all players' tab list header to "Welcome to the Server!"<br>send "%the player's tab list header%" to player<br>reset all players' tab list header </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerProtocolVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Protocol Version</h1> <a href="#ExprPlayerProtocolVersion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] protocol version of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] protocol version</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Player's protocol version. For more information and list of protocol versions <a href='https://wiki.vg/Protocol_version_numbers'>visit wiki.vg</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /protocolversion &amp;ltplayer&amp;gt:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Protocol version of %arg-1%: %protocol version of arg-1%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSkull" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Skull</h1> <a href="#ExprSkull" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (head|skull) of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] (head|skull)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Gets a skull item representing a player. Skulls for other entities are provided by the aliases. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give the victim's skull to the attacker<br>set the block at the entity to the entity's skull </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerWeather" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Weather</h1> <a href="#ExprPlayerWeather" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(client|custom)] weather of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [(client|custom)] weather</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#weathertype">Weather Type</a></td> </tr> </table> <div class="item-description"> The weather for a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set weather of arg-player to rainy<br>reset player's weather<br>if arg-player's weather is rainy </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPortal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Portal</h1> <a href="#ExprPortal" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] portal['s] blocks</li> <li class="skript-code-block">[the] blocks of [the] portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#portal_create">portal_create</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The blocks associated with a portal in the portal creation event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal creation:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop portal blocks:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-block% is part of a portal!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPortalCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Portal Cooldown</h1> <a href="#ExprPortalCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] portal cooldown of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] portal cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time before an entity can use a portal. By default, it is 15 seconds after exiting a nether portal or end gateway. Players in survival/adventure get a cooldown of 0.5 seconds, while those in creative get no cooldown. Resetting will set the cooldown back to the default 15 seconds for non-player entities and 0.5 seconds for players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal:<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 tick<br>&nbsp;&nbsp;&nbsp;&nbsp;set portal cooldown of event-entity to 5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPotionEffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect</h1> <a href="#ExprPotionEffect" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[new] potion effect of %<a href='./classes.html#potioneffecttype'>potion effect type</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without particles] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">[new] ambient potion effect of %<a href='./classes.html#potioneffecttype'>potion effect type</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without particles] [for %<a href='./classes.html#timespan'>time span</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#potioneffect">Potion Effect</a></td> </tr> </table> <div class="item-description"> Create a new potion effect to apply to an entity or item type. Do note that when applying potion effects to tipped arrows/lingering potions, Minecraft reduces the timespan. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to potion effect of speed of tier 1 without particles for 10 minutes<br>add {_p} to potion effects of player's tool<br>add {_p} to potion effects of target entity<br>add potion effect of speed 1 to potion effects of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPotionEffectTier" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect Tier</h1> <a href="#ExprPotionEffectTier" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [potion] (tier|amplifier|level) of %<a href='./classes.html#potioneffecttype'>potion effect types</a>% (of|for|on) %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> An expression to obtain the amplifier of a potion effect applied to an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the amplifier of haste of player &gt;= 3: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPotionEffects" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effects</h1> <a href="#ExprPotionEffects" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(all [[of] the]|the)] [active] potion effects of %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#itemtype'>item types</a>%'[s] [(all [[of] the]|the)] [active] potion effects</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#potioneffect">Potion Effect</a></td> </tr> </table> <div class="item-description"> Represents the active potion effects of entities and itemtypes. You can clear all potion effects of an entity/itemtype and add/remove a potion effect/type to/from an entity/itemtype. Do note you will not be able to clear the base potion effects of a potion item. In that case, just set the item to a water bottle. When adding a potion effect type (rather than a potion effect), it will default to 15 seconds with tier 1. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p::*} to active potion effects of player<br>clear all the potion effects of player<br>clear all the potion effects of player's tool<br>add potion effects of player to potion effects of player's tool<br>add speed to potion effects of target entity<br>remove speed and night vision from potion effects of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPrefixSuffix" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Prefix/Suffix</h1> <a href="#ExprPrefixSuffix" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [chat] (prefix|suffix) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [chat] (prefix|suffix)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, INSERT VERSION (delete)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, a chat plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The prefix or suffix as defined in the server's chat plugin. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player's prefix%%player's display name%%player's suffix%: %message%" to the player's world<br><br>set the player's prefix to "[&amp;lt;red&amp;gt;Admin&lt;reset&gt;] "<br><br>clear player's prefix </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprProjectileCriticalState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Projectile Critical State</h1> <a href="#ExprProjectileCriticalState" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (projectile|arrow) critical (state|ability|mode) of %<a href='./classes.html#projectile'>projectiles</a>%</li> <li class="skript-code-block">%<a href='./classes.html#projectile'>projectiles</a>%'[s] (projectile|arrow) critical (state|ability|mode)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> A projectile's critical state. The only currently accepted projectiles are arrows and tridents. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on shoot:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-projectile is an arrow<br>&nbsp;&nbsp;&nbsp;&nbsp;set projectile critical mode of event-projectile to true </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprProtocolVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Protocol Version</h1> <a href="#ExprProtocolVersion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [server] [(sent|required|fake)] protocol version [number]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#server_list_ping">server list ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The protocol version that will be sent as the protocol version of the server in a server list ping event. For more information and list of protocol versions <a href='https://wiki.vg/Protocol_version_numbers'>visit wiki.vg</a>. If this protocol version doesn't match with the protocol version of the client, the client will see the <a href='#ExprVersionString'>version string</a>. But please note that, this expression has no visual effect over the version string. For example if the server uses PaperSpigot 1.12.2, and you make the protocol version 107 (1.9), the version string will not be "Paper 1.9", it will still be "Paper 1.12.2". But then you can customize the <a href='#ExprVersionString'>version string</a> as you wish. Also if the protocol version of the player is higher than protocol version of the server, it will say "Server out of date!", and if vice-versa "Client out of date!" when you hover on the ping bars.<p>This can be set in a <a href='events.html#server_list_ping'>server list ping</a> event only (increase and decrease effects cannot be used because that wouldn't make sense). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the version string to "&amp;lt;light green&amp;gt;Version: &amp;lt;orange&amp;gt;%minecraft version%"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the protocol version to 0 # 13w41a (1.7) - so the player will see the custom version string almost always </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprQuitReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Quit Reason</h1> <a href="#ExprQuitReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (quit|disconnect) (cause|reason)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quitreason">Quit Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#quitreason'>quit reason</a> as to why a player disconnected in a <a href='events.html#quit'>quit</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on quit:<br>&nbsp;&nbsp;&nbsp;&nbsp;quit reason was kicked<br>&nbsp;&nbsp;&nbsp;&nbsp;player is banned<br>&nbsp;&nbsp;&nbsp;&nbsp;clear {server::player::%uuid of player%::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandom" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random</h1> <a href="#ExprRandom" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] random %*<a href='./classes.html#classinfo'>type</a>% [out] of %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.9</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Gets a random item out of a set, e.g. a random player out of all players online. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give a diamond to a random player out of all players<br>give a random item out of all items to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandomCharacter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random Character</h1> <a href="#ExprRandomCharacter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a|%integer%] random [alphanumeric] character[s] (from|between) %<a href='./classes.html#string'>text</a>% (to|and) %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> One or more random characters between two given characters. Use 'alphanumeric' if you want only alphanumeric characters. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. If strings of more than one character are given, only the first character of each is used. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_captcha} to join (5 random characters between "a" and "z") with ""<br>send 3 random alphanumeric characters between "0" and "z" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandomNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random Numbers</h1> <a href="#ExprRandomNumber" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a|%integer%] random (integer|number)[s] (from|between) %<a href='./classes.html#number'>number</a>% (to|and) %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, INSERT VERSION (Multiple random numbers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> A given amount of random numbers or integers between two given numbers. Use 'number' if you want any number with decimal parts, or use use 'integer' if you only want whole numbers. Please note that the order of the numbers doesn't matter, i.e. <code>random number between 2 and 1</code> will work as well as <code>random number between 1 and 2</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's health to a random number between 5 and 10<br>send "You rolled a %random integer from 1 to 6%!" to the player<br>set {_chances::*} to 5 random integers between 5 and 96<br>set {_decimals::*} to 3 random numbers between 2.7 and -1.5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandomUUID" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random UUID</h1> <a href="#ExprRandomUUID" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] random uuid</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns a random UUID. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_uuid} to random uuid </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRawName" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Raw Name</h1> <a href="#ExprRawName" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(raw|minecraft|vanilla) name[s] of %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>unknown (2.2)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The raw Minecraft material name of the given item. Note that this is not guaranteed to give same results on all servers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> raw name of tool of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRawString" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Raw String</h1> <a href="#ExprRawString" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">raw %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns the string without formatting (colors etc.) and without stripping them from it, e.g. <code>raw "&aHello There!"</code> would output <code>&aHello There!</code> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send raw "&amp;aThis text is unformatted!" to all players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprReadiedArrow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Readied Arrow/Bow</h1> <a href="#ExprReadiedArrow" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (readied|selected|drawn) (arrow|bow)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#ready_arrow">ready arrow</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> The bow or arrow in a <a href='events.html#ready_arrow'>Ready Arrow event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player ready arrow:<br>&nbsp;&nbsp;&nbsp;&nbsp;selected bow's name is "Spectral Bow"<br>&nbsp;&nbsp;&nbsp;&nbsp;if selected arrow is not a spectral arrow:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRedstoneBlockPower" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Redstone Block Power</h1> <a href="#ExprRedstoneBlockPower" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] redstone power of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] redstone power</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Power of a redstone block </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if redstone power of targeted block is 15:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This block is very powerful!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRegion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region</h1> <a href="#ExprRegion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]region</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#region">Region</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#region'>region</a> involved in an event. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on region enter:<br>&nbsp;&nbsp;&nbsp;&nbsp;region is {forbidden region}<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMembersOfRegion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region Members & Owners</h1> <a href="#ExprMembersOfRegion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the)] (members|owner[s]) of [[the] region[s]] %<a href='./classes.html#region'>regions</a>%</li> <li class="skript-code-block">[[the] region[s]] %<a href='./classes.html#region'>regions</a>%'[s] (members|owner[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> A list of members or owners of a <a href='./classes.html#region'>region</a>. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entering of a region:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You're entering %region% whose owners are %owners of region%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRegionsAt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Regions At</h1> <a href="#ExprRegionsAt" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] region[(s)] %<a href='./classes.html#direction'>direction</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#region">Region</a></td> </tr> </table> <div class="item-description"> All <a href='./classes.html#region'>regions</a> at a particular <a href='./classes/#location'>location</a>. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> On click on a sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;line 1 of the clicked block is "[region info]"<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_regions::*} to regions at the clicked block<br>&nbsp;&nbsp;&nbsp;&nbsp;if {_regions::*} is empty:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "No regions exist at this sign."<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Regions containing this sign: &amp;lt;gold&amp;gt;%{_regions::*}%&lt;r&gt;." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRemainingAir" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Remaining Air</h1> <a href="#ExprRemainingAir" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] remaining air of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] remaining air</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> How much time a player has left underwater before starting to drown. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player's remaining air is less than 3 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "hurry, get to the surface!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRepeat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Repeat String</h1> <a href="#ExprRepeat" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% repeated %integer% time[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Repeats inputted strings a given amount of times. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast nl and nl repeated 200 times<br>broadcast "Hello World " repeated 5 times<br>if "aa" repeated 2 times is "aaaa":<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Ahhhh" repeated 100 times </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprResonatingTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Resonating Time</h1> <a href="#ExprResonatingTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] resonat(e|ing) time of %<a href='./classes.html#block'>block</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>block</a>%'[s] resonat(e|ing) time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the resonating time of a bell. A bell will start resonating five game ticks after being rung, and will continue to resonate for 40 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "The bell has been resonating for %resonating time of target block%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCharges" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Respawn Anchor Charges</h1> <a href="#ExprCharges" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [max[imum]] charge[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] [max[imum]] charge[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The charges of a respawn anchor. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the charges of event-block to 3 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRespawnLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Respawn location</h1> <a href="#ExprRespawnLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] respawn location</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location that a player should respawn at. This is used within the respawn event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on respawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;set respawn location to {example::spawn} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprReversedList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Reversed List</h1> <a href="#ExprReversedList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">reversed %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Reverses given list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_list::*} to reversed {_list::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRingingTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ringing Time</h1> <a href="#ExprRingingTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ring[ing] time of %<a href='./classes.html#block'>block</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>block</a>%'[s] ring[ing] time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the ringing time of a bell. A bell typically rings for 50 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "The bell has been ringing for %ringing time of target block%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRotate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rotated Quaternion/Vector</h1> <a href="#ExprRotate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#vector'>vectors</a>% rotated around [the] [global] (x|y|z)(-| )axis by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>% rotated around [the|its|their] local (x|y|z)(-| )ax(i|e)s by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#vector'>vectors</a>% rotated around [the] %<a href='./classes.html#vector'>vector</a>% by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>% rotated by x %<a href='./classes.html#number'>number</a>%, y %<a href='./classes.html#number'>number</a>%(, [and]| and) z %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Rotates a quaternion or vector around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented.<p>Note that rotating a quaternion around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_new} to {_quaternion} rotated around x axis by 10 degrees<br>set {_new} to {_vector} rotated around vector(1, 1, 1) by 45<br>set {_new} to {_quaternion} rotated by x 45, y 90, z 135 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprQuaternionAxisAngle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rotation Axis/Angle</h1> <a href="#ExprQuaternionAxisAngle" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] rotation (angle|axis) of %<a href='./classes.html#quaternion'>quaternions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>%'[s] rotation (angle|axis)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Returns the axis or angle that a quaternion will rotate by/around. All quaternions can be represented by a rotation of some amount around some axis, so this expression provides the ability to get that angle/axis. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_quaternion} to axisAngle(45, vector(1, 2, 3))<br>send rotation axis of {_quaternion} # 1, 2, 3<br>send rotation angle of {_quaternion} # 45<br>set rotation angle of {_quaternion} to 135<br>set rotation axis of {_quaternion} to vector(0, 1, 0) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rounding</h1> <a href="#ExprRound" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(a|the)] round[ed] down %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">[(a|the)] round[ed] %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">[(a|the)] round[ed] up %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Rounds numbers normally, up (ceiling) or down (floor) respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {var} to rounded health of player<br>set line 1 of the block to rounded "%(1.5 * player's level)%"<br>add rounded down argument to the player's health </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSaturation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Saturation</h1> <a href="#ExprSaturation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] saturation of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] saturation</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-v10, 2.2-dev35 (fully modifiable), 2.6.2 (syntax pattern changed)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The saturation of a player. If used in a player event, it can be omitted and will default to event-player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set saturation of player to 20 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprScoreboardTags" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Scoreboard Tags</h1> <a href="#ExprScoreboardTags" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] scoreboard tags of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] scoreboard tags</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Scoreboard tags are simple list of texts stored directly in the data of an <a href='classes.html#entity'>entity</a>. So this is a Minecraft related thing, not Bukkit, so the tags will not get removed when the server stops. You can visit <a href='https://minecraft.wiki/w/Scoreboard#Tags'>visit Minecraft Wiki</a> for more info. This is changeable and valid for any type of entity. Also you can use use the <a href='conditions.html#CondHasScoreboardTag'>Has Scoreboard Tag</a> condition to check whether an entity has the given tags.<p>Requires Minecraft 1.11+ (actually added in 1.9 to the game, but added in 1.11 to Spigot). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of a monster:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the spawn reason is mob spawner:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add "spawned by a spawner" to the scoreboard tags of event-entity<br><br>on death of a monster:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the attacker is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if the victim doesn't have the scoreboard tag "spawned by a spawner":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add 1$ to attacker's balance </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprScript" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Script Name</h1> <a href="#ExprScript" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] script[['s] name]</li> <li class="skript-code-block">name of [the] script</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Script_Load_Unload">Script Load/Unload</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Holds the current script's name (the file name without '.sk'). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on script load:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to true<br>on script unload:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to false </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSeaLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sea Level</h1> <a href="#ExprSeaLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] sea level of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] sea level</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Gets the sea level of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "The sea level in your world is %sea level in player's world%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSeaPickles" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sea Pickles</h1> <a href="#ExprSeaPickles" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(min|max)[imum]] [sea] pickle(s| (count|amount)) of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] [(min|max)[imum]] [sea] pickle(s| (count|amount))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> An expression to obtain or modify data relating to the pickles of a sea pickle block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block break:<br>&nbsp;&nbsp;&nbsp;&nbsp;type of block is sea pickle<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Wow! This stack of sea pickles contained %event-block's sea pickle count% pickles!"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "It could've contained a maximum of %event-block's maximum sea pickle count% pickles!"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "It had to have contained at least %event-block's minimum sea pickle count% pickles!"<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;set event-block's sea pickle count to event-block's maximum sea pickle count<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This bad boy is going to hold so many pickles now!!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSentCommands" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sent Command List</h1> <a href="#ExprSentCommands" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [sent] [server] command[s] list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#send_command_list">send command list</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The commands that will be sent to the player in a <a href='events.html#send_command_list'>send commands to player event</a>. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on send command list:<br>&nbsp;&nbsp;&nbsp;&nbsp;set command list to command list where [input does not contain ":"]<br>&nbsp;&nbsp;&nbsp;&nbsp;remove "help" from command list </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprServerIcon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Server Icon</h1> <a href="#ExprServerIcon" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [((default)|(shown|sent))] [server] icon</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#cachedservericon">Server Icon</a></td> </tr> </table> <div class="item-description"> Icon of the server in the server list. Can be set to an icon that loaded using the <a href='effects.html#EffLoadServerIcon'>load server icon</a> effect, or can be reset to the default icon in a <a href='events.html#server_list_ping'>server list ping</a>. 'default server icon' returns the default server icon (server-icon.png) always and cannot be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on script load:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {server-icons::default} to the default server icon </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSets" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sets</h1> <a href="#ExprSets" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the|every] %*<a href='./classes.html#classinfo'>type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 pre-5, 2.7 (classinfo)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Returns a list of all the values of a type. Useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all attribute types:<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-value attribute of player to 10<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Set attribute %loop-value% to 10!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprShooter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shooter</h1> <a href="#ExprShooter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] shooter [of %<a href='./classes.html#projectile'>projectile</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#livingentity">Living Entity</a></td> </tr> </table> <div class="item-description"> The shooter of a projectile. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> shooter is a skeleton </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprShuffledList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shuffled List</h1> <a href="#ExprShuffledList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">shuffled %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Shuffles given list randomly. This is done by replacing indices by random numbers in resulting list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_list::*} to shuffled {_list::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSignText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sign Text</h1> <a href="#ExprSignText" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] line %<a href='./classes.html#number'>number</a>% [of %<a href='./classes.html#block'>block</a>%]</li> <li class="skript-code-block">[the] (1st|first|2nd|second|3rd|third|4th|fourth) line [of %<a href='./classes.html#block'>block</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> A line of text on a sign. Can be changed, but remember that there is a 16 character limit per line (including color codes that use 2 characters each). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on rightclick on sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;line 2 of the clicked block is "[Heal]":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;heal the player<br>&nbsp;&nbsp;&nbsp;&nbsp;set line 3 to "%player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSkullOwner" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Skull Owner</h1> <a href="#ExprSkullOwner" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (head|skull) owner of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (head|skull) owner</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> The skull owner of a player skull. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_owner} to the skull owner of event-block<br>set skull owner of {_block} to "Njol" parsed as offlineplayer </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSlotIndex" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Slot Index</h1> <a href="#ExprSlotIndex" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(raw|unique)] index of %<a href='./classes.html#slot'>slots</a>%</li> <li class="skript-code-block">%<a href='./classes.html#slot'>slots</a>%'[s] [(raw|unique)] index</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35, 2.8.0 (raw index)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Index of an an inventory slot. Other types of slots may or may not have indices. Note that comparing slots with numbers is also possible; if index of slot is same as the number, comparisonsucceeds. This expression is mainly for the cases where you must for some reason save the slot numbers.<p>Raw index of slot is unique for the view, see <a href="https://wiki.vg/Inventory">Minecraft Wiki</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if index of event-slot is 10:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You bought a pie!"<br><br>if display name of player's top inventory is "Custom Menu": # 3 rows inventory<br>&nbsp;&nbsp;&nbsp;&nbsp;if raw index of event-slot &gt; 27: # outside custom inventory<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSortedList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sorted List</h1> <a href="#ExprSortedList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sorted %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev19</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Sorts given list in natural order. All objects in list must be comparable; if they're not, this expression will return nothing. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_sorted::*} to sorted {_players::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSourceBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Source Block</h1> <a href="#ExprSourceBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] source block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Spread">Spread</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The source block in a spread event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spread:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the source block is a grass block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the source block to a dirt block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn</h1> <a href="#ExprSpawn" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] spawn[s] [(point|location)[s]] [of %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] spawn[s] [(point|location)[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The spawn point of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> teleport all players to spawn<br>set the spawn point of "world" to the player's location </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpawnReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn Reason</h1> <a href="#ExprSpawnReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] spawn[ing] reason</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#spawnreason">Spawn Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#spawnreason'>spawn reason</a> in a <a href='events.html#spawn'>spawn</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;spawn reason is reinforcements or breeding<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpawnerType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawner Type</h1> <a href="#ExprSpawnerType" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (spawner|entity|creature) type[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (spawner|entity|creature) type[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4, 2.9.2 (trial spawner)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entitydata">Entity Type</a></td> </tr> </table> <div class="item-description"> Retrieves, sets, or resets the spawner's entity type </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is spawner:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Spawner's type is %target block's entity type%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpecialNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Special Number</h1> <a href="#ExprSpecialNumber" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(NaN|[(-|minus)](infinity|∞)) value</li> <li class="skript-code-block">value of (NaN|[(-|minus)](infinity|∞))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32d</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Special number values, namely NaN, Infinity and -Infinity </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {_number} is infinity value: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpectatorTarget" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spectator Target</h1> <a href="#ExprSpectatorTarget" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">spectator target [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] spectator target</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4-alpha4, 2.7 (Paper Spectator Event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Grabs the spectator target entity of the players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player start spectating of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "&amp;c%spectator target% currently has %{game::kills::%spectator target%}% kills!" to the player<br><br>on player stop spectating:<br>&nbsp;&nbsp;&nbsp;&nbsp;past spectator target was a zombie<br>&nbsp;&nbsp;&nbsp;&nbsp;set spectator target to the nearest skeleton </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Speed</h1> <a href="#ExprSpeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (walk[ing]|fl(y[ing]|ight))[( |-)]speed of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (walk[ing]|fl(y[ing]|ight))[( |-)]speed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> A player's walking or flying speed. Both can be changed, but values must be between -1 and 1 (excessive values will be changed to -1 or 1 respectively). Negative values reverse directions. Please note that changing a player's speed will change their FOV just like potions do. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's walk speed to 1<br>increase the argument's fly speed by 0.1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSubstring" data-keywords="substring, subtext"> <div class="item-title"> <h1 style="display: inline-block">Substring</h1> <a href="#ExprSubstring" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (part|sub[ ](text|string)) of %<a href='./classes.html#string'>texts</a>% (between|from) [ind(ex|ices)|character[s]] %<a href='./classes.html#number'>number</a>% (and|to) [(index|character)] %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">[the] (first|last) [%<a href='./classes.html#number'>number</a>%] character[s] of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>% (first|last) characters of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">[the] character[s] at [(index|position|indexes|indices|positions)] %<a href='./classes.html#number'>numbers</a>% (in|of) %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1, 2.5.2 (character at, multiple strings support)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Extracts part of a text. You can either get the first &lt;x&gt; characters, the last &lt;x&gt; characters, the character at index &lt;x&gt;, or the characters between indices &lt;x&gt; and &lt;y&gt;. The indices &lt;x&gt; and &lt;y&gt; should be between 1 and the <a href='#ExprLength'>length</a> of the text (other values will be fit into this range). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_s} to the first 5 characters of the text argument<br>message "%subtext of {_s} from characters 2 to (the length of {_s} - 1)%" # removes the first and last character from {_s} and sends it to the player or console<br>set {_characters::*} to characters at 1, 2 and 7 in player's display name<br>send the last character of all players' names </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTPS" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">TPS (ticks per second)</h1> <a href="#ExprTPS" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">tps from [the] last ([1] minute|1[ ]m[inute])</li> <li class="skript-code-block">tps from [the] last 5[ ]m[inutes]</li> <li class="skript-code-block">tps from [the] last 15[ ]m[inutes]</li> <li class="skript-code-block">[the] tps</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the 3 most recent TPS readings, like the /tps command. This expression is only supported on some server software (PaperSpigot). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "%tps%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTamer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tamer</h1> <a href="#ExprTamer" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] tamer</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev25</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> The tamer of an entity. Can only be used in entity tame events. You can use 'event-entity' to refer tamed entity itself. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on tame:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the tamer is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "someone tamed something!" to console </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTarget" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Target</h1> <a href="#ExprTarget" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] target[[ed] %*<a href='./classes.html#entitydata'>entity type</a>%] [of %<a href='./classes.html#livingentity'>living entities</a>%] [ignoring blocks] [[with|at] ray[ ]size %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] target[[ed] %*<a href='./classes.html#entitydata'>entity type</a>%] [ignoring blocks] [[with|at] ray[ ]size %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.2, 2.7 (Reset), 2.8.0 (ignore blocks)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> For players this is the entity at the crosshair. For mobs and experience orbs this is the entity they are attacking/following (if any). Display entities have a hit box of 0, so you should use 'target display' to collect Display entities May grab entities in unloaded chunks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity target:<br>&nbsp;&nbsp;&nbsp;&nbsp;if entity's target is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You're being followed by an %entity%!" to target of entity<br><br>reset target of entity # Makes the entity target-less<br>delete targeted entity of player # for players it will delete the target<br>delete target of last spawned zombie # for entities it will make them target-less </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTargetedBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Targeted Block</h1> <a href="#ExprTargetedBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(actual[ly]|exact)] target[ed] block[s] [of %<a href='./classes.html#livingentity'>living entities</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [(actual[ly]|exact)] target[ed] block[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.9.0 (actual/exact)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The block at the crosshair. This regards all blocks that are not air as fully solid, e.g. torches will be like a solid stone block for this expression. The actual target block will regard the actual hit box of the block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set target block of player to stone<br>set target block of player to oak_stairs[waterlogged=true]<br>break target block of player using player's tool<br>give player 1 of type of target block<br>teleport player to location above target block<br>kill all entities in radius 3 around target block of player<br>set {_block} to actual target block of player<br>break actual target block of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTeleportCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Teleport Cause</h1> <a href="#ExprTeleportCause" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] teleport (cause|reason|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#teleportcause">Teleport Cause</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#teleportcause'>teleport cause</a> within a player <a href='events.html#teleport'>teleport</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on teleport:<br>&nbsp;&nbsp;&nbsp;&nbsp;teleport cause is nether portal, end portal or end gateway<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTemperature" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Temperature</h1> <a href="#ExprTemperature" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] temperature[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] temperature[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Temperature at given block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "%temperature of the targeted block%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTernary" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ternary</h1> <a href="#ExprTernary" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#object'>objects</a>% if &lt;.+&gt;[,] (otherwise|else) %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> A shorthand expression for returning something based on a condition. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {points} to 500 if {admin::%player's uuid%} is set else 100 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextDisplayAlignment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Alignment</h1> <a href="#ExprTextDisplayAlignment" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] text alignment[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text alignment[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#textalignment">Display Text Alignment</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#textalignment'>alignment</a> setting of <a href='classes.html#display'>text displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set text alignment of the last spawned text display to left </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextDisplayLineWidth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Line Width</h1> <a href="#ExprTextDisplayLineWidth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] line width [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] line width</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns or changes the line width of <a href='classes.html#display'>text displays</a>. Default is 200. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the line width of the last spawned text display to 300 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextDisplayOpacity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Opacity</h1> <a href="#ExprTextDisplayOpacity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [display] opacity [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] [display] opacity</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">byte</a></td> </tr> </table> <div class="item-description"> Returns or changes the opacity of <a href='classes.html#display'>text displays</a>. Values are between -127 and 127. The value of 127 represents it being completely opaque. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the opacity of the last spawned text display to -1 # Reset </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Of</h1> <a href="#ExprTextOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] text[s] of %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#string'>text/string</a> of <a href='classes.html#display'>displays</a>. Note that currently you can only use Skript chat codes when running Paper. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set text of the last spawned text display to "example" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEgg" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">The Egg</h1> <a href="#ExprEgg" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [thrown] egg</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#projectile">Projectile</a></td> </tr> </table> <div class="item-description"> The egg thrown in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn an egg at the egg </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time</h1> <a href="#ExprTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] time[s] [([with]in|of) %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] time[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#time">Time</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#time'>time</a> of a world. Use the "minecraft <a href='classes.html#timespan'>timespan</a>" syntax to change the time according to Minecraft's time intervals. Since Minecraft uses discrete intervals for time (ticks), changing the time by real-world minutes or real-world seconds only changes it approximately. Removing an amount of time from a world's time will move the clock forward a day. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set time of world "world" to 2:00<br>add 2 minecraft hours to time of world "world"<br>add 54 real seconds to time of world "world" # approximately 1 minecraft hour </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimePlayed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time Played</h1> <a href="#ExprTimePlayed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] time played of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] time played</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.7 (offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.15+ (offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time a player has played for on the server. This info is stored in the player's statistics in the main world's data folder. Changing this will also change the player's stats which can be views in the client's statistics menu. Using this expression on offline players on Minecraft 1.14 and below will return nothing <code>&lt;none&gt;</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_t} to time played of player<br>if player's time played is greater than 10 minutes:<br>&nbsp;&nbsp;&nbsp;&nbsp;give player a diamond sword<br><br>set player's time played to 0 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimeSince" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time Since/Until</h1> <a href="#ExprTimeSince" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] time since %<a href='./classes.html#date'>dates</a>%</li> <li class="skript-code-block">[the] (time [remaining]|remaining time) until %<a href='./classes.html#date'>dates</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (time until)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The time since a date has passed or the time until a date will pass. This expression will return 0 seconds if the time since or time until would be negative, e.g. if one tries to get the time since a future date. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%time since 5 minecraft days ago% has passed since 5 minecraft days ago!" to player<br>send "%time until {countdown::end}% until the game begins!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimespanDetails" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Timespan Details</h1> <a href="#ExprTimespanDetails" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ((tick|second|minute|hour|day|week|month|year))s of %<a href='./classes.html#timespan'>time spans</a>%</li> <li class="skript-code-block">%<a href='./classes.html#timespan'>time spans</a>%'[s] ((tick|second|minute|hour|day|week|month|year))s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Retrieve specific information of a <a href="/classes.html#timespan">timespan</a> such as hours/minutes/etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_t} to difference between now and {Payouts::players::%uuid of player%::last-date}<br>send "It has been %days of {_t}% day(s) since last payout." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTool" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tool</h1> <a href="#ExprTool" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ((tool|held item|weapon)|(off[ ]hand (tool|item))) [of %<a href='./classes.html#livingentity'>living entities</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] ((tool|held item|weapon)|(off[ ]hand (tool|item)))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> The item an entity is holding in their main or off hand. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is a pickaxe<br>player's off hand tool is a shield<br>set tool of all players to a diamond sword<br>set offhand tool of target entity to a bow </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTotalExperience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Total Experience</h1> <a href="#ExprTotalExperience" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [total] experience of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] [total] experience</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The total experience, in points, of players or experience orbs. Adding to a player's experience will trigger Mending, but setting their experience will not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set total experience of player to 100<br><br>add 100 to player's experience<br><br>if player's total experience is greater than 100:<br>&nbsp;&nbsp;&nbsp;&nbsp;set player's total experience to 0<br>&nbsp;&nbsp;&nbsp;&nbsp;give player 1 diamond </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTransformReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Transform Reason</h1> <a href="#ExprTransformReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] transform[ing] (cause|reason|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#transformreason">Transform Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#transformreason'>transform reason</a> within an entity <a href='events.html#entity transform'>entity transform</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity transform:<br>&nbsp;&nbsp;&nbsp;&nbsp;transform reason is infection, drowned or frozen </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTypeOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Type of</h1> <a href="#ExprTypeOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] type of %<a href='./classes.html#entitydata'>entity types</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#potioneffect'>potion effects</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entitydata'>entity types</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#potioneffect'>potion effects</a>/<a href='./classes.html#blockdata'>block datas</a>%'[s] type</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.5.2 (potion effect), 2.7 (block datas)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Type of a block, item, entity, inventory or potion effect. Types of items, blocks and block datas are item types similar to them but have amounts of one, no display names and, on Minecraft 1.13 and newer versions, are undamaged. Types of entities and inventories are entity types and inventory types known to Skript. Types of potion effects are potion effect types. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on rightclick on an entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "This is a %type of clicked entity%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUUID" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">UUID</h1> <a href="#ExprUUID" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] UUID of %<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#entity'>entities</a>%'[s] UUID</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1.2, 2.2 (offline players' UUIDs), 2.2-dev24 (other entities' UUIDs)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The UUID of a player, entity or world. In the future there will be an option to use a player's UUID instead of the name in variable names (i.e. when %player% is used), but for now this can be used. <em>Please note that this expression does not work for offline players if you are under 1.8!</em> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevents people from joining the server if they use the name of a player<br># who has played on this server at least once since this script has been added<br>on login:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {uuid::%name of player%} exists:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{uuid::%name of player%} is not uuid of player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kick player due to "Someone with your name has played on this server before"<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {uuid::%name of player%} to uuid of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUnbreakable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Unbreakable Items</h1> <a href="#ExprUnbreakable" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[un]breakable %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev13b, 2.9.0 (breakable)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Creates breakable or unbreakable copies of given items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_item} to unbreakable iron sword<br>give breakable {_weapon} to all players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUnixDate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Unix Date</h1> <a href="#ExprUnixDate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] unix date of %<a href='./classes.html#number'>numbers</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>%'[s] unix date</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> Converts given Unix timestamp to a date. The Unix timespan represents the number of seconds elapsed since 1 January 1970. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> unix date of 946684800 #1 January 2000 12:00 AM (UTC Time) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUnixTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Unix Timestamp</h1> <a href="#ExprUnixTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] unix timestamp of %<a href='./classes.html#date'>dates</a>%</li> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>%'[s] unix timestamp</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Converts given date to Unix timestamp. This is roughly how many seconds have elapsed since 1 January 1970. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> unix timestamp of now </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprValueWithin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Value Within</h1> <a href="#ExprValueWithin" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (%*<a href='./classes.html#classinfo'>type</a>%|value[s]) (within|in) %~<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Gets the value within objects. Usually used with variables to get the value they store rather than the variable itself, or with lists to get the values of a type. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_entity} to a random entity out of all entities<br>delete entity within {_entity} # This deletes the entity itself and not the value stored in the variable<br><br>set {_list::*} to "something", 10, "test" and a zombie<br>broadcast the strings within {_list::*} # "something", "test" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprXYZComponent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vector/Quaternion - WXYZ Component</h1> <a href="#ExprXYZComponent" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [vector|quaternion] (w|x|y|z) [component[s]] of %<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>%'[s] [vector|quaternion] (w|x|y|z) [component[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, INSERT VERSION (quaternions)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets or changes the W, X, Y or Z component of <a href='classes.html#vector'>vectors</a>/<a href='classes.html#quaternion'>quaternions</a>. You cannot use the W component with vectors; it is for quaternions only. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector 1, 2, 3<br>send "%x of {_v}%, %y of {_v}%, %z of {_v}%"<br>add 1 to x of {_v}<br>add 2 to y of {_v}<br>add 3 to z of {_v}<br>send "%x of {_v}%, %y of {_v}%, %z of {_v}%"<br>set x component of {_v} to 1<br>set y component of {_v} to 2<br>set z component of {_v} to 3<br>send "%x component of {_v}%, %y component of {_v}%, %z component of {_v}%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorAngleBetween" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Angle Between</h1> <a href="#ExprVectorAngleBetween" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] angle between [[the] vectors] %<a href='./classes.html#vector'>vector</a>% and %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets the angle between two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%the angle between vector 1, 0, 0 and vector 0, 1, 1%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationFromVector" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Create Location from Vector</h1> <a href="#ExprLocationFromVector" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% to location in %<a href='./classes.html#world'>world</a>%</li> <li class="skript-code-block">location (from|of) %<a href='./classes.html#vector'>vector</a>% in %<a href='./classes.html#world'>world</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% [to location] in %<a href='./classes.html#world'>world</a>% with yaw %<a href='./classes.html#number'>number</a>% and pitch %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">location (from|of) %<a href='./classes.html#vector'>vector</a>% in %<a href='./classes.html#world'>world</a>% with yaw %<a href='./classes.html#number'>number</a>% and pitch %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Creates a location from a vector in a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to {_v} to location in world "world"<br>set {_loc} to {_v} to location in world "world" with yaw 45 and pitch 90<br>set {_loc} to location of {_v} in "world" with yaw 45 and pitch 90 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorFromDirection" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Create from Direction</h1> <a href="#ExprVectorFromDirection" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vector[s] [from] %<a href='./classes.html#direction'>directions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#direction'>directions</a>% vector[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates vectors from given directions. Relative directions are relative to the origin, (0, 0, 0). Therefore, the vector from the direction 'forwards' is (0, 0, 1). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector from direction upwards<br>set {_v} to vector in direction of player<br>set {_v} to vector in horizontal direction of player<br>set {_v} to vector from facing of player<br>set {_v::*} to vectors from north, south, east, and west </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorFromXYZ" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Create from XYZ</h1> <a href="#ExprVectorFromXYZ" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] vector [(from|at|to)] %<a href='./classes.html#number'>number</a>%,[ ]%<a href='./classes.html#number'>number</a>%(,[ ]| and )%<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector from x, y and z values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector 0, 1, 0 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorCrossProduct" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Cross Product</h1> <a href="#ExprVectorCrossProduct" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% cross %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Gets the cross product between two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%vector 1, 0, 0 cross vector 0, 1, 0%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorCylindrical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Cylindrical Shape</h1> <a href="#ExprVectorCylindrical" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] cylindrical vector [from|with] [radius] %<a href='./classes.html#number'>number</a>%, [yaw] %<a href='./classes.html#number'>number</a>%(,[ and]| and) [height] %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Forms a 'cylindrical shaped' vector using yaw to manipulate the current point. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop 360 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_v} to cylindrical vector radius 1, yaw loop-value, height 2<br>set {_v} to cylindrical vector radius 1, yaw 90, height 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorDotProduct" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Dot Product</h1> <a href="#ExprVectorDotProduct" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% dot %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets the dot product between two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_dot} to {_v1} dot {_v2} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorLength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Length</h1> <a href="#ExprVectorLength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (vector|standard|normal) length[s] of %<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>%'[s] (vector|standard|normal) length[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets or sets the length of a vector. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%standard length of vector 1, 2, 3%"<br>set {_v} to vector 1, 2, 3<br>set standard length of {_v} to 2<br>send "%standard length of {_v}%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationVectorOffset" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Location Vector Offset</h1> <a href="#ExprLocationVectorOffset" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>% offset by [[the] vectors] %<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%[ ]~[~][ ]%<a href='./classes.html#vector'>vectors</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Returns the location offset by vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to {_loc} ~ {_v} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorNormalize" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Normalized</h1> <a href="#ExprVectorNormalize" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normalize[d] %<a href='./classes.html#vector'>vector</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% normalized</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Returns the same vector but with length 1. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to normalized {_v} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorRandom" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Random Vector</h1> <a href="#ExprVectorRandom" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] random vector</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, 2.7 (signed components)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a random unit vector. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to a random vector </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorSpherical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Spherical Shape</h1> <a href="#ExprVectorSpherical" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] spherical vector [(from|with)] [radius] %<a href='./classes.html#number'>number</a>%, [yaw] %<a href='./classes.html#number'>number</a>%(,[ and]| and) [pitch] %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Forms a 'spherical shaped' vector using yaw and pitch to manipulate the current point. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop 360 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_v} to spherical vector radius 1, yaw loop-value, pitch loop-value<br>set {_v} to spherical vector radius 1, yaw 45, pitch 90 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorSquaredLength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Squared Length</h1> <a href="#ExprVectorSquaredLength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] squared length[s] of %<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>%'[s] squared length[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets the squared length of a vector. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%squared length of vector 1, 2, 3%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorBetweenLocations" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector Between Locations</h1> <a href="#ExprVectorBetweenLocations" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] vector (from|between) %<a href='./classes.html#location'>location</a>% (to|and) %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector between two locations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector between {_loc1} and {_loc2} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorProjection" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector Projection</h1> <a href="#ExprVectorProjection" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[vector] projection [of] %<a href='./classes.html#vector'>vector</a>% on[to] %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> An expression to get the vector projection of two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_projection} to vector projection of vector(1, 2, 3) onto vector(4, 4, 4) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorOfLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector from Location</h1> <a href="#ExprVectorOfLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] vector (of|from|to) %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%'s vector</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector from a location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector of {_loc} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorFromYawAndPitch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector from Pitch and Yaw</h1> <a href="#ExprVectorFromYawAndPitch" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] vector (from|with) yaw %<a href='./classes.html#number'>number</a>% and pitch %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector from a yaw and pitch value. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector from yaw 45 and pitch 45 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVelocity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Velocity</h1> <a href="#ExprVelocity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] velocit(y|ies) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] velocit(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Gets or changes velocity of an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set player's velocity to {_v} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVehicle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vehicle</h1> <a href="#ExprVehicle" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] vehicle[s] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] vehicle[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The vehicle an entity is in, if any. This can actually be any entity, e.g. spider jockeys are skeletons that ride on a spider, so the spider is the 'vehicle' of the skeleton. See also: <a href='#ExprPassenger'>passenger</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> vehicle of the player is a minecart </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Version</h1> <a href="#ExprVersion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">([craft]bukkit|minecraft|skript)( |-)version</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The version of Bukkit, Minecraft or Skript respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "This server is running Minecraft %minecraft version% on Bukkit %bukkit version%"<br>message "This server is powered by Skript %skript version%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVersionString" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Version String</h1> <a href="#ExprVersionString" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [shown|custom] version [string|text]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Server_List_Ping">Server List Ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The text to show if the protocol version of the server doesn't match with protocol version of the client. You can check the <a href='#ExprProtocolVersion'>protocol version</a> expression for more information about this. This can only be set in a <a href='events.html#server_list_ping'>server list ping</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the protocol version to 0 # 13w41a (1.7), so it will show the version string always<br>&nbsp;&nbsp;&nbsp;&nbsp;set the version string to "&amp;lt;light green&amp;gt;Version: &amp;lt;orange&amp;gt;%minecraft version%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerViewDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">View Distance</h1> <a href="#ExprPlayerViewDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] view distance[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] view distance[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The view distance of a player as set by the server. Can be changed. NOTE: This is the view distance sent by the server to the player. This has nothing to do with client side view distance settings NOTE: This may not work on some versions (such as MC 1.14.x). The return value in this case will be the view distance set in system.properties. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set view distance of player to 10<br>set {_view} to view distance of player<br>reset view distance of all players<br>add 2 to view distance of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprClientViewDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">View Distance of Client</h1> <a href="#ExprClientViewDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] client view distance[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] client view distance[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.13.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The view distance of the client. Can not be changed. This differs from the server side view distance of player as this will retrieve the view distance the player has set on their client. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_clientView} to the client view distance of player<br>set view distance of player to client view distance of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWeather" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Weather</h1> <a href="#ExprWeather" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] weather [(in|of) %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] weather</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#weather_change">weather change</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#weathertype">Weather Type</a></td> </tr> </table> <div class="item-description"> The weather in the given or the current world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set weather to clear<br>weather in "world" is rainy </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWhether" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Whether</h1> <a href="#ExprWhether" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">whether &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> A shorthand for returning the result of a condition (true or false). This is functionally identical to using `true if <condition> else false`. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {fly} to whether player can fly<br>broadcast "Flying: %whether player is flying%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWhitelist" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Whitelist</h1> <a href="#ExprWhitelist" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] white[ ]list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2, 2.9.0 (delete)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> An expression for obtaining and modifying the server's whitelist. Players may be added and removed from the whitelist. The whitelist can be enabled or disabled by setting the whitelist to true or false respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the whitelist to false<br>add all players to whitelist<br>reset the whitelist </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWithFireResistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">With Fire Resistance</h1> <a href="#ExprWithFireResistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with[out] fire[ ]resistance</li> <li class="skript-code-block">fire resistant %<a href='./classes.html#itemtype'>item type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Creates a copy of an item with (or without) fire resistance. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_x} to diamond sword with fire resistance<br>equip player with netherite helmet without fire resistance<br>drop fire resistant stone at player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorld" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World</h1> <a href="#ExprWorld" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] world [of %<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#chunk'>chunk</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#chunk'>chunk</a>%'[s] world</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> The world the event occurred in. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> world is "world_nether"<br>teleport the player to the world's spawn<br>set the weather in the player's world to rain<br>set {_world} to world of event-chunk </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorldEnvironment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World Environment</h1> <a href="#ExprWorldEnvironment" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [world] environment of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] [world] environment</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#environment">World Environment</a></td> </tr> </table> <div class="item-description"> The environment of a world </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if environment of player's world is nether:<br>&nbsp;&nbsp;&nbsp;&nbsp;apply fire resistance to player for 10 minutes </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World Seed</h1> <a href="#ExprSeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] seed[s] (from|of) %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] seed[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The seed of given world. Note that it will be returned as Minecraft internally treats seeds, not as you specified it in world configuration. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Seed: %seed of player's world%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorldFromName" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World from Name</h1> <a href="#ExprWorldFromName" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] world [(named|with name)] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> Returns the world from a string. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> world named {game::world-name}<br>the world "world" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorlds" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Worlds</h1> <a href="#ExprWorlds" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] worlds</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> All worlds of the server, useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all worlds:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "You're in %loop-world%" to loop-world </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimes" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">X Times</h1> <a href="#ExprTimes" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>number</a>% time[s]</li> <li class="skript-code-block">once</li> <li class="skript-code-block">twice</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Integers between 1 and X, used in loops to loop X times. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop 20 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%21 - loop-number% seconds left.."<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprXOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">X of Item</h1> <a href="#ExprXOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entitytype'>entity type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> An expression to be able to use a certain amount of items where the amount can be any expression. Please note that this expression is not stable and might be replaced in the future. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give level of player of pickaxes to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprYawPitch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Yaw / Pitch</h1> <a href="#ExprYawPitch" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (yaw|pitch) of %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>/<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>/<a href='./classes.html#vector'>vectors</a>%'[s] (yaw|pitch)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev28 (vector yaw/pitch), 2.9.0 (entity changers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19+ (player changers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> The yaw or pitch of a location or vector. A yaw of 0 or 360 represents the positive z direction. Adding a positive number to the yaw of a player will rotate it clockwise. A pitch of 90 represents the negative y direction, or downward facing. A pitch of -90 represents upward facing. Adding a positive number to the pitch will rotate the direction downwards. Only Paper 1.19+ users may directly change the yaw/pitch of players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> log "%player%: %location of player%, %player's yaw%, %player's pitch%" to "playerlocs.log"<br>set {_yaw} to yaw of player<br>set {_p} to pitch of target entity<br>set pitch of player to -90 # Makes the player look upwards, Paper 1.19+ only<br>add 180 to yaw of target of player # Makes the target look behind themselves </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffActionBar" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Action Bar</h1> <a href="#EffActionBar" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">send [the] action[ ]bar [with text] %<a href='./classes.html#string'>text</a>% [to %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Sends an action bar message to the given player(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send action bar "Hello player!" to player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffAllowAging" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Allow Aging</h1> <a href="#EffAllowAging" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">lock age of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">prevent aging of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">prevent %<a href='./classes.html#livingentity'>living entities</a>% from aging</li> <li class="skript-code-block">unlock age of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">allow aging of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">allow %<a href='./classes.html#livingentity'>living entities</a>% to age</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Sets whether or not living entities will be able to age. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of animal:<br>&nbsp;&nbsp;&nbsp;&nbsp;allow aging of entity </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffApplyBoneMeal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Apply Bone Meal</h1> <a href="#EffApplyBoneMeal" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">apply [%<a href='./classes.html#number'>number</a>%] bone[ ]meal[s] [to %<a href='./classes.html#block'>blocks</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.16.2+</td> </tr> </table> <div class="item-description"> Applies bone meal to a crop, sapling, or composter </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply 3 bone meal to event-block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ban</h1> <a href="#EffBan" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ban [and kick] %<a href='./classes.html#string'>texts</a>/<a href='./classes.html#offlineplayer'>offline players</a>% [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">unban %<a href='./classes.html#string'>texts</a>/<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">ban [and kick] %<a href='./classes.html#player'>players</a>% by IP [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">unban %<a href='./classes.html#player'>players</a>% by IP</li> <li class="skript-code-block">IP(-| )ban [and kick] %<a href='./classes.html#player'>players</a>% [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">(IP(-| )unban|un[-]IP[-]ban) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.1.1 (ban reason), 2.5 (timespan), 2.9.0 (kick)</td> </tr> </table> <div class="item-description"> Bans or unbans a player or an IP address. If a reason is given, it will be shown to the player when they try to join the server while banned. A length of ban may also be given to apply a temporary ban. If it is absent for any reason, a permanent ban will be used instead. We recommend that you test your scripts so that no accidental permanent bans are applied.<p>Note that banning people does not kick them from the server. You can optionally use 'and kick' or consider using the <a href='effects.html#EffKick'>kick effect</a> after applying a ban. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> unban player<br>ban "127.0.0.1"<br>IP-ban the player because "he is an idiot"<br>ban player due to "inappropriate language" for 2 days<br>ban and kick player due to "inappropriate language" for 2 days </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBreakNaturally" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Break Block</h1> <a href="#EffBreakNaturally" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">break %<a href='./classes.html#block'>blocks</a>% [naturally] [using %<a href='./classes.html#itemtype'>item type</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Breaks the block and spawns items as if a player had mined it<p>You can add a tool, which will spawn items based on how that tool would break the block (ie: When using a hand to break stone, it drops nothing, whereas with a pickaxe it drops cobblestone) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;break clicked block naturally<br>loop blocks in radius 10 around player:<br>&nbsp;&nbsp;&nbsp;&nbsp;break loop-block using player's tool<br>loop blocks in radius 10 around player:<br>&nbsp;&nbsp;&nbsp;&nbsp;break loop-block naturally using diamond pickaxe </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBroadcast" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Broadcast</h1> <a href="#EffBroadcast" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">broadcast %<a href='./classes.html#object'>objects</a>% [(to|in) %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (broadcasting objects), 2.6.1 (using advanced formatting)</td> </tr> </table> <div class="item-description"> Broadcasts a message to the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Welcome %player% to the server!"<br>broadcast "Woah! It's a message!" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelItemUse" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Active Item</h1> <a href="#EffCancelItemUse" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(cancel|interrupt) [the] us[ag]e of %<a href='./classes.html#livingentity'>living entities</a>%'[s] [active|current] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Interrupts the action entities may be trying to complete. For example, interrupting eating, or drawing back a bow. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the victim's active tool is a bow:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;interrupt the usage of the player's active item </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Command Cooldown</h1> <a href="#EffCancelCooldown" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(cancel|ignore) [the] [current] [command] cooldown</li> <li class="skript-code-block">un(cancel|ignore) [the] [current] [command] cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> </table> <div class="item-description"> Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /nick &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown: 10 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if length of arg-1 is more than 16:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Makes it so that invalid arguments don't make you wait for the cooldown again<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel the cooldown<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Your nickname may be at most 16 characters."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the player's display name to arg-1 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelDrops" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Drops</h1> <a href="#EffCancelDrops" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(cancel|clear|delete) [the] drops [of (items|[e]xp[erience][s])]</li> <li class="skript-code-block">(cancel|clear|delete) [the] (item|[e]xp[erience]) drops</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#death">death</a>, <a href="events.html#break_mine">break / mine</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.12.2 or newer (cancelling item drops of blocks)</td> </tr> </table> <div class="item-description"> Cancels drops of items or experiences in a death or block break event. Please note that this doesn't keep items or experiences of a dead player. If you want to do that, use the <a href='effects.html#EffKeepInventory'>Keep Inventory / Experience</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of a zombie:<br>&nbsp;&nbsp;&nbsp;&nbsp;if name of the entity is "&amp;cSpecial":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel drops of items<br><br>on break of a coal ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the experience drops </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelEvent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Event</h1> <a href="#EffCancelEvent" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">cancel [the] event</li> <li class="skript-code-block">uncancel [the] event</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Cancels the event (e.g. prevent blocks from being placed, or damage being taken). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is a player<br>&nbsp;&nbsp;&nbsp;&nbsp;victim has the permission "skript.god"<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffChange" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Change: Set/Add/Remove/Delete/Reset</h1> <a href="#EffChange" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(add|give) %<a href='./classes.html#object'>objects</a>% to %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">increase %~<a href='./classes.html#object'>objects</a>% by %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">give %~<a href='./classes.html#object'>objects</a>% %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">set %~<a href='./classes.html#object'>objects</a>% to %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">remove (all|every) %<a href='./classes.html#object'>objects</a>% from %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">(remove|subtract) %<a href='./classes.html#object'>objects</a>% from %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">(reduce|decrease) %~<a href='./classes.html#object'>objects</a>% by %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">(delete|clear) %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">reset %~<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (set, add, remove, delete), 2.0 (remove all)</td> </tr> </table> <div class="item-description"> A very general effect that can change many <a href='./expressions'>expressions</a>. Many expressions can only be set and/or deleted, while some can have things added to or removed from them. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # set:<br>Set the player's display name to "&amp;lt;red&amp;gt;%name of player%"<br>set the block above the victim to lava<br># add:<br>add 2 to the player's health # preferably use '&lt;a href='#EffHealth'&gt;heal&lt;/a&gt;' for this<br>add argument to {blacklist::*}<br>give a diamond pickaxe of efficiency 5 to the player<br>increase the data value of the clicked block by 1<br># remove:<br>remove 2 pickaxes from the victim<br>subtract 2.5 from {points::%uuid of player%}<br># remove all:<br>remove every iron tool from the player<br>remove all minecarts from {entitylist::*}<br># delete:<br>delete the block below the player<br>clear drops<br>delete {variable}<br># reset:<br>reset walk speed of player<br>reset chunk at the targeted block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCharge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Charge Entity</h1> <a href="#EffCharge" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% [(un|not |non[-| ])](charged|powered)</li> <li class="skript-code-block">[un](charge|power) %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (wither skulls)</td> </tr> </table> <div class="item-description"> Charges or uncharges a creeper or wither skull. A creeper is charged when it has been struck by lightning. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of creeper:<br>&nbsp;&nbsp;&nbsp;&nbsp;charge the event-entity </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffColorItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Color Items</h1> <a href="#EffColorItems" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(dye|colo[u]r|paint) %<a href='./classes.html#itemtype'>item types</a>% %<a href='./classes.html#color'>color</a>%</li> <li class="skript-code-block">(dye|colo[u]r|paint) %<a href='./classes.html#itemtype'>item types</a>% \(%<a href='./classes.html#number'>number</a>%, %<a href='./classes.html#number'>number</a>%, %<a href='./classes.html#number'>number</a>%\)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev26 (maps and potions)</td> </tr> </table> <div class="item-description"> Colors items in a given <a href='classes.html#color'>color</a>. You can also use RGB codes if you feel limited with the 16 default colors. RGB codes are three numbers from 0 to 255 in the order <code>(red, green, blue)</code>, where <code>(0,0,0)</code> is black and <code>(255,255,255)</code> is white. Armor is colorable for all Minecraft versions. With Minecraft 1.11 or newer you can also color potions and maps. Note that the colors might not look exactly how you'd expect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> dye player's helmet blue<br>color the player's tool red </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command</h1> <a href="#EffCommand" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[execute] [the] [bungee[cord]] command[s] %<a href='./classes.html#string'>texts</a>% [by %<a href='./classes.html#commandsender'>command senders</a>%]</li> <li class="skript-code-block">[execute] [the] %<a href='./classes.html#commandsender'>command senders</a>% [bungee[cord]] command[s] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">(let|make) %<a href='./classes.html#commandsender'>command senders</a>% execute [[the] [bungee[cord]] command[s]] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (bungeecord command)</td> </tr> </table> <div class="item-description"> Executes a command. This can be useful to use other plugins in triggers. If the command is a bungeecord side command, you can use the [bungeecord] option to execute command on the proxy. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player execute command "/home"<br>execute console command "/say Hello everyone!"<br>execute player bungeecord command "/alert &amp;6Testing Announcement!" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCommandBlockConditional" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Conditional / Unconditional</h1> <a href="#EffCommandBlockConditional" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make command block[s] %<a href='./classes.html#block'>blocks</a>% [(un|not )]conditional</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Sets whether the provided command blocks are conditional or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make command block {_block} conditional<br>make command block {_block} unconditional if {_block} is conditional </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffConnect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Connect</h1> <a href="#EffConnect" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(send|connect) %<a href='./classes.html#player'>players</a>% to [proxy|bungeecord] [server] %<a href='./classes.html#string'>text</a>%</li> <li class="skript-code-block">transfer %<a href='./classes.html#player'>players</a>% to server %<a href='./classes.html#string'>text</a>% [on port %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, INSERT VERSION (transfer)</td> </tr> </table> <div class="item-description"> Connect a player to a server running on your proxy, or any server supporting transfers. Read below for more information. If the server is running Minecraft 1.20.5 or above, you may specify an IP and Port to transfer a player over to that server. When transferring players using an IP, the transfer will not complete if the `accepts-transfers` option isn't enabled in `server.properties` for the server specified. If the port is not provided, it will default to `25565`. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> connect all players to proxy server "hub"<br>transfer player to server "my.server.com"<br>transfer player to server "localhost" on port 25566 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffContinue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Continue</h1> <a href="#EffContinue" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">continue [this loop|[the] [current] loop]</li> <li class="skript-code-block">continue [the] &lt;-?\d+(_\d+)*&gt;(st|nd|rd|th) loop</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev37, 2.7 (while loops), 2.8.0 (outer loops)</td> </tr> </table> <div class="item-description"> Moves the loop to the next iteration. You may also continue an outer loop from an inner one. The loops are labelled from 1 until the current loop, starting with the outermost one. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Broadcast online moderators<br>loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-value does not have permission "moderator":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;continue # filter out non moderators<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-player% is a moderator!" # Only moderators get broadcast<br> <br># Game starting counter<br>set {_counter} to 11<br>while {_counter} &gt; 0:<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 1 from {_counter}<br>&nbsp;&nbsp;&nbsp;&nbsp;wait a second<br>&nbsp;&nbsp;&nbsp;&nbsp;if {_counter} != 1, 2, 3, 5 or 10:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;continue # only print when counter is 1, 2, 3, 5 or 10<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Game starting in %{_counter}% second(s)" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCopy" data-keywords="clone, variable, list"> <div class="item-title"> <h1 style="display: inline-block">Copy Into Variable</h1> <a href="#EffCopy" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">copy %~<a href='./classes.html#object'>objects</a>% [in]to %~<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Copies objects into a variable. When copying a list over to another list, the source list and its sublists are also copied over. <strong>Note: Copying a value into a variable/list will overwrite the existing data.</strong> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_foo::bar} to 1<br>set {_foo::sublist::foobar} to "hey"<br>copy {_foo::*} to {_copy::*}<br>broadcast indices of {_copy::*} # bar, sublist<br>broadcast {_copy::bar} # 1<br>broadcast {_copy::sublist::foobar} # "hey!" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffHealth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage/Heal/Repair</h1> <a href="#EffHealth" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">damage %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#slot'>slots</a>% by %<a href='./classes.html#number'>number</a>% [heart[s]] [with fake cause %<a href='./classes.html#damagecause'>damage cause</a>%]</li> <li class="skript-code-block">heal %<a href='./classes.html#livingentity'>living entities</a>% [by %<a href='./classes.html#number'>number</a>% [heart[s]]]</li> <li class="skript-code-block">repair %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#slot'>slots</a>% [by %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Damage/Heal/Repair an entity, or item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> damage player by 5 hearts<br>heal the player<br>repair tool of player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="Delay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Delay</h1> <a href="#Delay" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(wait|halt) [for] %<a href='./classes.html#timespan'>time span</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Delays the script's execution by a given timespan. Please note that delays are not persistent, e.g. trying to create a tempban script with <code>ban player → wait 7 days → unban player</code> will not work if you restart your server anytime within these 7 days. You also have to be careful even when using small delays! </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> wait 2 minutes<br>halt for 5 minecraft hours<br>wait a tick </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffDetonate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Detonate Entities</h1> <a href="#EffDetonate" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">detonate %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Immediately detonates an entity. Accepted entities are fireworks, TNT minecarts, primed TNT, wind charges and creepers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> detonate last launched firework </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffDoIf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Do If</h1> <a href="#EffDoIf" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;.+&gt; if &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Execute an effect if a condition is true. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;give a diamond to the player if the player has permission "rank.vip" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffDrop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Drop</h1> <a href="#EffDrop" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">drop %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#experience'>experience points</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%] [without velocity]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Drops one or more items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of creeper:<br>&nbsp;&nbsp;&nbsp;&nbsp;drop 1 TNT </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffScriptFile" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enable/Disable/Reload Script File</h1> <a href="#EffScriptFile" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">((enable|load)|reload|(disable|unload)) s(c|k)ript [file] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Enables, disables, or reloads a script file. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> reload script "test"<br>enable script file "testing"<br>unload script file "script.sk" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEnchant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchant/Disenchant</h1> <a href="#EffEnchant" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">enchant %~<a href='./classes.html#itemtype'>item types</a>% with %<a href='./classes.html#enchantmenttype'>enchantment types</a>%</li> <li class="skript-code-block">disenchant %~<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Enchant or disenchant an existing item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enchant the player's tool with sharpness 5<br>disenchant the player's tool </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEnforceWhitelist" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enforce Whitelist</h1> <a href="#EffEnforceWhitelist" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[un]enforce [the] [server] white[ ]list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17+</td> </tr> </table> <div class="item-description"> Enforces or un-enforce a server's whitelist. All non-whitelisted players will be kicked upon enforcing the whitelist. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enforce the whitelist<br>unenforce the whitelist </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEntityVisibility" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Visibility</h1> <a href="#EffEntityVisibility" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hide %<a href='./classes.html#entity'>entities</a>% [(from|for) %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">reveal %<a href='./classes.html#entity'>entities</a>% [(to|for|from) %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, INSERT VERSION (entities)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.19+ (entities)</td> </tr> </table> <div class="item-description"> Change visibility of the given entities for the given players. If no players are given, will hide the entities from all online players.<p>When reveal is used in combination of the <a href='expressions.html#ExprHiddenPlayers'>hidden players</a> expression and the viewers are not specified, this will default it to the given player in the hidden players expression.<p>Note: all previously hidden entities (including players) will be visible when a player leaves and rejoins. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is a chicken:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;hide event-entity<br><br>reveal hidden players of players </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEquip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Equip</h1> <a href="#EffEquip" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">equip [%<a href='./classes.html#livingentity'>living entities</a>%] with %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% wear %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">unequip %<a href='./classes.html#itemtype'>item types</a>% [from %<a href='./classes.html#livingentity'>living entities</a>%]</li> <li class="skript-code-block">unequip %<a href='./classes.html#livingentity'>living entities</a>%'[s] (armo[u]r|equipment)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.7 (multiple entities, unequip)</td> </tr> </table> <div class="item-description"> Equips or unequips an entity with some given armor. This will replace any armor that the entity is wearing. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> equip player with diamond helmet<br>equip player with all diamond armor<br>unequip diamond chestplate from player<br>unequip all armor from player<br>unequip player's armor </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffExit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exit</h1> <a href="#EffExit" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(exit|stop) [trigger]</li> <li class="skript-code-block">(exit|stop) [1|a|the|this] (section|loop|conditional)</li> <li class="skript-code-block">(exit|stop) &lt;-?\d+(_\d+)*&gt; (section|loop|conditional)s</li> <li class="skript-code-block">(exit|stop) all (section|loop|conditional)s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Exits a given amount of loops and conditionals, or the entire trigger. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has any ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;stop<br>message "%player% has no ores!"<br>loop blocks above the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-block is not air:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;exit 2 sections<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to water </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffExplodeCreeper" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explode Creeper</h1> <a href="#EffExplodeCreeper" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">instantly explode [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">explode [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>% instantly</li> <li class="skript-code-block">ignite creeper[s] %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">start (ignition|explosion) [process] of [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">stop (ignition|explosion) [process] of [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.13 or newer/Spigot 1.14 or newer. Ignition can be stopped on Paper 1.13 or newer.</td> </tr> </table> <div class="item-description"> Starts the explosion process of a creeper or instantly explodes it. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> start explosion of the last spawned creeper<br>stop ignition of the last spawned creeper </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffExplosion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosion</h1> <a href="#EffExplosion" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(create|make)] [an] explosion (of|with) (force|strength|power) %<a href='./classes.html#number'>number</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%] [with fire]</li> <li class="skript-code-block">[(create|make)] [a] safe explosion (of|with) (force|strength|power) %<a href='./classes.html#number'>number</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">[(create|make)] [a] fake explosion [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">[(create|make)] [an] explosion[ ]effect [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Creates an explosion of a given force. The Minecraft Wiki has an <a href='https://www.minecraft.wiki/w/Explosion'>article on explosions</a> which lists the explosion forces of TNT, creepers, etc. Hint: use a force of 0 to create a fake explosion that does no damage whatsoever, or use the explosion effect introduced in Skript 2.0. Starting with Bukkit 1.4.5 and Skript 2.0 you can use safe explosions which will damage entities but won't destroy any blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> create an explosion of force 10 at the player<br>create an explosion of force 0 at the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffFeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Feed</h1> <a href="#EffFeed" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">feed [the] %<a href='./classes.html#player'>players</a>% [by %<a href='./classes.html#number'>number</a>% [beef[s]]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> </table> <div class="item-description"> Feeds the specified players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> feed all players<br>feed the player by 5 beefs </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffForceAttack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Force Attack</h1> <a href="#EffForceAttack" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% attack %<a href='./classes.html#entity'>entity</a>%</li> <li class="skript-code-block">force %<a href='./classes.html#livingentity'>living entities</a>% to attack %<a href='./classes.html#entity'>entity</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15.2+</td> </tr> </table> <div class="item-description"> Makes a living entity attack an entity with a melee attack. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn a wolf at player's location<br>make last spawned wolf attack player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffRespawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Force Respawn</h1> <a href="#EffRespawn" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">force %<a href='./classes.html#player'>players</a>% to respawn</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Forces player(s) to respawn if they are dead. If this is called without delay from death event, one tick is waited before respawn attempt. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;force event-player to respawn </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffHandedness" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Handedness</h1> <a href="#EffHandedness" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (left|right)( |-)handed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.17.1+</td> </tr> </table> <div class="item-description"> Make mobs left or right-handed. This does not affect players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn skeleton at spawn of world "world":<br>&nbsp;&nbsp;&nbsp;&nbsp;make entity left handed<br><br>make all zombies in radius 10 of player right handed </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffHidePlayerFromServerList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hide Player from Server List</h1> <a href="#EffHidePlayerFromServerList" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hide %<a href='./classes.html#player'>players</a>% (in|on|from) [the] server list</li> <li class="skript-code-block">hide %<a href='./classes.html#player'>players</a>%'[s] info[rmation] (in|on|from) [the] server list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Hides a player from the <a href='expressions.html#ExprHoverList'>hover list</a> and decreases the <a href='expressions.html#ExprOnlinePlayersCount'>online players count</a> (only if the player count wasn't changed before). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;hide {vanished::*} from the server list </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffIgnite" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ignite/Extinguish</h1> <a href="#EffIgnite" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(ignite|set fire to) %<a href='./classes.html#entity'>entities</a>% [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">(set|light) %<a href='./classes.html#entity'>entities</a>% on fire [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">extinguish %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Lights entities on fire or extinguishes them. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ignite the player<br>extinguish the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTooltip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Tooltips</h1> <a href="#EffTooltip" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(show|reveal|hide) %<a href='./classes.html#itemtype'>item types</a>%'[s] [entire|additional] tool[ ]tip</li> <li class="skript-code-block">(show|reveal|hide) [the] [entire|additional] tool[ ]tip of %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Show or hide the tooltip of an item. If changing the 'entire' tooltip of an item, nothing will show up when a player hovers over it. If changing the 'additional' tooltip, only specific parts (which change per item) will be hidden. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> hide the entire tooltip of player's tool<br>hide {_item}'s additional tool tip </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKeepInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Keep Inventory / Experience</h1> <a href="#EffKeepInventory" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">keep [the] (inventory|items) [(and [e]xp[erience][s] [point[s]])]</li> <li class="skript-code-block">keep [the] [e]xp[erience][s] [point[s]] [(and (inventory|items))]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#death">death</a></td> </tr> </table> <div class="item-description"> Keeps the inventory or/and experiences of the dead player in a death event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the victim is an op:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;keep the inventory and experiences </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKick" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Kick</h1> <a href="#EffKick" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">kick %<a href='./classes.html#player'>players</a>% [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Kicks a player from the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on place of TNT, lava, or obsidian:<br>&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "You may not place %block%!"<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKill" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Kill</h1> <a href="#EffKill" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">kill %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Kills an entity. Note: This effect does not set the entity's health to 0 (which causes issues), but damages the entity by 100 times its maximum health. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> kill the player<br>kill all creepers in the player's world<br>kill all endermen, witches and bats </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKnockback" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Knockback</h1> <a href="#EffKnockback" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(apply knockback to|knock[back]) %<a href='./classes.html#livingentity'>living entities</a>% [%<a href='./classes.html#direction'>direction</a>%] [with (strength|force) %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19.2+</td> </tr> </table> <div class="item-description"> Apply the same velocity as a knockback to living entities in a direction. Mechanics such as knockback resistance will be factored in. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> knockback player north<br>knock victim (vector from attacker to victim) with strength 10 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffFireworkLaunch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Launch firework</h1> <a href="#EffFireworkLaunch" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(launch|deploy) [[a] firework [with effect[s]]] %<a href='./classes.html#fireworkeffect'>firework effects</a>% at %<a href='./classes.html#location'>locations</a>% [([with] (duration|power)|timed) %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Launch firework effects at the given location(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> launch ball large colored red, purple and white fading to light green and black at player's location with duration 1 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLeash" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Leash entities</h1> <a href="#EffLeash" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(leash|lead) %<a href='./classes.html#livingentity'>living entities</a>% to %<a href='./classes.html#entity'>entity</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entity</a>% (leash|lead) %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">un(leash|lead) [holder of] %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Leash living entities to other entities. When trying to leash an Ender Dragon, Wither, Player, or a Bat, this effect will not work. See <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/LivingEntity.html#setLeashHolder(org.bukkit.entity.Entity)">Spigot's Javadocs for more info</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;leash event-entity to player<br>&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;aYou leashed &amp;2%event-entity%!" to player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLightning" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lightning</h1> <a href="#EffLightning" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(create|strike) lightning[([ ]effect)] %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Strike lightning at a given location. Can use 'lightning effect' to create a lightning that does not harm entities or start fires. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> strike lightning at the player<br>strike lightning effect at the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLoadServerIcon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Load Server Icon</h1> <a href="#EffLoadServerIcon" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">load [the] server icon (from|of) [the] [image] [file] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> </table> <div class="item-description"> Loads server icons from the given files. You can get the loaded icon using the <a href='expressions.html#ExprLastLoadedServerIcon'>last loaded server icon</a> expression. Please note that the image must be 64x64 and the file path starts from the server folder. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on load:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear {server-icons::*}<br>&nbsp;&nbsp;&nbsp;&nbsp;loop 5 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;load server icon from file "icons/%loop-number%.png"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add the last loaded server icon to {server-icons::*}<br><br>on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the icon to a random server icon out of {server-icons::*} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffWorldLoad" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Load World</h1> <a href="#EffWorldLoad" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">load [[the] world[s]] %<a href='./classes.html#string'>texts</a>% [with environment %<a href='./classes.html#environment'>environment</a>%]</li> <li class="skript-code-block">unload [[the] world[s]] %<a href='./classes.html#world'>worlds</a>% [without saving]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Load your worlds or unload your worlds The load effect will create a new world if world doesn't already exist. When attempting to load a normal vanilla world you must define it's environment i.e "world_nether" must be loaded with nether environment </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> load world "world_nether" with environment nether<br>load the world "myCustomWorld"<br>unload "world_nether"<br>unload "world_the_end" without saving<br>unload all worlds </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSuppressWarnings" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Locally Suppress Warning</h1> <a href="#EffSuppressWarnings" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[local[ly]] suppress [the] (conflict|variable save|[missing] conjunction|starting [with] expression[s]|deprecated syntax|unreachable code) warning[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Suppresses target warnings from the current script. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> locally suppress missing conjunction warnings<br>suppress the variable save warnings </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLog" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Log</h1> <a href="#EffLog" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">log %<a href='./classes.html#string'>texts</a>% [(to|in) [file[s]] %<a href='./classes.html#string'>texts</a>%] [with [the|a] severity [of] (warning|severe)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.9.0 (severities)</td> </tr> </table> <div class="item-description"> Writes text into a .log file. Skript will write these files to /plugins/Skript/logs. NB: Using 'server.log' as the log file will write to the default server log. Omitting the log file altogether will log the message as '[Skript] [&lt;script&gt;.sk] &lt;message&gt;' in the server log. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "%player% has just joined the server!"<br>on world change:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "Someone just went to %event-world%!" to file "worldlog/worlds.log"<br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "%player% just executed %full command%!" to file "server/commands.log" with a severity of warning </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLook" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Look At</h1> <a href="#EffLook" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(force|make) %<a href='./classes.html#livingentity'>living entities</a>% [to] (face [towards]|look [(at|towards)]) (%<a href='./classes.html#entity'>entity</a>%['s (feet|eyes)]|(feet|eyes) of %<a href='./classes.html#entity'>entity</a>%) [at [head] [rotation] speed %<a href='./classes.html#number'>number</a>%] [[and] max[imum] [head] pitch %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">(force|make) %<a href='./classes.html#livingentity'>living entities</a>% [to] (face [towards]|look [(at|towards)]) %<a href='./classes.html#vector'>vector</a>/<a href='./classes.html#location'>location</a>% [at [head] [rotation] speed %<a href='./classes.html#number'>number</a>%] [[and] max[imum] [head] pitch %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.17+, Paper 1.19.1+ (Players & Look Anchors)</td> </tr> </table> <div class="item-description"> Forces the mob(s) or player(s) to look at an entity, vector or location. Vanilla max head pitches range from 10 to 50. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> force the player to look towards event-entity's feet<br><br>on entity explosion:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_player} to the nearest player<br>&nbsp;&nbsp;&nbsp;&nbsp;{_player} is set<br>&nbsp;&nbsp;&nbsp;&nbsp;distance between {_player} and the event-location is less than 15<br>&nbsp;&nbsp;&nbsp;&nbsp;make {_player} look towards vector from the {_player} to location of the event-entity<br><br>force {_enderman} to face the block 3 meters above {_location} at head rotation speed 100.5 and max head pitch -40 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeAdultOrBaby" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Adult/Baby</h1> <a href="#EffMakeAdultOrBaby" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% [a[n]] (adult|baby)</li> <li class="skript-code-block">force %<a href='./classes.html#livingentity'>living entities</a>% to be[come] a[n] (adult|baby)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Force a animal to become an adult or baby. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of mob:<br>&nbsp;&nbsp;&nbsp;&nbsp;entity is not an adult<br>&nbsp;&nbsp;&nbsp;&nbsp;make entity an adult </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBreedable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Breedable</h1> <a href="#EffBreedable" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% breedable</li> <li class="skript-code-block">unsterilize %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (not |non(-| )|un)breedable</li> <li class="skript-code-block">sterilize %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Sets whether or not entities will be able to breed. Only works on animals. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of animal:<br>&nbsp;&nbsp;&nbsp;&nbsp;make entity unbreedable </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeEggHatch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Egg Hatch</h1> <a href="#EffMakeEggHatch" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make [the] egg [not] hatch</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> </table> <div class="item-description"> Makes the egg hatch in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;# EGGS FOR DAYZ!<br>&nbsp;&nbsp;&nbsp;&nbsp;make the egg hatch </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffFireResistant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Fire Resistant</h1> <a href="#EffFireResistant" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#itemtype'>item types</a>% [not] (fire resistant|resistant to fire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Makes items fire resistant. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player's tool fire resistant:<br>make {_items::*} not resistant to fire </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeFly" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Fly</h1> <a href="#EffMakeFly" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">force %<a href='./classes.html#player'>players</a>% to [(start|stop)] fly[ing]</li> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% (start|stop) flying</li> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% fly</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> </table> <div class="item-description"> Forces a player to start/stop flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player fly<br>force all players to stop flying </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffIncendiary" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Incendiary</h1> <a href="#EffIncendiary" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% [not] incendiary</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>%'[s] explosion [not] (incendiary|fiery)</li> <li class="skript-code-block">make [the] [event(-| )]explosion [not] (incendiary|fiery)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Sets if an entity's explosion will leave behind fire. This effect is also usable in an explosion prime event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime:<br>&nbsp;&nbsp;&nbsp;&nbsp;make the explosion fiery </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffInvisible" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Invisible</h1> <a href="#EffInvisible" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (invisible|not visible)</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (visible|not invisible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Makes a living entity visible/invisible. This is not a potion and therefore does not have features such as a time limit or particles. When setting an entity to invisible while using an invisibility potion on it, the potion will be overridden and when it runs out the entity keeps its invisibility. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target entity invisible </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffInvulnerability" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Invulnerable</h1> <a href="#EffInvulnerability" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% (invulnerable|invincible)</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% (not (invulnerable|invincible)|vulnerable|vincible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Makes an entity invulnerable/not invulnerable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target entity invulnerable </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeSay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Say</h1> <a href="#EffMakeSay" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% (say|send [the] message[s]) %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">force %<a href='./classes.html#player'>players</a>% to (say|send [the] message[s]) %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Forces a player to send a message to the chat. If the message starts with a slash it will force the player to use command. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make the player say "Hello."<br>force all players to send the message "I love this server" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffGlowingText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Sign Glow</h1> <a href="#EffGlowingText" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% have glowing text</li> <li class="skript-code-block">make %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% have (normal|non[-| ]glowing) text</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Makes a sign (either a block or item) have glowing text or normal text </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target block of player have glowing text </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMessage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Message</h1> <a href="#EffMessage" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(message|send [message[s]]) %<a href='./classes.html#object'>objects</a>% [to %<a href='./classes.html#commandsender'>command senders</a>%] [from %<a href='./classes.html#player'>player</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2-dev26 (advanced features), 2.5.2 (optional sender), 2.6 (sending objects)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16.4+ for optional sender</td> </tr> </table> <div class="item-description"> Sends a message to the given player. Only styles written in given string or in <a href=expressions.html#ExprColored>formatted expressions</a> will be parsed. Adding an optional sender allows the messages to be sent as if a specific player sent them. This is useful with Minecraft 1.16.4's new chat ignore system, in which players can choose to ignore other players, but for this to work, the message needs to be sent from a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "A wild %player% appeared!"<br>message "This message is a distraction. Mwahaha!"<br>send "Your kill streak is %{kill streak::%uuid of player%}%." to player<br>if the targeted entity exists:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You're currently looking at a %type of the targeted entity%!"<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;send "[%player%] &gt;&gt; %message%" to all players from player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffOpenBook" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Open Book</h1> <a href="#EffOpenBook" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(open|show) book %<a href='./classes.html#itemtype'>item type</a>% (to|for) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14.2+</td> </tr> </table> <div class="item-description"> Opens a written book to a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open book player's tool to player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffOpenInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Open/Close Inventory</h1> <a href="#EffOpenInventory" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(open|show) (((crafting [table]|workbench)|chest|anvil|hopper|dropper|dispenser) [(view|window|inventory)]|%<a href='./classes.html#inventory'>inventory</a>/<a href='./classes.html#inventorytype'>inventory type</a>%) (to|for) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">close [the] inventory [view] (to|of|for) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">close %<a href='./classes.html#player'>players</a>%'[s] inventory [view]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.1.1 (closing), 2.2-Fixes-V10 (anvil), 2.4 (hopper, dropper, dispenser</td> </tr> </table> <div class="item-description"> Opens an inventory to a player. The player can then access and modify the inventory as if it was a chest that he just opened. Please note that currently 'show' and 'open' have the same effect, but 'show' will eventually show an unmodifiable view of the inventory in the future. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> show the victim's inventory to the player<br>open the player's inventory for the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLidState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Open/Close Lid</h1> <a href="#EffLidState" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(open|close) [the] lid[s] (of|for) %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">(open|close) %<a href='./classes.html#block'>blocks</a>%'[s] lid[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Open or close the lid of the block(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open the lid of {_chest}<br>close the lid of {_blocks::*} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPathfind" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Pathfind</h1> <a href="#EffPathfind" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (pathfind|move) to[wards] %<a href='./classes.html#livingentity'>living entity</a>/<a href='./classes.html#location'>location</a>% [at speed %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% stop (pathfinding|moving)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Make an entity pathfind towards a location or another entity. Not all entities can pathfind. If the pathfinding target is another entity, the entities may or may not continuously follow the target. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make all creepers pathfind towards player<br>make all cows stop pathfinding<br>make event-entity pathfind towards player at speed 1 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffVisualEffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Play Effect</h1> <a href="#EffVisualEffect" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(play|show) %<a href='./classes.html#visualeffect'>visual effects</a>% (on|%<a href='./classes.html#direction'>directions</a>%) %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>% [(to %<a href='./classes.html#player'>players</a>%|in (radius|range) of %<a href='./classes.html#number'>number</a>%)]</li> <li class="skript-code-block">(play|show) %<a href='./classes.html#number'>number</a>% %<a href='./classes.html#visualeffect'>visual effects</a>% (on|%<a href='./classes.html#direction'>directions</a>%) %<a href='./classes.html#location'>locations</a>% [(to %<a href='./classes.html#player'>players</a>%|in (radius|range) of %<a href='./classes.html#number'>number</a>%)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> </table> <div class="item-description"> Plays a <a href='classes.html#visualeffect'>visual effect</a> at a given location or on a given entity. Please note that some effects can only be played on entities, e.g. wolf hearts or the hurt effect, and that these are always visible to all players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play wolf hearts on the clicked wolf<br>show mob spawner flames at the targeted block to the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPlaySound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Play Sound</h1> <a href="#EffPlaySound" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">play sound[s] %<a href='./classes.html#string'>texts</a>% [[with] seed %<a href='./classes.html#number'>number</a>%] [(in|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(at|with) volume %<a href='./classes.html#number'>number</a>%] [(and|at|with) pitch %<a href='./classes.html#number'>number</a>%] (at|on|from) %<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>% [(to|for) %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">play sound[s] %<a href='./classes.html#string'>texts</a>% [[with] seed %<a href='./classes.html#number'>number</a>%] [(in|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(at|with) volume %<a href='./classes.html#number'>number</a>%] [(and|at|with) pitch %<a href='./classes.html#number'>number</a>%] [(to|for) %<a href='./classes.html#player'>players</a>%] [(at|on|from) %<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, 2.4 (sound categories), 2.9 (sound seed & entity emitter)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.18.1+ (entity emitters), Paper 1.19.4+ or Adventure API 4.12.0+ (sound seed)</td> </tr> </table> <div class="item-description"> Plays a sound at given location for everyone or just for given players, or plays a sound to specified players. Both Minecraft sound names and <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html">Spigot sound names</a> are supported. Playing resource pack sounds are supported too. The sound category is 'master' by default. <p>When running 1.19+, playing a sound from an entity directly will result in the sound coming from said entity, even while moving. If the sound is custom, a location emitter will follow the entity. Do note that pitch and volume are reflected based on the entity, and Minecraft may not use the values from this syntax.<p>If using Paper 1.19.4+ or Adventure API 4.12.0+ you can utilize sound seeds. Minecraft sometimes have a set of sounds under one sound ID that will randomly play, to counter this, you can directly state which seed to use.<p>Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play sound "block.note_block.pling"<br>play sound "entity.experience_orb.pickup" with volume 0.5 to the player<br>play sound "custom.music.1" in jukebox category at {speakerBlock}<br>play sound "BLOCK_AMETHYST_BLOCK_RESONATE" with seed 1 on target entity for the player #1.20.1+ </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPlayerInfoVisibility" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Info Visibility</h1> <a href="#EffPlayerInfoVisibility" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hide [all] player [related] info[rmation] [(in|on|from) [the] server list]</li> <li class="skript-code-block">(show|reveal) [all] player [related] info[rmation] [(in|to|on|from) [the] server list]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#server_list_ping">server list ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> </table> <div class="item-description"> Sets whether all player related information is hidden in the server list. The Vanilla Minecraft client will display ??? (dark gray) instead of player counts and will not show the <a href='expressions.html#ExprHoverList'>hover hist</a> when hiding player info. <a href='expressions.html#ExprVersionString'>The version string</a> can override the ???. Also the <a href='expressions.html#ExprOnlinePlayersCount'>Online Players Count</a> and <a href='expressions.html#ExprMaxPlayers'>Max Players</a> expressions will return -1 when hiding player info. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> hide player info<br>hide player related information in the server list<br>reveal all player related info </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPoison" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Poison/Cure</h1> <a href="#EffPoison" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">poison %<a href='./classes.html#livingentity'>living entities</a>% [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">(cure|unpoison) %<a href='./classes.html#livingentity'>living entities</a>% [(from|of) poison]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.2</td> </tr> </table> <div class="item-description"> Poison or cure a creature. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> poison the player<br>poison the victim for 20 seconds<br>cure the player from poison </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPotion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effects</h1> <a href="#EffPotion" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">apply %<a href='./classes.html#potioneffect'>potion effects</a>% to %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">apply infinite [ambient] [potion of] %<a href='./classes.html#potioneffecttype'>potion effect types</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without [any] particles] [(whilst hiding [the]|without (the|a)) [potion] icon] to %<a href='./classes.html#livingentity'>living entities</a>% [replacing [the] existing effect]</li> <li class="skript-code-block">apply [ambient] [potion of] %<a href='./classes.html#potioneffecttype'>potion effect types</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without [any] particles] [(whilst hiding [the]|without (the|a)) [potion] icon] to %<a href='./classes.html#livingentity'>living entities</a>% [for %<a href='./classes.html#timespan'>time span</a>%] [replacing [the] existing effect]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev27 (ambient and particle-less potion effects), 2.5 (replacing existing effect), 2.5.2 (potion effects), 2.7 (icon and infinite)</td> </tr> </table> <div class="item-description"> Apply or remove potion effects to/from entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply ambient swiftness 2 to the player<br>remove haste from the victim<br><br>on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;apply infinite potion of strength of tier {strength::%uuid of player%} to the player<br>&nbsp;&nbsp;&nbsp;&nbsp;apply potion of strength of tier {strength::%uuid of player%} to the player for 999 days # Before 1.19.4<br><br>apply potion effects of player's tool to player<br>apply haste potion of tier 3 without any particles whilst hiding the potion icon to the player # Hide potions </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPush" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Push</h1> <a href="#EffPush" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(push|thrust) %<a href='./classes.html#entity'>entities</a>% %<a href='./classes.html#direction'>direction</a>% [(at|with) (speed|velocity|force) %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> Push entities around. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> push the player upwards<br>push the victim downwards at speed 0.5 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPvP" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">PvP</h1> <a href="#EffPvP" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">enable PvP [in %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">disable PVP [in %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> </table> <div class="item-description"> Set the PvP state for a given world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enable PvP #(current world only)<br>disable PvP in all worlds </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffReplace" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Replace</h1> <a href="#EffReplace" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#string'>texts</a>% in %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% [with case sensitivity]</li> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% in %<a href='./classes.html#string'>texts</a>% [with case sensitivity]</li> <li class="skript-code-block">replace first %<a href='./classes.html#string'>texts</a>% in %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% [with case sensitivity]</li> <li class="skript-code-block">replace first %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% in %<a href='./classes.html#string'>text</a>% [with case sensitivity]</li> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#itemtype'>item types</a>% in %<a href='./classes.html#inventory'>inventories</a>% with %<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#itemtype'>item types</a>% with %<a href='./classes.html#itemtype'>item type</a>% in %<a href='./classes.html#inventory'>inventories</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev24 (replace in multiple strings and replace items in inventory), 2.5 (replace first, case sensitivity)</td> </tr> </table> <div class="item-description"> Replaces all occurrences of a given text with another text. Please note that you can only change variables and a few expressions, e.g. a <a href='./expressions.html#ExprMessage'>message</a> or a line of a sign. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> replace "&lt;item&gt;" in {textvar} with "%item%"<br>replace every "&amp;" with "§" in line 1<br># The following acts as a simple chat censor, but it will e.g. censor mass, hassle, assassin, etc. as well:<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;replace all "kys", "idiot" and "noob" with "****" in the message<br> <br>replace all stone and dirt in player's inventory and player's top inventory with diamond </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffReturn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Return</h1> <a href="#EffReturn" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">return %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2, 2.8.0 (returns aliases)</td> </tr> </table> <div class="item-description"> Makes a trigger or a section (e.g. a function) return a value </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function double(i: number) :: number:<br>&nbsp;&nbsp;&nbsp;&nbsp;return 2 * {_i}<br><br>function divide(i: number) returns number:<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_i} / 2 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffRing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ring Bell</h1> <a href="#EffRing" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ring %<a href='./classes.html#block'>blocks</a>% [from [the]] [%<a href='./classes.html#direction'>direction</a>%]</li> <li class="skript-code-block">(make|let) %<a href='./classes.html#entity'>entity</a>% ring %<a href='./classes.html#block'>blocks</a>% [from [the]] [%<a href='./classes.html#direction'>direction</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Causes a bell to ring. Optionally, the entity that rang the bell and the direction the bell should ring can be specified. A bell can only ring in two directions, and the direction is determined by which way the bell is facing. By default, the bell will ring in the direction it is facing. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player ring target-block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffRotate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rotate</h1> <a href="#EffRotate" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">rotate %<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% around [the] [global] (x|y|z)(-| )axis by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">rotate %<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% around [the|its|their] local (x|y|z)(-| )ax(i|e)s by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">rotate %<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% around [the] %<a href='./classes.html#vector'>vector</a>% by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">rotate %<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% by x %<a href='./classes.html#number'>number</a>%, y %<a href='./classes.html#number'>number</a>%(, [and]| and) z %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, INSERT VERSION (quaternions, displays)</td> </tr> </table> <div class="item-description"> Rotates displays, quaternions, or vectors around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented.<p>Rotating a display is a shortcut for rotating its left rotation. If the right rotation needs to be modified, it should be acquired, rotated, and re-set.<p>Note that rotating a quaternion/display around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating quaternions/displays around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> rotate {_quaternion} around x axis by 10 degrees<br>rotate last spawned block display around y axis by 10 degrees<br>rotate {_vector} around vector(1, 1, 1) by 45<br>rotate {_quaternion} by x 45, y 90, z 135 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffWorldSave" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Save World</h1> <a href="#EffWorldSave" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">save [[the] world[s]] %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Save all worlds or a given world manually. Note: saving many worlds at once may possibly cause the server to freeze. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> save "world_nether"<br>save all worlds </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSendBlockChange" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Send Block Change</h1> <a href="#EffSendBlockChange" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% see %<a href='./classes.html#block'>blocks</a>% as %<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#blockdata'>block data</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev37c, 2.5.1 (block data support)</td> </tr> </table> <div class="item-description"> Makes a player see a block as something it really isn't. BlockData support is only for MC 1.13+ </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player see block at player as dirt<br>make player see target block as campfire[facing=south] </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSendResourcePack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Send Resource Pack</h1> <a href="#EffSendResourcePack" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">send [the] resource pack [from [[the] URL]] %<a href='./classes.html#string'>text</a>% to %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">send [the] resource pack [from [[the] URL]] %<a href='./classes.html#string'>text</a>% with hash %<a href='./classes.html#string'>text</a>% to %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Request that the player's client download and switch resource packs. The client will download the resource pack in the background, and will automatically switch to it once the download is complete. The URL must be a direct download link.<p>The hash is used for caching, the player won't have to re-download the resource pack that way. The hash must be SHA-1, you can get SHA-1 hash of your resource pack using <a href="https://emn178.github.io/online-tools/sha1_checksum.html">this online tool</a>.<p>The <a href='events.html#resource_pack_request_action'>resource pack request action</a> can be used to check status of the sent resource pack request. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;send the resource pack from "URL" with hash "hash" to the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffShear" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shear</h1> <a href="#EffShear" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[force] shear %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">un[-]shear %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0 (cows, sheep & snowmen), 2.8.0 (all shearable entities)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19.4+ (all shearable entities)</td> </tr> </table> <div class="item-description"> Shears or un-shears a shearable entity with drops by shearing and a 'sheared' sound. Using with 'force' will force this effect despite the entity's 'shear state'.<p>Please note that..:<p>- If your server is not running with Paper 1.19.4 or higher, this effect will only change its 'shear state', and the 'force' effect is unavailable<p>- Force-shearing or un-shearing on a sheared mushroom cow is not possible </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on rightclick on a sheep holding a sword:<br>&nbsp;&nbsp;&nbsp;&nbsp;shear the clicked sheep<br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 10%<br>&nbsp;&nbsp;&nbsp;&nbsp;force shear the clicked sheep </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffShoot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shoot</h1> <a href="#EffShoot" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">shoot %<a href='./classes.html#entitydata'>entity types</a>% [from %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#location'>locations</a>%] [(at|with) (speed|velocity) %<a href='./classes.html#number'>number</a>%] [%<a href='./classes.html#direction'>direction</a>%]</li> <li class="skript-code-block">(make|let) %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#location'>locations</a>% shoot %<a href='./classes.html#entitydata'>entity types</a>% [(at|with) (speed|velocity) %<a href='./classes.html#number'>number</a>%] [%<a href='./classes.html#direction'>direction</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Shoots a projectile (or any other entity) from a given entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> shoot an arrow<br>make the player shoot a creeper at speed 10<br>shoot a pig from the creeper </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSilence" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Silence Entity</h1> <a href="#EffSilence" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">silence %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">unsilence %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% silent</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% not silent</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Controls whether or not an entity is silent. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target entity silent </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSort" data-keywords="input"> <div class="item-title"> <h1 style="display: inline-block">Sort</h1> <a href="#EffSort" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sort %~<a href='./classes.html#object'>objects</a>% [in (descending|ascending) order] [(by|based on) &lt;.+&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0, INSERT VERSION (sort order)</td> </tr> </table> <div class="item-description"> Sorts a list variable using either the natural ordering of the contents or the results of the given expression. Be warned, this will overwrite the indices of the list variable.<p>When using the full <code>sort %~objects% (by|based on) &lt;expression&gt;</code> pattern, the input expression can be used to refer to the current item being sorted. (See input expression for more information.) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_words::*} to "pineapple", "banana", "yoghurt", and "apple"<br>sort {_words::*} # alphabetical sort<br>sort {_words::*} by length of input # shortest to longest<br>sort {_words::*} in descending order by length of input # longest to shortest<br>sort {_words::*} based on {tastiness::%input%} # sort based on custom value </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffStopServer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Stop Server</h1> <a href="#EffStopServer" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(stop|shut[ ]down) [the] server</li> <li class="skript-code-block">restart [the] server</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Stops or restarts the server. If restart is used when the restart-script spigot.yml option isn't defined, the server will stop instead. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> stop the server<br>restart server </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffStopSound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Stop Sound</h1> <a href="#EffStopSound" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">stop (all sound[s]|sound[s] %<a href='./classes.html#string'>texts</a>%) [(in [the]|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(from playing to|for) %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">stop playing sound[s] %<a href='./classes.html#string'>texts</a>% [(in [the]|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(to|for) %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4, 2.7 (stop all sounds)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17.1 (stop all sounds)</td> </tr> </table> <div class="item-description"> Stops specific or all sounds from playing to a group of players. Both Minecraft sound names and <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html">Spigot sound names</a> are supported. Resource pack sounds are supported too. The sound category is 'master' by default. A sound can't be stopped from a different category. <p>Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> stop sound "block.chest.open" for the player<br>stop playing sounds "ambient.underwater.loop" and "ambient.underwater.loop.additions" to the player<br>stop all sounds for all players<br>stop sound in the record category </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSwingHand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Swing Hand</h1> <a href="#EffSwingHand" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% swing [their] [main] hand</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% swing [their] off[ ]hand</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15.2+</td> </tr> </table> <div class="item-description"> Makes an entity swing their hand. This does nothing if the entity does not have an animation for swinging their hand. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player swing their main hand </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTame" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tame / Untame</h1> <a href="#EffTame" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[un](tame|domesticate) %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Tame a tameable entity (horse, parrot, cat, etc.). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tame {_horse}<br>untame {_horse} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTeleport" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Teleport</h1> <a href="#EffTeleport" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[force] teleport %<a href='./classes.html#entity'>entities</a>% (to|%<a href='./classes.html#direction'>direction</a>%) %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Teleport an entity to a specific location. This effect is delayed by default on Paper, meaning certain syntax such as the return effect for functions cannot be used after this effect. The keyword 'force' indicates this effect will not be delayed, which may cause lag spikes or server crashes when using this effect to teleport entities to unloaded chunks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> teleport the player to {homes::%player%}<br>teleport the attacker to the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTextDisplayDropShadow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Drop Shadow</h1> <a href="#EffTextDisplayDropShadow" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(apply|add) (drop|text) shadow to [[the] text of] %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">(apply|add) (drop|text) shadow to %<a href='./classes.html#display'>displays</a>%'[s] text</li> <li class="skript-code-block">(remove|clear) (drop|text) shadow from [[the] text of] %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">(remove|clear) (drop|text) shadow from %<a href='./classes.html#display'>displays</a>%'[s] text</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Applies or removes drop shadow from the displayed text on a text display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply drop shadow to last spawned text display<br>if {_display} has drop shadow:<br>&nbsp;&nbsp;&nbsp;&nbsp;remove drop shadow from the text of {_display} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTextDisplaySeeThroughBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display See Through Blocks</h1> <a href="#EffTextDisplaySeeThroughBlocks" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#display'>displays</a>% visible through (blocks|walls)</li> <li class="skript-code-block">force %<a href='./classes.html#display'>displays</a>% to be visible through (blocks|walls)</li> <li class="skript-code-block">(prevent|block) %<a href='./classes.html#display'>displays</a>% from being (visible|seen) through (blocks|walls)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Forces a text display to either be or not be visible through blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> force last spawned text display to be visible through walls<br>prevent all text displays from being visible through walls </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffResetTitle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Title - Reset</h1> <a href="#EffResetTitle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">reset [the] title[s] [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">reset [the] %<a href='./classes.html#player'>players</a>%'[s] title[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Resets the title of the player to the default values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> reset the titles of all players<br>reset the title </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSendTitle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Title - Send</h1> <a href="#EffSendTitle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">send title %<a href='./classes.html#string'>text</a>% [with subtitle %<a href='./classes.html#string'>text</a>%] [to %<a href='./classes.html#player'>players</a>%] [for %<a href='./classes.html#timespan'>time span</a>%] [with fade[(-| )]in %<a href='./classes.html#timespan'>time span</a>%] [[and] [with] fade[(-| )]out %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">send subtitle %<a href='./classes.html#string'>text</a>% [to %<a href='./classes.html#player'>players</a>%] [for %<a href='./classes.html#timespan'>time span</a>%] [with fade[(-| )]in %<a href='./classes.html#timespan'>time span</a>%] [[and] [with] fade[(-| )]out %<a href='./classes.html#timespan'>time span</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Sends a title/subtitle to the given player(s) with optional fadein/stay/fadeout times for Minecraft versions 1.11 and above. <p>If you're sending only the subtitle, it will be shown only if there's a title displayed at the moment, otherwise it will be sent with the next title. To show only the subtitle, use: <code>send title " " with subtitle "yourtexthere" to player</code>.<p>Note: if no input is given for the times, it will keep the ones from the last title sent, use the <a href='effects.html#EffResetTitle'>reset title</a> effect to restore the default values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send title "Competition Started" with subtitle "Have fun, Stay safe!" to player for 5 seconds<br>send title "Hi %player%" to player<br>send title "Loot Drop" with subtitle "starts in 3 minutes" to all players<br>send title "Hello %player%!" with subtitle "Welcome to our server" to player for 5 seconds with fadein 1 second and fade out 1 second<br>send subtitle "Party!" to all players </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffToggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Toggle</h1> <a href="#EffToggle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(close|turn off|de[-]activate) %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">(toggle|switch) [[the] state of] %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">(open|turn on|activate) %<a href='./classes.html#block'>blocks</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Toggle the state of a block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # use arrows to toggle switches, doors, etc.<br>on projectile hit:<br>&nbsp;&nbsp;&nbsp;&nbsp;projectile is arrow<br>&nbsp;&nbsp;&nbsp;&nbsp;toggle the block at the arrow </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffToggleFlight" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Toggle Flight</h1> <a href="#EffToggleFlight" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(allow|enable) (fly|flight) (for|to) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">(disallow|disable) (fly|flight) (for|to) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Toggle the <a href='expressions.html#ExprFlightMode'>flight mode</a> of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> allow flight to event-player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffToggleCanPickUpItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Toggle Picking Up Items</h1> <a href="#EffToggleCanPickUpItems" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">allow %<a href='./classes.html#livingentity'>living entities</a>% to pick([ ]up items| items up)</li> <li class="skript-code-block">(forbid|disallow) %<a href='./classes.html#livingentity'>living entities</a>% (from|to) pick([ing | ]up items|[ing] items up)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Determines whether living entities are able to pick up items or not </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> forbid player from picking up items<br>send "You can no longer pick up items!" to player<br><br>on drop:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player can't pick&nbsp;&nbsp;&nbsp;&nbsp;up items:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;allow player to pick up items </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTree" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tree</h1> <a href="#EffTree" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(grow|create|generate) tree [of type %<a href='./classes.html#structuretype'>tree type</a>%] %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">(grow|create|generate) %<a href='./classes.html#structuretype'>tree type</a>% %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Creates a tree. This may require that there is enough space above the given location and that the block below is dirt/grass, but it is possible that the tree will just grow anyways, possibly replacing every block in its path. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> grow a tall redwood tree above the clicked block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffVehicle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vehicle</h1> <a href="#EffVehicle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(make|let|force) %<a href='./classes.html#entity'>entities</a>% [to] (ride|mount) [(in|on)] %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#entitydata'>entity types</a>%</li> <li class="skript-code-block">(make|let|force) %<a href='./classes.html#entity'>entities</a>% [to] (dismount|(dismount|leave) [(from|of)] [(any|the[ir]|his|her)] vehicle[s])</li> <li class="skript-code-block">(eject|dismount) [(any|the)] passenger[s] (of|from) %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Makes an entity ride another entity, e.g. a minecart, a saddled pig, an arrow, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make the player ride a saddled pig<br>make the attacker ride the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffOp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">op/deop</h1> <a href="#EffOp" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[de[-]]op %<a href='./classes.html#offlineplayer'>offline players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Grant/revoke a user operator state. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> op the player<br>deop all players </div> </div> </div> </div> <div class="item-wrapper type-EffectSection" id="EffSecSpawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn</h1> <a href="#EffSecSpawn" class="link-icon">&#128279;</a> <p class="item-type">EffectSection</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(spawn|summon) %<a href='./classes.html#entitytype'>entity types</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">(spawn|summon) %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#entitytype'>entity types</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6.1 (with section), 2.8.6 (dropped items)</td> </tr> </table> <div class="item-description"> Spawns entities. This can be used as an effect and as a section.<p>If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.<p>If you're spawning a display and want it to be empty on initialization, like not having a block display be stone, set hidden config node 'spawn empty displays' to true. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 3 creepers at the targeted block<br>spawn a ghast 5 meters above the player<br>spawn a zombie at the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set name of the zombie to ""<br><br>spawn a block display of a ladder[waterlogged=true] at location above player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set billboard of event-display to center # allows the display to rotate around the center axis </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondAlphanumeric" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Alphanumeric</h1> <a href="#CondAlphanumeric" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (is|are) alphanumeric</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) alphanumeric</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Checks if the given string is alphanumeric. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the argument is not alphanumeric:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Invalid name!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsResonating" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Bell Is Resonating</h1> <a href="#CondIsResonating" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) resonating</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) resonating</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Checks to see if a bell is currently resonating. A bell will start resonating five game ticks after being rung, and will continue to resonate for 40 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target block is resonating </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsRinging" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Bell Is Ringing</h1> <a href="#CondIsRinging" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) ringing</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) ringing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Checks to see if a bell is currently ringing. A bell typically rings for 50 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target block is ringing </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanAge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Age</h1> <a href="#CondCanAge" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% can (age|grow (up|old[er]))</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (can't|cannot|can not) (age|grow (up|old[er]))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not an entity will be able to age/grow up. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on breeding:<br>&nbsp;&nbsp;&nbsp;&nbsp;entity can't age<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "An immortal has been born!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanBreed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Breed</h1> <a href="#CondCanBreed" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% can (breed|be bred)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (can't|cannot|can not) (breed|be bred)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity can be bred. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on living entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity can't breed<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Turns out %event-entity% is not breedable. Must be a Skript user!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanBuild" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Build</h1> <a href="#CondCanBuild" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can|(is|are) allowed to) build %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can('t|not)|(is|are)(n't| not) allowed to) build %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Tests whether a player is allowed to build at a certain location. This condition requires a supported <a href='./classes.html#region'>regions</a> plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /setblock &amp;lt;material&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;description: set the block at your crosshair to a different type<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;player cannot build at the targeted block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "You do not have permission to change blocks there!"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the targeted block to argument </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanFly" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Fly</h1> <a href="#CondCanFly" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can fly</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can't|cannot|can not) fly</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Whether a player is allowed to fly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player can fly </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanHold" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Hold</h1> <a href="#CondCanHold" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (can hold|ha(s|ve) [enough] space (for|to hold)) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (can(no|')t hold|(ha(s|ve) not|ha(s|ve)n't|do[es]n't have) [enough] space (for|to hold)) %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Tests whether a player or a chest can hold the given item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block can hold 200 cobblestone<br>player has enough space for 64 feathers </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanPickUpItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can Pick Up Items</h1> <a href="#CondCanPickUpItems" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% can pick([ ]up items| items up)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (can't|cannot|can not) pick([ ]up items| items up)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Whether living entities are able to pick up items off the ground or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player can pick items up:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You can pick up items!" to player<br><br>on drop:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player can't pick&nbsp;&nbsp;&nbsp;&nbsp;up items:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Be careful, you won't be able to pick that up!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCanSee" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can See</h1> <a href="#CondCanSee" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) [visible|invisible] for %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can see %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are)(n't| not) [visible|invisible] for %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can('t| not) see %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, INSERT VERSION (entities)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.19+ (entities)</td> </tr> </table> <div class="item-description"> Checks whether the given players can see the provided entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if sender can't see the player-argument:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "who dat?"<br><br>if the player can see the last spawned entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "hello there!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChatColors" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can See Chat Colors</h1> <a href="#CondChatColors" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% can see chat colo[u]r[s|ing]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (can't|cannot|can not) see chat colo[u]r[s|ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether a player can see chat colors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player can see chat colors:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Find the red word in &lt;red&gt;this&lt;reset&gt; message."<br>else:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You cannot partake in finding the colored word." </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChatVisibility" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Can See Messages</h1> <a href="#CondChatVisibility" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can see all messages [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can only see (commands|system messages) [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can('t|[ ]not) see any (command[s]|message[s]) [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can('t|[ ]not) see all messages [in chat]</li> <li class="skript-code-block">%<a href='./classes.html#player'>player</a>% can('t|[ ]not) only see (commands|system messages) [in chat]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether a player can see specific message types in chat. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player can see all messages:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You can see all messages."<br>if player can only see commands:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This game doesn't work with commands-only chat."<br>if player can't see any messages:<br>&nbsp;&nbsp;&nbsp;&nbsp;send action bar "Server shutting down in 5 minutes!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chance</h1> <a href="#CondChance" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">chance of %<a href='./classes.html#number'>number</a>%[(\%)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A condition that randomly succeeds or fails. Valid values are between 0% and 100%, or if the percent sign is omitted between 0 and 1. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> chance of 50%:<br>&nbsp;&nbsp;&nbsp;&nbsp;drop a diamond<br>chance of {chance}% # {chance} between 0 and 100<br>chance of {chance} # {chance} between 0 and 1 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCompare" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Comparison</h1> <a href="#CondCompare" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above)|&gt;) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as)|&gt;=) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] ((less|smaller|lower) than|below)|&lt;) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are)[(n't| not| neither)] (less|smaller|lower|below) [than] or (equal to|the same as)|&lt;=) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((is|are) (not|neither)|isn't|aren't|!=) [equal to] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (is|are|=) [(equal to|the same as)] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (is|are) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (is not|are not|isn't|aren't) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] ((less|smaller|lower) than|below) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were)[(n't| not| neither)] (less|smaller|lower|below) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((was|were) (not|neither)|wasn't|weren't) [equal to] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were) [(equal to|the same as)] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was|were) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (was not|were not|wasn't|weren't) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) ((greater|more|higher|bigger|larger) than|above) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) ((less|smaller|lower) than|below) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be|(will (not|neither) be|won't be)) (less|smaller|lower|below) [than] or (equal to|the same as) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% ((will (not|neither) be|won't be)|(isn't|aren't|is not|are not) (turning|changing) [in]to) [equal to] %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will be [(equal to|the same as)]|(is|are) (turning|changing) [in]to) %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% will be between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[(neither)] %<a href='./classes.html#object'>objects</a>% (will not be|won't be) between %<a href='./classes.html#object'>objects</a>% and %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A very general condition, it simply compares two values. Usually you can only compare for equality (e.g. block is/isn't of &lt;type&gt;), but some values can also be compared using greater than/less than. In that case you can also test for whether an object is between two others. Note: This is the only element where not all patterns are shown. It has actually another two sets of similar patters, but with <code>(was|were)</code> or <code>will be</code> instead of <code>(is|are)</code> respectively, which check different <a href='expressions.html#ExprTimeState'>time states</a> of the first expression. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the clicked block is a stone slab or a double stone slab<br>time in the player's world is greater than 8:00<br>the creature is not an enderman or an ender dragon </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondContains" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Contains</h1> <a href="#CondContains" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (has|have) %<a href='./classes.html#itemtype'>item types</a>% [in [(the[ir]|his|her|its)] inventory]</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>% (doesn't|does not|do not|don't) have %<a href='./classes.html#itemtype'>item types</a>% [in [(the[ir]|his|her|its)] inventory]</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>% contain[s] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>% (doesn't|does not|do not|don't) contain %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#string'>texts</a>/<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Checks whether an inventory contains an item, a text contains another piece of text, or a list (e.g. {list variable::*} or 'drops') contains another object. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block contains 20 cobblestone<br>player has 4 flint and 2 iron ingots<br>{list::*} contains 5 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondDamageCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Cause</h1> <a href="#CondDamageCause" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] damage (was|is|has)[n('|o)t] [been] (caused|done|made) by %<a href='./classes.html#damagecause'>damage cause</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Tests what kind of damage caused a <a href='events.html#damage'>damage event</a>. Refer to the <a href='classes.html#damagecause'>Damage Cause</a> type for a list of all possible causes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # make players use their potions of fire resistance whenever they take any kind of fire damage<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;damage was caused by lava, fire or burning<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is a player<br>&nbsp;&nbsp;&nbsp;&nbsp;victim has a potion of fire resistance<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;apply fire resistance to the victim for 30 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 1 potion of fire resistance from the victim<br># prevent mobs from dropping items under certain circumstances<br>on death:<br>&nbsp;&nbsp;&nbsp;&nbsp;entity is not a player<br>&nbsp;&nbsp;&nbsp;&nbsp;damage wasn't caused by a block explosion, an attack, a projectile, a potion, fire, burning, thorns or poison<br>&nbsp;&nbsp;&nbsp;&nbsp;clear drops </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondAnchorWorks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Do Respawn Anchors Work</h1> <a href="#CondAnchorWorks" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">respawn anchors [do[(n't| not)]] work in %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> </table> <div class="item-description"> Checks whether or not respawn anchors work in a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> respawn anchors work in world "world_nether" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondWillHatch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Egg Will Hatch</h1> <a href="#CondWillHatch" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] egg (will|will not|won't) hatch</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> </table> <div class="item-description"> Whether the egg will hatch in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;if an entity won't hatch:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Better luck next time!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSheared" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Is Sheared</h1> <a href="#CondIsSheared" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) (sheared|shorn)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) (sheared|shorn)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.13+ (cows, sheep & snowmen), Paper 1.19.4+ (all shearable entities)</td> </tr> </table> <div class="item-description"> Checks whether entities are sheared. This condition only works on cows, sheep and snowmen for versions below 1.19.4. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if targeted entity of player is sheared:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This entity has nothing left to shear!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondEntityIsWet" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity is Wet</h1> <a href="#CondEntityIsWet" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) wet</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) wet</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Checks whether an entity is wet or not (in water, rain or a bubble column). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is wet: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondEntityIsInLiquid" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity is in Liquid</h1> <a href="#CondEntityIsInLiquid" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) in (water|lava|[a] bubble[ ]column|rain)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) in (water|lava|[a] bubble[ ]column|rain)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+ (in water), Paper 1.16+ (in rain, lava and bubble column)</td> </tr> </table> <div class="item-description"> Checks whether an entity is in rain, lava, water or a bubble column. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is in rain:<br>if player is in water:<br>player is in lava:<br>player is in bubble column </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondCancelled" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Event Cancelled</h1> <a href="#CondCancelled" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] event is cancel[l]ed</li> <li class="skript-code-block">[the] event (is not|isn't) cancel[l]ed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether or not the event is cancelled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on click:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event is cancelled:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "no clicks allowed!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSet" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exists/Is Set</h1> <a href="#CondIsSet" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>% (exist[s]|(is|are) set)</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>% (do[es](n't| not) exist|(is|are)(n't| not) set)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2</td> </tr> </table> <div class="item-description"> Checks whether a given expression or variable is set. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> {teams::%player's uuid%::preferred-team} is not set<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;projectile exists<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%attacker% used a %projectile% to attack %victim%!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondAI" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has AI</h1> <a href="#CondAI" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) (ai|artificial intelligence)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (doesn't|does not|do not|don't) have (ai|artificial intelligence)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks whether an entity has AI. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity has ai </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondChatFiltering" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Chat Filtering</h1> <a href="#CondChatFiltering" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) (chat|text) filtering (on|enabled)</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have (chat|text) filtering (on|enabled)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether a player has chat filtering enabled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player doesn't have chat filtering enabled:<br>send "&lt;gray&gt;This server may contain mature chat messages. You have been warned!" to player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasClientWeather" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Client Weather</h1> <a href="#CondHasClientWeather" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) [a] (client|custom) weather [set]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have [a] (client|custom) weather [set]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Checks whether the given players have a custom client weather </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player has custom weather:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Your custom weather is %player's weather%" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasCustomModelData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Custom Model Data</h1> <a href="#CondHasCustomModelData" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (has|have) [custom] model data</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (doesn't|does not|do not|don't) have [custom] model data</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.14+</td> </tr> </table> <div class="item-description"> Check if an item has a custom model data tag </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool has custom model data </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondGlowingText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Glowing Text</h1> <a href="#CondGlowingText" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% (has|have) glowing text</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% (doesn't|does not|do not|don't) have glowing text</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Checks whether a sign (either a block or an item) has glowing text </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if target block has glowing text </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasItemCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Item Cooldown</h1> <a href="#CondHasItemCooldown" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) [([an] item|a)] cooldown (on|for) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) %<a href='./classes.html#itemtype'>item types</a>% on [(item|a)] cooldown</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have [([an] item|a)] cooldown (on|for) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have %<a href='./classes.html#itemtype'>item types</a>% on [(item|a)] cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Check whether a cooldown is active on the specified material for a specific player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has player's tool on cooldown:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You can't use this item right now. Wait %item cooldown of player's tool for player%" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondTooltip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Item Tooltips</h1> <a href="#CondTooltip" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [entire|additional] tool[ ]tip[s] of %<a href='./classes.html#itemtype'>item types</a>% (is|are) (shown|hidden)</li> <li class="skript-code-block">[the] [entire|additional] tool[ ]tip[s] of %<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) (shown|hidden)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [entire|additional] tool[ ]tip[s] (is|are) (shown|hidden)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [entire|additional] tool[ ]tip[s] (isn't|is not|aren't|are not) (shown|hidden)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Whether the entire or additional tooltip of an item is shown or hidden. The 'entire tooltip' is what shows to the player when they hover an item (i.e. name, lore, etc.). The 'additional tooltip' hides certain information from certain items (potions, maps, books, fireworks, and banners). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send true if entire tooltip of player's tool is shown<br>if additional tooltip of {_item} is hidden: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasLineOfSight" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Line of Sight</h1> <a href="#CondHasLineOfSight" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) [a] [direct] line of sight to %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% does(n't| not) have [a] [direct] line of sight to %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) no [direct] line of sight to %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Checks whether living entities have an unobstructed line of sight to other entities or locations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player has direct line of sight to location 5 blocks to the right of player<br>victim has line of sight to attacker<br>player has no line of sight to location 100 blocks in front of player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasMetadata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Metadata</h1> <a href="#CondHasMetadata" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#metadataholder'>metadata holders</a>% (has|have) metadata [(value|tag)[s]] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#metadataholder'>metadata holders</a>% (doesn't|does not|do not|don't) have metadata [(value|tag)[s]] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether a metadata holder has a metadata tag. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has metadata value "healer": </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPermission" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Permission</h1> <a href="#CondPermission" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#commandsender'>command senders</a>% (has|have) [the] permission[s] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#commandsender'>command senders</a>% (doesn't|does not|do not|don't) have [the] permission[s] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Test whether a player has a certain permission. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player has permission "skript.tree"<br>victim has the permission "admin":<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You're attacking an admin!" to attacker </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPlayedBefore" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Played Before</h1> <a href="#CondPlayedBefore" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% [(has|have|did)] [already] play[ed] [on (this|the) server] (before|already)</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (has not|hasn't|have not|haven't|did not|didn't) [(already|yet)] play[ed] [on (this|the) server] (before|already|yet)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.7 (multiple players)</td> </tr> </table> <div class="item-description"> Checks whether a player has played on this server before. You can also use <a href='events.html#first_join'>on first join</a> if you want to make triggers for new players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player has played on this server before<br>player hasn't played before </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasPotion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Potion</h1> <a href="#CondHasPotion" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (has|have) potion[s] [effect[s]] %<a href='./classes.html#potioneffecttype'>potion effect types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (doesn't|does not|do not|don't) have potion[s] [effect[s]] %<a href='./classes.html#potioneffecttype'>potion effect types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> </table> <div class="item-description"> Checks whether the given living entities have specific potion effects. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has potion speed:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are sonic!"<br><br>if all players have potion effects speed and haste:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "You are ready to MINE!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasResourcePack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Resource Pack</h1> <a href="#CondHasResourcePack" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (has|have) [a] resource pack [(loaded|installed)]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (doesn't|does not|do not|don't) have [a] resource pack [(loaded|installed)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.9 or newer</td> </tr> </table> <div class="item-description"> Checks whether the given players have a server resource pack loaded. Please note that this can't detect player's own resource pack, only the resource pack that sent by the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player has a resource pack loaded: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondHasScoreboardTag" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Has Scoreboard Tag</h1> <a href="#CondHasScoreboardTag" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (has|have) [the] score[ ]board tag[s] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (doesn't|does not|do not|don't) have [the] score[ ]board tag[s] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Checks whether the given entities has the given <a href='expressions.html#ExprScoreboardTags'>scoreboard tags</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the targeted armor stand has the scoreboard tag "test tag": </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIgnitionProcess" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ignition Process</h1> <a href="#CondIgnitionProcess" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>% ((is|are)|(isn't|is not|aren't|are not)) going to explode</li> <li class="skript-code-block">[creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>% ((is|are)|(isn't|is not|aren't|are not)) in the (ignition|explosion) process</li> <li class="skript-code-block">creeper[s] %<a href='./classes.html#livingentity'>living entities</a>% ((is|are)|(isn't|is not|aren't|are not)) ignited</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.13 or newer</td> </tr> </table> <div class="item-description"> Checks if a creeper is going to explode. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the last spawned creeper is going to explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players in radius 3 of the last spawned creeper<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "RUN!!!" to the loop-player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPastFuture" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">In The Past/Future</h1> <a href="#CondPastFuture" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>% (is|are)[(n't| not)] in the (past|future)</li> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>% ha(s|ve)[(n't| not)] passed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether a date is in the past or future. Note that using the 'now' expression will not be in the past or future when used directly in the condition. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_date} to now<br>wait 5 seconds<br>if {_date} is in the past:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be true<br><br>if now is in the future:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be false<br><br>set {_dates::*} to 1 day from now, 12 days from now, and 1 year from now<br>if {_dates::*} are in the future:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be true<br>if {_dates::*} have passed:<br>&nbsp;&nbsp;&nbsp;&nbsp;# this will be false </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsAdult" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Adult</h1> <a href="#CondIsAdult" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) [an] adult</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) [an] adult</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity is an adult. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on drink:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity is not an adult<br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsAlive" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Alive</h1> <a href="#CondIsAlive" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (alive|dead)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (alive|dead)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.4-alpha4 (non-living entity support)</td> </tr> </table> <div class="item-description"> Checks whether an entity is alive. Works for non-living entities too. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {villager-buddy::%player's uuid%} is not dead:<br><br>on shoot:<br>&nbsp;&nbsp;&nbsp;&nbsp;while the projectile is alive: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBaby" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Baby</h1> <a href="#CondIsBaby" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) a (child|baby)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) a (child|baby)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity is a baby. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on drink:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity is a baby<br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBanned" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Banned</h1> <a href="#CondIsBanned" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#string'>texts</a>% (is|are) banned</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>/<a href='./classes.html#string'>texts</a>% (is|are) IP[(-| )]banned</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) banned</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>/<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) IP[(-| )]banned</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Checks whether a player or IP is banned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is banned<br>victim is not IP-banned<br>"127.0.0.1" is banned </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondRespawnLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Bed/Anchor Spawn</h1> <a href="#CondRespawnLocation" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] respawn location (was|is)[(n'| no)t] [a] (bed|respawn anchor)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#respawn">respawn</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> </table> <div class="item-description"> Checks what the respawn location of a player in the respawn event is. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on respawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;the respawn location is a bed<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% is respawning in their bed! So cozy!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Block</h1> <a href="#CondIsBlock" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) ([a] block|blocks)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) ([a] block|blocks)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Checks whether an item is a block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's held item is a block<br>{list::*} are blocks </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBlockRedstonePowered" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Block Redstone Powered</h1> <a href="#CondIsBlockRedstonePowered" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) redstone powered</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) indirectly redstone powered</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are)(n't| not) redstone powered</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are)(n't| not) indirectly redstone powered</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks if a block is indirectly or directly powered by redstone </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if clicked block is redstone powered:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This block is well-powered by redstone!"<br>if clicked block is indirectly redstone powered:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This block is indirectly redstone powered." </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBlocking" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Blocking</h1> <a href="#CondIsBlocking" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) (blocking|defending) [with [a] shield]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) (blocking|defending) [with [a] shield]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Checks whether a player is blocking with their shield. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is blocking<br>&nbsp;&nbsp;&nbsp;&nbsp;damage attacker by 0.5 hearts </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsBurning" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Burning</h1> <a href="#CondIsBurning" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (burning|ignited|on fire)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (burning|ignited|on fire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether an entity is on fire, e.g. a zombie due to being in sunlight, or any entity after falling into lava. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # increased attack against burning targets<br>victim is burning:<br>&nbsp;&nbsp;&nbsp;&nbsp;increase damage by 2 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsCharged" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Charged</h1> <a href="#CondIsCharged" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (charged|powered)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (charged|powered)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (withers, wither skulls)</td> </tr> </table> <div class="item-description"> Checks if a creeper, wither, or wither skull is charged (powered). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the last spawned creeper is charged:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A charged creeper is at %location of last spawned creeper%" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsClimbing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Climbing</h1> <a href="#CondIsClimbing" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) climbing</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) climbing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.17+</td> </tr> </table> <div class="item-description"> Whether a living entity is climbing, such as a spider up a wall or a player on a ladder. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn a spider at location of spawn<br>wait a second<br>if the last spawned spider is climbing:<br>&nbsp;&nbsp;&nbsp;&nbsp;message"The spider is now climbing!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsCommandBlockConditional" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Conditional</h1> <a href="#CondIsCommandBlockConditional" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) [un]conditional</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) [un]conditional</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether a command block is conditional or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {_block} is conditional:<br>&nbsp;&nbsp;&nbsp;&nbsp;make {_block} unconditional </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsEdible" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Edible</h1> <a href="#CondIsEdible" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) edible</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) edible</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is edible. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> steak is edible<br>player's tool is edible </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsEmpty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Empty</h1> <a href="#CondIsEmpty" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#string'>texts</a>% (is|are) empty</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#string'>texts</a>% (isn't|is not|aren't|are not) empty</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Checks whether an inventory, an inventory slot, or a text is empty. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's inventory is empty </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsEnchanted" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Enchanted</h1> <a href="#CondIsEnchanted" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) enchanted [with %<a href='./classes.html#enchantmenttype'>enchantment type</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) enchanted [with %<a href='./classes.html#enchantmenttype'>enchantment type</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> Checks whether an item is enchanted. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tool of the player is enchanted with efficiency 2<br>helm, chestplate, leggings or boots are enchanted </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsDivisibleBy" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Evenly Divisible By</h1> <a href="#CondIsDivisibleBy" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% (is|are) evenly divisible by %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% (isn't|is not|aren't|are not) evenly divisible by %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% can be evenly divided by %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>% (can't|can[ ]not) be evenly divided by %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Check if a number is evenly divisible by another number. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if 5 is evenly divisible by 5:<br>if 11 cannot be evenly divided by 10: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFireResistant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Fire Resistant</h1> <a href="#CondIsFireResistant" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) (fire resistant|resistant to fire)</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) (fire resistant|resistant to fire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Checks whether an item is fire resistant. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's tool is fire resistant:<br>if {_items::*} aren't resistant to fire: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFlammable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Flammable</h1> <a href="#CondIsFlammable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) flammable</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) flammable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is flammable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> wood is flammable<br>player's tool is flammable </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFlying" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Flying</h1> <a href="#CondIsFlying" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) flying</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) flying</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is not flying </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFrozen" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Frozen</h1> <a href="#CondIsFrozen" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) frozen</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) frozen</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether an entity is frozen. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is frozen:<br>&nbsp;&nbsp;&nbsp;&nbsp;kill player </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsFuel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Fuel</h1> <a href="#CondIsFuel" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) [furnace] fuel</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) [furnace] fuel</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.11.2+</td> </tr> </table> <div class="item-description"> Checks whether an item can be used as fuel in a furnace. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on furnace:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player's tool is not fuel:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Please hold a valid fuel item in your hand"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsGliding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Gliding</h1> <a href="#CondIsGliding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) gliding</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) gliding</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a living entity is gliding. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player is gliding </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsHandRaised" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Hand Raised</h1> <a href="#CondIsHandRaised" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [main] hand[s] (is|are) raised</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [main] hand[s] (isn't|is not|aren't|are not) raised</li> <li class="skript-code-block">[main] hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (is|are) raised</li> <li class="skript-code-block">[main] hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) raised</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] off[ |-]hand[s] (is|are) raised</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] off[ |-]hand[s] (isn't|is not|aren't|are not) raised</li> <li class="skript-code-block">off[ |-]hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (is|are) raised</li> <li class="skript-code-block">off[ |-]hand[s] of %<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) raised</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether an entity has one or both of their hands raised. Hands are raised when an entity is using an item (eg: blocking, drawing a bow, eating). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim's main hand is raised:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;drop player's tool at player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set player's tool to air </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondItemInHand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Holding</h1> <a href="#CondItemInHand" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] ha(s|ve) %<a href='./classes.html#itemtype'>item types</a>% in [main] hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is|are) holding %<a href='./classes.html#itemtype'>item types</a>% [in main hand]</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] ha(s|ve) %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is|are) holding %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (ha(s|ve) not|do[es]n't have) %<a href='./classes.html#itemtype'>item types</a>% in [main] hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is not|isn't) holding %<a href='./classes.html#itemtype'>item types</a>% [in main hand]</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (ha(s|ve) not|do[es]n't have) %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> <li class="skript-code-block">[%<a href='./classes.html#livingentity'>living entities</a>%] (is not|isn't) holding %<a href='./classes.html#itemtype'>item types</a>% in off[(-| )]hand</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Checks whether a player is holding a specific item. Cannot be used with endermen, use 'entity is [not] an enderman holding &lt;item type&gt;' instead. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is holding a stick<br>victim isn't holding a sword of sharpness </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInLove" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is In Love</h1> <a href="#CondIsInLove" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) in lov(e|ing) [state|mode]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) in lov(e|ing) [state|mode]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Checks whether or not a living entity is in love. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of living entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;if entity is in love:<br>broadcast "That was quick!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIncendiary" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Incendiary</h1> <a href="#CondIncendiary" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% ((is|are) incendiary|cause[s] a[n] (incendiary|fiery) explosion)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% ((is not|are not|isn't|aren't) incendiary|(does not|do not|doesn't|don't) cause[s] a[n] (incendiary|fiery) explosion)</li> <li class="skript-code-block">the [event(-| )]explosion (is|(is not|isn't)) (incendiary|fiery)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks if an entity will create fire when it explodes. This condition is also usable in an explosion prime event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the explosion is fiery:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A fiery explosive has been ignited!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInfinite" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Infinite</h1> <a href="#CondIsInfinite" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#potioneffect'>potion effects</a>% (is|are) infinite</li> <li class="skript-code-block">%<a href='./classes.html#potioneffect'>potion effects</a>% (isn't|is not|aren't|are not) infinite</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether potion effects are infinite. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> all of the active potion effects of the player are infinite </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInteractable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Interactable</h1> <a href="#CondIsInteractable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) interactable</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) interactable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13+</td> </tr> </table> <div class="item-description"> Checks wether or not a block is interactable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block break:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is interactable:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You cannot break interactable blocks!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInvisible" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Invisible</h1> <a href="#CondIsInvisible" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) (invisible|visible)</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) (invisible|visible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a living entity is invisible. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is invisible </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsInvulnerable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Invulnerable</h1> <a href="#CondIsInvulnerable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#gamemode'>gamemodes</a>% (is|are) (invulnerable|invincible)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#gamemode'>gamemodes</a>% (isn't|is not|aren't|are not) (invulnerable|invincible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (gamemode)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.20.6+ (gamemodes)</td> </tr> </table> <div class="item-description"> Checks whether an entity or a gamemode is invulnerable. For gamemodes, Paper and Minecraft 1.20.6 are required </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is invulnerable<br><br>loop all gamemodes:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-value is not invulnerable:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "the gamemode %loop-value% is vulnerable!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsJumping" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Jumping</h1> <a href="#CondIsJumping" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) jumping</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) jumping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.15+</td> </tr> </table> <div class="item-description"> Checks whether a living entity is jumping. This condition does not work on players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of zombie:<br>&nbsp;&nbsp;&nbsp;&nbsp;while event-entity is not jumping:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;wait 5 ticks<br>&nbsp;&nbsp;&nbsp;&nbsp;push event-entity upwards </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondLeashed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Leashed</h1> <a href="#CondLeashed" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) leashed</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) leashed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks to see if an entity is currently leashed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is leashed </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsLoaded" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Loaded</h1> <a href="#CondIsLoaded" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">chunk[s] %<a href='./classes.html#direction'>directions</a>% [%<a href='./classes.html#location'>locations</a>%] (is|are)[((n't| not))] loaded</li> <li class="skript-code-block">chunk [at] %<a href='./classes.html#number'>number</a>%, %<a href='./classes.html#number'>number</a>% (in|of) [world] %<a href='./classes.html#world'>world</a>% is[((n't| not))] loaded</li> <li class="skript-code-block">[world[s]] %<a href='./classes.html#world'>worlds</a>% (is|are)[((n't| not))] loaded</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, 2.5 (revamp with chunk at location/coords)</td> </tr> </table> <div class="item-description"> Checks whether or not a chunk/world is loaded. 'chunk at 1, 1' uses chunk coords, which are location coords divided by 16. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if chunk at {home::%player's uuid%} is loaded:<br>if chunk 1, 10 in world "world" is loaded:<br>if world("lobby") is loaded: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsMember" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Member/Owner of Region</h1> <a href="#CondIsMember" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are) ([a] member|[(the|an)] owner) of [[the] region] %<a href='./classes.html#region'>regions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are)(n't| not) ([a] member|[(the|an)] owner) of [[the] region] %<a href='./classes.html#region'>regions</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Checks whether a player is a member or owner of a particular region. This condition requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on region enter:<br>&nbsp;&nbsp;&nbsp;&nbsp;player is the owner of the region<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Welcome back to %region%!"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%player% just entered %region%!" to all members of the region </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsVectorNormalized" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Normalized</h1> <a href="#CondIsVectorNormalized" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>% (is|are) normalized</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>% (isn't|is not|aren't|are not) normalized</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Checks whether a vector is normalized i.e. length of 1 </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> vector of player's location is normalized </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOccluding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Occluding</h1> <a href="#CondIsOccluding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) occluding</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) occluding</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Checks whether an item is a block and completely blocks vision. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is occluding </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOnline" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Online</h1> <a href="#CondIsOnline" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are) (online|offline|connected)</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (isn't|is not|aren't|are not) (online|offline|connected)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.20+ (Connected)</td> </tr> </table> <div class="item-description"> Checks whether a player is online. The 'connected' pattern will return false once this player leaves the server, even if they rejoin. Be aware that using the 'connected' pattern with a variable will not have this special behavior. Use the direct event-player or other non-variable expression for best results. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is online<br>player-argument is offline<br>while player is connected:<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 60 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;send "hello!" to player<br><br># The following will act like `{_player} is online`.<br># Using variables with `is connected` will not behave the same as with non-variables.<br>while {_player} is connected:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "online!"<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 tick </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Operator</h1> <a href="#CondIsOp" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are) [[a] server|an] op[erator][s]</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (isn't|is not|aren't|are not) [[a] server|an] op[erator][s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a player is a server operator. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is an operator </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPassable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Passable</h1> <a href="#CondIsPassable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (is|are) passable</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) passable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13.2+</td> </tr> </table> <div class="item-description"> Checks whether a block is passable. A block is passable if it has no colliding parts that would prevent players from moving through it. Blocks like tall grass, flowers, signs, etc. are passable, but open doors, fence gates, trap doors, etc. are not because they still have parts that can be collided with. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's targeted block is passable </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPathfinding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Pathfinding</h1> <a href="#CondIsPathfinding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) pathfinding [to[wards] %<a href='./classes.html#livingentity'>living entity</a>/<a href='./classes.html#location'>location</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) pathfinding [to[wards] %<a href='./classes.html#livingentity'>living entity</a>/<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Checks whether living entities are pathfinding. Can only be a living entity that is a Mob. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make {_entity} pathfind to {_location} at speed 2<br>while {_entity} is pathfinding<br>&nbsp;&nbsp;&nbsp;&nbsp;wait a second<br>launch flickering trailing burst firework colored red at location of {_entity}<br>subtract 10 from {defence::tower::health}<br>clear entity within {_entity} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPluginEnabled" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Plugin Enabled</h1> <a href="#CondIsPluginEnabled" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">plugin[s] %<a href='./classes.html#string'>texts</a>% (is|are) enabled</li> <li class="skript-code-block">plugin[s] %<a href='./classes.html#string'>texts</a>% (is|are)(n't| not) enabled</li> <li class="skript-code-block">plugin[s] %<a href='./classes.html#string'>texts</a>% (is|are) disabled</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> </table> <div class="item-description"> Check if a plugin is enabled/disabled on the server. Plugin names can be found in the plugin's 'plugin.yml' file or by using the '/plugins' command, they are NOT the name of the plugin's jar file. When checking if a plugin is not enabled, this will return true if the plugin is either disabled or not on the server. When checking if a plugin is disabled, this will return true if the plugin is on the server and is disabled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if plugin "Vault" is enabled:<br>if plugin "WorldGuard" is not enabled:<br>if plugins "Essentials" and "Vault" are enabled:<br>if plugin "MyBrokenPlugin" is disabled: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPoisoned" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Poisoned</h1> <a href="#CondIsPoisoned" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) poisoned</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) poisoned</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether an entity is poisoned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is poisoned:<br>&nbsp;&nbsp;&nbsp;&nbsp;cure the player from poison<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You have been cured!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPreferredTool" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Preferred Tool</h1> <a href="#CondIsPreferredTool" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%'s preferred tool[s]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) [the|a] preferred tool[s] (for|of) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are)(n't| not) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%'s preferred tool[s]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are)(n't| not) [the|a] preferred tool[s] (for|of) %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.16.5+, Paper 1.19.2+ (blockdata)</td> </tr> </table> <div class="item-description"> Checks whether an item is the preferred tool for a block. A preferred tool is one that will drop the block's item when used. For example, a wooden pickaxe is a preferred tool for grass and stone blocks, but not for iron ore. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on left click:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-block is set<br>&nbsp;&nbsp;&nbsp;&nbsp;if player's tool is the preferred tool for event-block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;break event-block naturally using player's tool<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsPressingKey" data-keywords="press, input"> <div class="item-title"> <h1 style="display: inline-block">Is Pressing Key</h1> <a href="#CondIsPressingKey" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (was|were) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (wasn't|was not|weren't|were not) pressing %<a href='./classes.html#inputkey'>input keys</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.2+</td> </tr> </table> <div class="item-description"> Checks if a player is pressing a certain input key. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player input:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player is pressing forward movement key:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You are moving forward!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsRiding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Riding</h1> <a href="#CondIsRiding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) riding [%<a href='./classes.html#entitydata'>entity types</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) riding [%<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Tests whether an entity is riding another or is in a vehicle. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is riding a saddled pig </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsRiptiding" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Riptiding</h1> <a href="#CondIsRiptiding" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) riptiding</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) riptiding</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks to see if an entity is currently using the Riptide enchantment. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is riptiding </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondScriptLoaded" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Script Loaded</h1> <a href="#CondScriptLoaded" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">script[s] [%<a href='./classes.html#string'>texts</a>%] (is|are) loaded</li> <li class="skript-code-block">script[s] [%<a href='./classes.html#string'>texts</a>%] (isn't|is not|aren't|are not) loaded</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> </table> <div class="item-description"> Check if the current script, or another script, is currently loaded. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> script is loaded<br>script "example.sk" is loaded </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSilent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Silent</h1> <a href="#CondIsSilent" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) silent</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) silent</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks whether an entity is silent i.e. its sounds are disabled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> target entity is silent </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSleeping" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Sleeping</h1> <a href="#CondIsSleeping" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) sleeping</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) sleeping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is sleeping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # cut your enemies' throats in their sleep &gt;=)<br>on attack:<br>&nbsp;&nbsp;&nbsp;&nbsp;attacker is holding a sword<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is sleeping<br>&nbsp;&nbsp;&nbsp;&nbsp;increase the damage by 1000 </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSlimeChunk" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Slime Chunk</h1> <a href="#CondIsSlimeChunk" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#chunk'>chunk</a>% (is|are) ([a] slime chunk|slime chunks|slimey)</li> <li class="skript-code-block">%<a href='./classes.html#chunk'>chunk</a>% (isn't|is not|aren't|are not) ([a] slime chunk|slime chunks|slimey)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Tests whether a chunk is a so-called slime chunk. Slimes can generally spawn in the swamp biome and in slime chunks. For more info, see <a href='https://minecraft.wiki/w/Slime#.22Slime_chunks.22'>the Minecraft wiki</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /slimey:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if chunk at player is a slime chunk:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Yeah, it is!"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Nope, it isn't" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSneaking" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Sneaking</h1> <a href="#CondIsSneaking" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) sneaking</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) sneaking</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is sneaking. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevent mobs from seeing sneaking players if they are at least 4 meters apart<br>on target:<br>&nbsp;&nbsp;&nbsp;&nbsp;target is sneaking<br>&nbsp;&nbsp;&nbsp;&nbsp;distance of target and the entity is bigger than 4<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSolid" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Solid</h1> <a href="#CondIsSolid" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) solid</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) solid</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is solid. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> grass block is solid<br>player's tool isn't solid </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSprinting" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Sprinting</h1> <a href="#CondIsSprinting" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (is|are) sprinting</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>% (isn't|is not|aren't|are not) sprinting</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Checks whether a player is sprinting. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is not sprinting </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsStackable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Stackable</h1> <a href="#CondIsStackable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>% (is|are) stackable</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>% (isn't|is not|aren't|are not) stackable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether an item is stackable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> diamond axe is stackable<br>birch wood is stackable<br>torch is stackable </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSwimming" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Swimming</h1> <a href="#CondIsSwimming" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) swimming</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) swimming</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.13 or newer</td> </tr> </table> <div class="item-description"> Checks whether a living entity is swimming. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is swimming </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsTameable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Tameable</h1> <a href="#CondIsTameable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) tameable</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) tameable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Check if an entity is tameable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim is tameable:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsTamed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Tamed</h1> <a href="#CondIsTamed" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) (tamed|domesticated)</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) (tamed|domesticated)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Check if a tameable entity is tamed (horse, parrot, cat, etc.). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send true if {_horse} is tamed<br>tame {_horse} if {_horse} is untamed </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsTransparent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Transparent</h1> <a href="#CondIsTransparent" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) transparent</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) transparent</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Checks whether an item is transparent. Note that this condition may not work for all blocks, due to the transparency list used by Spigot not being completely accurate. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is transparent. </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsUnbreakable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Unbreakable</h1> <a href="#CondIsUnbreakable" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (is|are) [un]breakable</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>% (isn't|is not|aren't|are not) [un]breakable</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1, 2.9.0 (breakable)</td> </tr> </table> <div class="item-description"> Checks whether an item is unbreakable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if event-item is unbreakable:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This item is unbreakable!" to player<br>if tool of {_p} is breakable:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your tool is breakable!" to {_p} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsUsingFeature" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Using Experimental Feature</h1> <a href="#CondIsUsingFeature" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [current] script is using %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">[the] [current] script is(n't| not) using %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> </table> <div class="item-description"> Checks whether a script is using an experimental feature by name. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the script is using "example feature"<br>on load:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the script is using "example feature":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "You're using an experimental feature!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsValid" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Valid</h1> <a href="#CondIsValid" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) valid</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) valid</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether an entity has died or been despawned for some other reason. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if event-entity is valid </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsWearing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Wearing</h1> <a href="#CondIsWearing" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) wearing %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) wearing %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Checks whether a player is wearing some armour. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is wearing an iron chestplate and iron leggings<br>player is wearing all diamond armour </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsWhitelisted" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Whitelisted</h1> <a href="#CondIsWhitelisted" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] server (is|(isn't|is not)) (in white[ ]list mode|white[ ]listed)</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>% (is|are|(isn't|is not|aren't|are not)) white[ ]listed</li> <li class="skript-code-block">[the] server white[ ]list (is|(isn't|is not)) enforced</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2, 2.9.0 (enforce, offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17+ (enforce)</td> </tr> </table> <div class="item-description"> Whether or not the server or a player is whitelisted, or the server is whitelist enforced. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player is whitelisted:<br>if the server is whitelisted:<br>if the server whitelist is enforced: </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsWithin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Within</h1> <a href="#CondIsWithin" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (isn't|is not|aren't|are not) within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) (within|in[side [of]]) %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#chunk'>chunk</a>/<a href='./classes.html#world'>world</a>/<a href='./classes.html#block'>block</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (isn't|is not|aren't|are not) (within|in[side [of]]) %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#chunk'>chunk</a>/<a href='./classes.html#world'>world</a>/<a href='./classes.html#block'>block</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17+ (within block)</td> </tr> </table> <div class="item-description"> Whether a location is within something else. The "something" can be a block, an entity, a chunk, a world, or a cuboid formed by two other locations. Note that using the <a href='conditions.html#CondCompare'>is between</a> condition will refer to a straight line between locations, while this condition will refer to the cuboid between locations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's location is within {_loc1} and {_loc2}:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are in a PvP zone!" to player<br><br>if player is in world("world"):<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are in the overworld!" to player<br><br>if attacker's location is inside of victim:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Back up!" to attacker and victim </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondWithinRadius" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is Within Radius</h1> <a href="#CondWithinRadius" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) within %<a href='./classes.html#number'>number</a>% (block|metre|meter)[s] (around|of) %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (isn't|is not|aren't|are not) within %<a href='./classes.html#number'>number</a>% (block|metre|meter)[s] (around|of) %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Checks whether a location is within a certain radius of another location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;if attacker's location is within 10 blocks around {_spawn}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't PVP in spawn." </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsSkriptCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is a Skript command</h1> <a href="#CondIsSkriptCommand" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% (is|are) [a] s(k|c)ript (command|cmd)</li> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% (isn't|is not|aren't|are not) [a] s(k|c)ript (command|cmd)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> </table> <div class="item-description"> Checks whether a command/string is a custom Skript command. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Example 1<br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;command is a skript command<br><br># Example 2<br>"sometext" is a skript command </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOfType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is of Type</h1> <a href="#CondIsOfType" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#entity'>entities</a>% (is|are) of type[s] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entitydata'>entity types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) of type[s] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entitydata'>entity types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Checks whether an item or an entity is of the given type. This is mostly useful for variables, as you can use the general 'is' condition otherwise (e.g. 'victim is a creeper'). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tool is of type {selected type}<br>victim is of type {villager type} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsOnGround" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Is on Ground</h1> <a href="#CondIsOnGround" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (is|are) on [the] ground</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>% (isn't|is not|aren't|are not) on [the] ground</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev26</td> </tr> </table> <div class="item-description"> Checks whether an entity is on ground. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is not on ground </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondIsLeftHanded" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Left Handed</h1> <a href="#CondIsLeftHanded" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (is|are) (left|right)( |-)handed</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>% (isn't|is not|aren't|are not) (left|right)( |-)handed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.17.1+ (entities)</td> </tr> </table> <div class="item-description"> Checks if living entities or players are left or right-handed. Armor stands are neither right nor left-handed. Paper 1.17.1+ is required for non-player entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim is left handed:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondLidState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lid Is Open/Closed</h1> <a href="#CondLidState" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] lid[s] of %<a href='./classes.html#block'>blocks</a>% (is|are) (open[ed]|close[d])</li> <li class="skript-code-block">[the] lid[s] of %<a href='./classes.html#block'>blocks</a>% (isn't|is not|aren't|are not) (open[ed]|close[d])</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] lid[s] (is|are) (open[ed]|close[d])</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] lid[s] (isn't|is not|aren't|are not) (open[ed]|close[d])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Check to see whether lidded blocks (chests, shulkers, etc.) are open or closed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the lid of {_chest} is closed:<br>&nbsp;&nbsp;&nbsp;&nbsp;open the lid of {_block} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondMatches" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Matches</h1> <a href="#CondMatches" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (match[es]|do[es](n't| not) match) %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (partially match[es]|do[es](n't| not) partially match) %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> </table> <div class="item-description"> Checks whether the defined strings match the input regexes (Regular expressions). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;if message partially matches "\d":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Message contains a digit!"<br>&nbsp;&nbsp;&nbsp;&nbsp;if message doesn't match "[A-Za-z]+":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Message doesn't only contain letters!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondPvP" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">PvP</h1> <a href="#CondPvP" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(is PvP|PvP is) enabled [in %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">(is PvP|PvP is) disabled [in %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> </table> <div class="item-description"> Checks the PvP state of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> PvP is enabled<br>PvP is disabled in "world" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondRegionContains" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region Contains</h1> <a href="#CondRegionContains" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[[the] region] %<a href='./classes.html#region'>regions</a>% contain[s] %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are) ([contained] in|part of) [[the] region] %<a href='./classes.html#region'>regions</a>%</li> <li class="skript-code-block">[[the] region] %<a href='./classes.html#region'>regions</a>% (do|does)(n't| not) contain %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>% (is|are)(n't| not) (contained in|part of) [[the] region] %<a href='./classes.html#region'>regions</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Checks whether a location is contained in a particular <a href='./classes.html#region'>region</a>. This condition requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player is in the region {regions::3}<br><br>on region enter:<br>&nbsp;&nbsp;&nbsp;&nbsp;region contains {flags.%world%.red}<br>&nbsp;&nbsp;&nbsp;&nbsp;message "The red flag is near!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondResourcePack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Resource Pack</h1> <a href="#CondResourcePack" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] resource pack (was|is|has) [been] %<a href='./classes.html#resourcepackstate'>resource pack state</a>%</li> <li class="skript-code-block">[the] resource pack (was|is|has)(n't| not) [been] %<a href='./classes.html#resourcepackstate'>resource pack state</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#resource_pack_request_response">resource pack request response</a></td> </tr> </table> <div class="item-description"> Checks state of the resource pack in a <a href='events.html#resource_pack_request_action'>resource pack request response</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on resource pack response:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the resource pack wasn't accepted:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "You have to install the resource pack to play in this server!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondMinecraftVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Running Minecraft</h1> <a href="#CondMinecraftVersion" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">running [below] minecraft %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Checks if current Minecraft version is given version or newer. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> running minecraft "1.14" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondStartsEndsWith" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Starts/Ends With</h1> <a href="#CondStartsEndsWith" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (start|end)[s] with %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% (doesn't|does not|do not|don't) (start|end) with %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36, 2.5.1 (multiple strings support)</td> </tr> </table> <div class="item-description"> Checks if a text starts or ends with another. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the argument starts with "test" or "debug":<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Stop!" </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondTextDisplayHasDropShadow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Has Drop Shadow</h1> <a href="#CondTextDisplayHasDropShadow" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[[the] text of] %<a href='./classes.html#display'>displays</a>% (has|have) [a] (drop|text) shadow</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text (has|have) [a] (drop|text) shadow</li> <li class="skript-code-block">[[the] text of] %<a href='./classes.html#display'>displays</a>% (doesn't|does not|do not|don't) have [a] (drop|text) shadow</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text (doesn't|does not|do not|don't) have [a] (drop|text) shadow</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Returns whether the text of a display has drop shadow applied. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {_display} has drop shadow:<br>&nbsp;&nbsp;&nbsp;&nbsp;remove drop shadow from the text of {_display} </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondTextDisplaySeeThroughBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Visible Through Blocks</h1> <a href="#CondTextDisplaySeeThroughBlocks" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>% (is|are) visible through (blocks|walls)</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>% (isn't|is not|aren't|are not) visible through (blocks|walls)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Returns whether text displays can be seen through blocks or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if last spawned text display is visible through walls:<br>&nbsp;&nbsp;&nbsp;&nbsp;prevent last spawned text display from being visible through walls </div> </div> </div> </div> <div class="item-wrapper type-Condition" id="CondDate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time</h1> <a href="#CondDate" class="link-icon">&#128279;</a> <p class="item-type">Condition</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#date'>date</a>% (was|were)( more|(n't| not) less) than %<a href='./classes.html#timespan'>time span</a>% [ago]</li> <li class="skript-code-block">%<a href='./classes.html#date'>date</a>% (was|were)((n't| not) more| less) than %<a href='./classes.html#timespan'>time span</a>% [ago]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Tests whether a given <a href='classes.html#date'>real time</a> was more or less than some <a href='classes.html#timespan'>time span</a> ago. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /command-with-cooldown:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{command::%player's uuid%::last-usage} was less than a minute ago:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Please wait a minute between uses of this command."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {command::%player's uuid%::last-usage} to now<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# ... actual command trigger here ... </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecConditional" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Conditionals</h1> <a href="#SecConditional" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">else</li> <li class="skript-code-block">else [parse] if &lt;.+&gt;</li> <li class="skript-code-block">else [parse] if (any|at least one [of])</li> <li class="skript-code-block">else [parse] if [all]</li> <li class="skript-code-block">[parse] if (any|at least one [of])</li> <li class="skript-code-block">[parse] if [all]</li> <li class="skript-code-block">[parse] if &lt;.+&gt;</li> <li class="skript-code-block">then [run]</li> <li class="skript-code-block">implicit:&lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Conditional sections if: executed when its condition is true else if: executed if all previous chained conditionals weren't executed, and its condition is true else: executed if all previous chained conditionals weren't executed<p>parse if: a special case of 'if' condition that its code will not be parsed if the condition is not true else parse if: another special case of 'else if' condition that its code will not be parsed if all previous chained conditionals weren't executed, and its condition is true </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's health is greater than or equal to 4:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your health is okay so far but be careful!"<br><br>else if player's health is greater than 2:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You need to heal ASAP, your health is very low!"<br><br>else: # Less than 2 hearts<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are about to DIE if you don't heal NOW. You have only %player's health% heart(s)!"<br><br>parse if plugin "SomePluginName" is enabled: # parse if %condition%<br>&nbsp;&nbsp;&nbsp;&nbsp;# This code will only be executed if the condition used is met otherwise Skript will not parse this section therefore will not give any errors/info about this section<br> </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecFilter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Filter (Section)</h1> <a href="#SecFilter" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">filter %<a href='./classes.html#object'>objects</a>% to match [any|all]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Filters a variable list based on the supplied conditions. Unlike the filter expression, this effect maintains the indices of the filtered list. It also supports filtering based on meeting any of the given criteria, rather than all, like multi-line if statements. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_a::*} to integers between -10 and 10<br><br>filter {_a::*} to match:<br>&nbsp;&nbsp;&nbsp;&nbsp;input is a number<br>&nbsp;&nbsp;&nbsp;&nbsp;mod(input, 2) = 0<br>&nbsp;&nbsp;&nbsp;&nbsp;input &gt; 0<br><br>send {_a::*} # sends 2, 4, 6, 8, and 10 </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecLoop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loop</h1> <a href="#SecLoop" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">loop %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Loop sections repeat their code with multiple values.<p>A loop will loop through all elements of the given expression, e.g. all players, worlds, items, etc. The conditions & effects inside the loop will be executed for every of those elements, which can be accessed with ‘loop-<what>’, e.g. <code>send "hello" to loop-player</code>. When a condition inside a loop is not fulfilled the loop will start over with the next element of the loop. You can however use <code>stop loop</code> to exit the loop completely and resume code execution after the end of the loop.<p><b>Loopable Values</b> All <a href="/expressions.html">expressions</a> that represent more than one value, e.g. ‘all players’, ‘worlds’, etc., as well as list variables, can be looped. You can also use a list of expressions, e.g. <code>loop the victim and the attacker</code>, to execute the same code for only a few values.<p><b>List Variables</b> When looping list variables, you can also use <code>loop-index</code> in addition to <code>loop-value</code> inside the loop. <code>loop-value</code> is the value of the currently looped variable, and <code>loop-index</code> is the last part of the variable's name (the part where the list variable has its asterisk *). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Hello %loop-player%!" to loop-player<br><br>loop items in player's inventory:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-item is dirt:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set loop-item to air<br><br>loop 10 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;send title "%11 - loop-value%" and subtitle "seconds left until the game begins" to player for 1 second # 10, 9, 8 etc.<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second<br><br>loop {Coins::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;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 actually coins value such as 200 </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecWhile" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">While Loop</h1> <a href="#SecWhile" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[do] while &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.6 (do while)</td> </tr> </table> <div class="item-description"> While Loop sections are loops that will just keep repeating as long as a condition is met. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> while size of all players &lt; 5:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "More players are needed to begin the adventure" to all players<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 5 seconds<br><br>set {_counter} to 1<br>do while {_counter} &gt; 1: # false but will increase {_counter} by 1 then get out<br>&nbsp;&nbsp;&nbsp;&nbsp;add 1 to {_counter}<br><br># Be careful when using while loops with conditions that are almost <br># always true for a long time without using 'wait %timespan%' inside it, <br># otherwise it will probably hang and crash your server.<br>while player is online:<br>&nbsp;&nbsp;&nbsp;&nbsp;give player 1 dirt<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second # without using a delay effect the server will crash </div> </div> </div> </div> <div class="item-wrapper type-Event" id="at_time" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">At Time</h1> <a href="#at_time" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] at %<a href='./classes.html#time'>time</a>% [in %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> </table> <div class="item-description"> An event that occurs at a given <a href='./classes.html#time'>minecraft time</a> in every world or only in specific worlds. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> at 18:00 <br>at 7am in "world" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="anvil_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Anvil Damage</h1> <a href="#anvil_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] anvil damag(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called when an anvil is damaged/broken from being used to repair/rename items. Note: this does not include anvil damage from falling. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on anvil damage: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="anvil_prepare" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Anvil Prepare</h1> <a href="#anvil_prepare" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] anvil prepar(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on anvil prepare: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-item is set # result item <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 5%: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set repair cost to repair cost * 50% <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You're LUCKY! You got 50% discount." to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="aoe_cloud_effect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On AoE Cloud Effect</h1> <a href="#aoe_cloud_effect" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (area|AoE) [cloud] effect</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when area effect cloud applies its potion effect. This happens every 5 ticks by default. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on area cloud effect: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="arm_swing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Arm Swing</h1> <a href="#arm_swing" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] arm swing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Called when a player swings their arm. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on arm swing: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You swung your arm!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="armor_change" data-keywords="armour"> <div class="item-title"> <h1 style="display: inline-block">On Armor Change</h1> <a href="#armor_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] armo[u]r change[d]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called when armor pieces of a player are changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on armor change: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You equipped %event-item%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bed_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bed Enter</h1> <a href="#bed_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bed enter[ing]</li> <li class="skript-code-block">[on] [player] enter[ing] [a] bed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts sleeping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bed enter: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bed_leave" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bed Leave</h1> <a href="#bed_leave" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bed leav(e|ing)</li> <li class="skript-code-block">[on] [player] leav(e|ing) [a] bed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player leaves a bed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player leaving a bed: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bell_resonate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bell Resonate</h1> <a href="#bell_resonate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bell resonat(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Called when a bell resonates, highlighting nearby raiders. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bell resonate: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;amp;amp;amp;lt;red&amp;amp;amp;amp;gt;Raiders are nearby!" to all players in radius 32 around event-block </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bell_ring" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bell Ring</h1> <a href="#bell_ring" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bell ring[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+ or Paper 1.16.5+ (no event-direction)</td> </tr> </table> <div class="item-description"> Called when a bell is rung. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bell ring: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;amp;amp;amp;lt;gold&amp;amp;amp;amp;gt;Ding-dong!&amp;amp;amp;amp;lt;reset&amp;amp;amp;amp;gt;" to all players in radius 10 of event-block </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Damage</h1> <a href="#block_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] block damag(ing|e)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts to break a block. You can usually just use the leftclick event for this. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block damaging: <br>&nbsp;&nbsp;&nbsp;&nbsp;if block is log: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't break the holy log!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_drop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Drop</h1> <a href="#block_drop" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] block drop[ping] [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when a block broken by a player drops something. <ul> <li>event-player: The player that broke the block</li> <li>past event-block: The block that was broken</li> <li>event-block: The block after being broken</li> <li>event-items (or drops): The drops of the block</li> <li>event-entities: The entities of the dropped items</li> </ul><p>If the breaking of the block leads to others being broken, such as torches, they will appearin "event-items" and "event-entities". </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block drop: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-player <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast past event-block <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-block <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-items <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-entities <br>on block drop of oak log: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_fertilize" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Fertilize</h1> <a href="#block_fertilize" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] fertilize</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> Called when a player fertilizes blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block fertilize: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Fertilized %size of fertilized blocks% blocks got fertilized." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_growth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Growth</h1> <a href="#block_growth" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (plant|crop|block) grow[(th|ing)] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> </table> <div class="item-description"> Called when a crop grows. Alternative to new form of generic grow event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on crop growth: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="book_edit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Book Edit</h1> <a href="#book_edit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] book (edit|change|write)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> </table> <div class="item-description"> Called when a player edits a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book edit: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="book_sign" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Book Sign</h1> <a href="#book_sign" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] book sign[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> </table> <div class="item-description"> Called when a player signs a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="break_mine" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Break / Mine</h1> <a href="#break_mine" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] (break[ing]|min(e|ing)) [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (break), <i>unknown</i> (mine), 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on mine: <br>on break of stone: <br>on mine of any ore: <br>on break of chest[facing=north]: <br>on break of potatoes[age=7]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="broadcast" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Broadcast</h1> <a href="#broadcast" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] broadcast</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when a message is broadcasted. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on broadcast: <br>&nbsp;&nbsp;&nbsp;&nbsp;set broadcast-message to "&amp;amp;amp;amp;amp;c[BROADCAST] %broadcasted message%" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bucket_empty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bucket Empty</h1> <a href="#bucket_empty" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bucket empty[ing]</li> <li class="skript-code-block">[on] [player] empty[ing] [a] bucket</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player empties a bucket. You can also use the <a href='#place'>place event</a> with a check for water or lava. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bucket empty: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bucket_fill" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bucket fill</h1> <a href="#bucket_fill" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bucket fill[ing]</li> <li class="skript-code-block">[on] [player] fill[ing] [a] bucket</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player fills a bucket. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player filling a bucket: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="burn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Burn</h1> <a href="#burn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] burn[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> Called when a block is destroyed by fire. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on burn: <br>on burn of wood, fences, or chests: <br>on burn of oak_log[axis=y]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="can_build_check" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Can Build Check</h1> <a href="#can_build_check" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] can build check</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (basic), 2.0 ([un]cancellable)</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprDurability'>data value</a> of the block to be placed is not available in this event, only its <a href='expressions.html#ExprIdOf'>ID</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block can build check: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chat</h1> <a href="#chat" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chat</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.1</td> </tr> </table> <div class="item-description"> Called whenever a player chats. Use <a href='./expressions.html#ExprChatFormat'>chat format</a> to change message format. Use <a href='./expressions.html#ExprChatRecipients'>chat recipients</a> to edit chat recipients. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player has permission "owner": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set chat format to "&amp;amp;amp;amp;amp;lt;red&amp;amp;amp;amp;amp;gt;[player]&amp;amp;amp;amp;amp;lt;light gray&amp;amp;amp;amp;amp;gt;: &amp;amp;amp;amp;amp;lt;light red&amp;amp;amp;amp;amp;gt;[message]" <br>&nbsp;&nbsp;&nbsp;&nbsp;else if player has permission "admin": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set chat format to "&amp;amp;amp;amp;amp;lt;light red&amp;amp;amp;amp;amp;gt;[player]&amp;amp;amp;amp;amp;lt;light gray&amp;amp;amp;amp;amp;gt;: &amp;amp;amp;amp;amp;lt;orange&amp;amp;amp;amp;amp;gt;[message]" <br>&nbsp;&nbsp;&nbsp;&nbsp;else: #default message format <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set chat format to "&amp;amp;amp;amp;amp;lt;orange&amp;amp;amp;amp;amp;gt;[player]&amp;amp;amp;amp;amp;lt;light gray&amp;amp;amp;amp;amp;gt;: &amp;amp;amp;amp;amp;lt;white&amp;amp;amp;amp;amp;gt;[message]" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chunk_generate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chunk Generate</h1> <a href="#chunk_generate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chunk (generat|populat)(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called after a new chunk was generated. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chunk generate: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chunk_load" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chunk Load</h1> <a href="#chunk_load" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chunk load[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a chunk loads. The chunk might or might not contain mobs when it's loaded. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chunk load: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chunk_unload" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chunk Unload</h1> <a href="#chunk_unload" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chunk unload[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a chunk is unloaded due to not being near any player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chunk unload: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="click" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Click</h1> <a href="#click" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [(right|left)[( |-)]][mouse[( |-)]]click[ing] [on %<a href='./classes.html#entitydata'>entity type</a>/<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#blockdata'>block data</a>%] [(with|using|holding) %<a href='./classes.html#itemtype'>item type</a>%]</li> <li class="skript-code-block">[on] [(right|left)[( |-)]][mouse[( |-)]]click[ing] (with|using|holding) %<a href='./classes.html#itemtype'>item type</a>% on %<a href='./classes.html#entitydata'>entity type</a>/<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#blockdata'>block data</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, INSERT VERSION (blockdata)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on click: <br>on rightclick holding a fishing rod: <br>on leftclick on a stone or obsidian: <br>on rightclick on a creeper: <br>on click with a sword: <br>on click on chest[facing=north]: <br>on click on campfire[lit=true]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="combust" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Combust</h1> <a href="#combust" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] combust[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an entity is set on fire, e.g. by fire or lava, a fireball, or by standing in direct sunlight (zombies, skeletons). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on combust: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="command" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Command</h1> <a href="#command" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] command [%<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Called when a player enters a command (not necessarily a Skript command) but you can check if command is a skript command, see <a href='conditions.html#CondIsSkriptCommand'>Is a Skript command condition</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on command: <br>on command "/stop": <br>on command "pm Njol ": </div> </div> </div> </div> <div class="item-wrapper type-Event" id="connect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Connect</h1> <a href="#connect" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] connect[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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 <a href='#join'>on join</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on connect: <br>&nbsp;&nbsp;&nbsp;&nbsp;player doesn't have permission "VIP" <br>&nbsp;&nbsp;&nbsp;&nbsp;number of players is greater than 15 <br>&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "The last 5 slots are reserved for VIP players." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="consume" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Consume</h1> <a href="#consume" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] ((eat|drink)[ing]|consum(e|ing)) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Called when a player is done eating/drinking something, e.g. an apple, bread, meat, milk or a potion. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on consume: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="craft" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Craft</h1> <a href="#craft" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] craft[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Called when a player crafts an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on craft: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="creeper_power" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Creeper Power</h1> <a href="#creeper_power" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] creeper power</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a creeper is struck by lighting and gets powered. Cancel the event to prevent the creeper from being powered. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on creeper power: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Damage</h1> <a href="#damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] damag(e|ing) [of %<a href='./classes.html#entitydata'>entity type</a>%] [by %<a href='./classes.html#entitydata'>entity type</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.7 (by entity)</td> </tr> </table> <div class="item-description"> Called when an entity receives damage, e.g. by an attack from another entity, lava, fire, drowning, fall, suffocation, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage: <br>on damage of a player: <br>on damage of player by zombie: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="death" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Death</h1> <a href="#death" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] death [of %<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a living entity (including players) dies. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death: <br>on death of player: <br>on death of a wither or ender dragon: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A %entity% has been slain in %world%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="dispense" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Dispense</h1> <a href="#dispense" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] dispens(e|ing) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Called when a dispenser dispenses an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on dispense of iron block: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "that'd be 19.99 please!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="drop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Drop</h1> <a href="#drop" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player|entity] drop[ping] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1), 2.7 (entity)</td> </tr> </table> <div class="item-description"> Called when a player drops an item from their inventory, or an entity drops an item, such as a chicken laying an egg. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on drop: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-item is compass: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event <br> <br>on entity drop of an egg: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is a chicken: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set item of event-dropped item to a diamond </div> </div> </div> </div> <div class="item-wrapper type-Event" id="egg_throw" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Egg Throw</h1> <a href="#egg_throw" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] throw[ing] [of] [an] egg</li> <li class="skript-code-block">[on] [player] egg throw</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player throws an egg and it lands. You can just use the <a href='#shoot'>shoot event</a> in most cases. However, this event allows modification of properties like the hatched entity type and the number of entities to hatch. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on throw of an egg: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="enchant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enchant</h1> <a href="#enchant" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [item] enchant</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Called when a player successfully enchants an item. To get the enchanted item, see the <a href='expressions.html#ExprEnchantEventsEnchantItem'>enchant item expression</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant: <br>&nbsp;&nbsp;&nbsp;&nbsp;if the clicked button is 1: # offer 1 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the applied enchantments to sharpness 10 and unbreaking 10 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="enchant_prepare" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enchant Prepare</h1> <a href="#enchant_prepare" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [item] enchant prepare</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Called when a player puts an item into enchantment table. This event may be called multiple times. To get the enchant item, see the <a href='expressions.html#ExprEnchantEventsEnchantItem'>enchant item expression</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant prepare: <br>&nbsp;&nbsp;&nbsp;&nbsp;set enchant offer 1 to sharpness 1 <br>&nbsp;&nbsp;&nbsp;&nbsp;set the cost of enchant offer 1 to 10 levels </div> </div> </div> </div> <div class="item-wrapper type-Event" id="enderman_enrage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enderman Enrage</h1> <a href="#enderman_enrage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] enderman (enrage|anger)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Stops endermen from getting angry players with the permission "safeFrom.enderman" <br>on enderman enrage: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player has permission "safeFrom.enderman": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="endermansheepsilverfishfalling_block" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enderman/Sheep/Silverfish/Falling Block</h1> <a href="#endermansheepsilverfishfalling_block" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] enderman place</li> <li class="skript-code-block">[on] enderman pickup</li> <li class="skript-code-block">[on] sheep eat</li> <li class="skript-code-block">[on] silverfish enter</li> <li class="skript-code-block">[on] silverfish exit</li> <li class="skript-code-block">[on] falling block fall[ing]</li> <li class="skript-code-block">[on] falling block land[ing]</li> <li class="skript-code-block">[on] (entity|%*-entitydatas%) chang(e|ing) block[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i>, 2.5.2 (falling block), 2.8.0 (any entity support)</td> </tr> </table> <div class="item-description"> Called when an enderman places or picks up a block, a sheep eats grass, a silverfish boops into/out of a block or a falling block lands and turns into a block respectively. event-block represents the old block and event-blockdata represents the new replacement that'll be applied to the block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sheep eat: <br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A sheep stole some grass!" <br> <br>on falling block land: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity is a falling dirt <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_breed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Breed</h1> <a href="#entity_breed" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] breed[ing] [of %<a href='./classes.html#entitytype'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called whenever two animals begin to conceive a child. The type can be specified. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on breeding of llamas: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "When a %breeding mother% and %breeding father% love each other very much they make %offspring%" to breeder </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_dismount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Dismount</h1> <a href="#entity_dismount" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] dismount[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev13b</td> </tr> </table> <div class="item-description"> Called when an entity dismounts. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on dismount: <br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_jump" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Jump</h1> <a href="#entity_jump" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] entity jump[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.15.2+</td> </tr> </table> <div class="item-description"> Called when an entity jumps. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity jump: <br>&nbsp;&nbsp;&nbsp;&nbsp;if entity is a wither skeleton: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_mount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Mount</h1> <a href="#entity_mount" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] mount[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev13b</td> </tr> </table> <div class="item-description"> Called when entity starts riding another. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on mount: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_portal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Portal</h1> <a href="#entity_portal" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] entity portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.3</td> </tr> </table> <div class="item-description"> Called when an entity uses a nether or end portal. <a href='effects.html#EffCancelEvent'>Cancel the event</a> to prevent the entity from teleporting. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity portal: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A %type of event-entity% has entered a portal! </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_potion_effect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Potion Effect</h1> <a href="#entity_potion_effect" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] entity potion effect [modif[y|ication]] [[of] %<a href='./classes.html#potioneffecttype'>potion effect types</a>%] [due to %<a href='./classes.html#entitypotioncause'>entity potion cause</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when an entity's potion effect is modified. This modification can include adding, removing or changing their potion effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity potion effect modification: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A potion effect was added to %event-entity%!" <br> <br>on entity potion effect modification of night vision: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_transform" data-keywords="entity transform"> <div class="item-title"> <h1 style="display: inline-block">On Entity Transform</h1> <a href="#entity_transform" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (entit(y|ies)|%*-entitydatas%) transform[ing] [due to %<a href='./classes.html#transformreason'>transform reasons</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on a zombie transforming due to curing: <br>on mooshroom transforming: <br>on zombie, skeleton or slime transform: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="experience_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Experience Change</h1> <a href="#experience_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (level progress|[e]xp|experience) (change|update|increase|decrease)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Called when a player's experience changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on level progress change: <br>&nbsp;&nbsp;&nbsp;&nbsp;set {_xp} to event-experience <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%{_xp}%" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="experience_cooldown_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Experience Cooldown Change</h1> <a href="#experience_cooldown_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] player (experience|[e]xp) cooldown change</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when a player's experience cooldown changes. Experience cooldown is how long until a player can pick up another orb of experience. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player experience cooldown change: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-player <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-timespan <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast past event-timespan <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast xp cooldown change reason </div> </div> </div> </div> <div class="item-wrapper type-Event" id="experience_spawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Experience Spawn</h1> <a href="#experience_spawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [e]xp[erience] [orb] spawn</li> <li class="skript-code-block">[on] spawn of [a[n]] [e]xp[erience] [orb]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on xp spawn: <br>&nbsp;&nbsp;&nbsp;&nbsp;world is "minigame_world" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="explode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Explode</h1> <a href="#explode" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] explo(d(e|ing)|sion)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an entity (a primed TNT or a creeper) explodes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="explosion_prime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Explosion Prime</h1> <a href="#explosion_prime" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] explosion prime</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="fade" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Fade</h1> <a href="#fade" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] fad(e|ing) [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> Called when a block 'fades away', e.g. ice or snow melts. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fade of snow or ice: <br>on fade of snow[layers=2] </div> </div> </div> </div> <div class="item-wrapper type-Event" id="firework_explode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Firework Explode</h1> <a href="#firework_explode" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [a] firework explo(d(e|ing)|sion) [colo[u]red %<a href='./classes.html#color'>colors</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Called when a firework explodes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on firework explode <br>on firework exploding colored red, light green and black <br>on firework explosion colored light green: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A firework colored %colors% was exploded at %location%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="first_join" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On First Join</h1> <a href="#first_join" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] first (join|login)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.7</td> </tr> </table> <div class="item-description"> Called when a player joins the server for the first time. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on first join: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Welcome %player% to the server!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="fishing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Fishing</h1> <a href="#fishing" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] fish[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player fishes something. This is not of much use yet. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fish: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="flight_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Flight Toggle</h1> <a href="#flight_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] flight toggl(e|ing)</li> <li class="skript-code-block">[on] [player] toggl(e|ing) flight</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Called when a players stops/starts flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on flight toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;if {game::%player%::playing} exists: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="flow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Flow</h1> <a href="#flow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] flow[ing]</li> <li class="skript-code-block">[on] block mov(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a blocks flows or teleports to another block. This not only applies to water and lava, but teleporting dragon eggs as well. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block flow: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is water: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Build more dams! It's starting to get wet in here" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="form" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Form</h1> <a href="#form" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] form[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> 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 <a href='#spread'>spread event</a>). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on form of snow: <br>on form of a mushroom: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="fuel_burn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Fuel Burn</h1> <a href="#fuel_burn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] fuel burn[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a furnace burns an item from its <a href='expressions.html#ExprFurnaceSlot'>fuel slot</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fuel burning: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="gamemode_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Gamemode Change</h1> <a href="#gamemode_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] game[ ]mode change [to %<a href='./classes.html#gamemode'>gamemode</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player's <a href='./classes.html#gamemode'>gamemode</a> changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on gamemode change: <br>on gamemode change to adventure: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="gliding_state_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Gliding State Change</h1> <a href="#gliding_state_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (gliding state change|toggl(e|ing) gliding)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when an entity toggles glider on or off, or when server toggles gliding state of an entity forcibly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on toggling gliding: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event # bad idea, but you CAN do it! </div> </div> </div> </div> <div class="item-wrapper type-Event" id="grow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Grow</h1> <a href="#grow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] grow[th] [of (%<a href='./classes.html#structuretype'>tree types</a>%|%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%)]</li> <li class="skript-code-block">[on] grow[th] from %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> <li class="skript-code-block">[on] grow[th] [in]to (%<a href='./classes.html#structuretype'>tree types</a>%|%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%)</li> <li class="skript-code-block">[on] grow[th] from %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>% [in]to (%<a href='./classes.html#structuretype'>tree types</a>%|%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2-dev20 (plants), 2.8.0 (from, into, blockdata)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on grow: <br>on grow of tree: <br>on grow of wheat[age=7]: <br>on grow from a sapling: <br>on grow into tree: <br>on grow from a sapling into tree: <br>on grow of wheat, carrots, or potatoes: <br>on grow into tree, giant mushroom, cactus: <br>on grow from wheat[age=0] to wheat[age=1] or wheat[age=2]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="hand_item_swap" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Hand Item Swap</h1> <a href="#hand_item_swap" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] swap[ping of] [(hand|held)] item[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on swap hand items: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-player's tool is a diamond sword <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="heal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Heal</h1> <a href="#heal" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] heal[ing] [of %<a href='./classes.html#entitydata'>entity types</a>%] [(from|due to|by) %<a href='./classes.html#healreason'>heal reasons</a>%]</li> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity types</a>% heal[ing] [(from|due to|by) %<a href='./classes.html#healreason'>heal reasons</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.9.0 (by reason)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on heal: <br>on player healing from a regeneration potion: <br>on healing of a zombie, cow or a wither: <br>&nbsp;&nbsp;&nbsp;&nbsp;heal reason is healing potion <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="horse_jump" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Horse Jump</h1> <a href="#horse_jump" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] horse jump</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Called when a horse jumps. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on horse jump: <br>&nbsp;&nbsp;&nbsp;&nbsp;push event-entity upwards at speed 2 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="hunger_meter_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Hunger Meter Change</h1> <a href="#hunger_meter_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (food|hunger) (level|met(er|re)|bar) chang(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Called when the hunger bar of a player changes, i.e. either increases by eating or decreases over time. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on food bar change: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="ignition" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Ignition</h1> <a href="#ignition" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] ignit(e|ion)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a block starts burning, i.e. a fire block is placed next to it and this block is flammable. The <a href='#burn'>burn event</a> will be called when the block is about do be destroyed by the fire. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block ignite: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is a ladder: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_click" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Click</h1> <a href="#inventory_click" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] inventory(-| )click[ing] [[at] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> </table> <div class="item-description"> Called when clicking on inventory slot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-item is stone: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;give player 1 stone <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove 20$ from player's balance </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_close" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Close</h1> <a href="#inventory_close" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory clos(ing|e[d])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when player's currently viewed inventory is closed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory close: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player's location is {location}: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You exited the shop!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_drag" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Drag</h1> <a href="#inventory_drag" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory drag[ging]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Called when a player drags an item in their cursor across the inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory drag: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player's current inventory is {_gui}: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't drag your items here!" to player <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_item_move" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Item Move</h1> <a href="#inventory_item_move" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory item (move|transport)</li> <li class="skript-code-block">[on] inventory (mov(e|ing)|transport[ing]) [an] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory item move: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%holder of past event-inventory% is transporting %event-item% to %holder of event-inventory%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_open" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Open</h1> <a href="#inventory_open" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory open[ed]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when an inventory is opened for player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory open: <br>&nbsp;&nbsp;&nbsp;&nbsp;close player's inventory </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_pickup" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Pickup</h1> <a href="#inventory_pickup" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory pick[ ]up</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Called when an inventory (a hopper, a hopper minecart, etc.) picks up an item </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory pickup: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_slot_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Slot Change</h1> <a href="#inventory_slot_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] inventory slot chang(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19.2+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory slot change: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-item is a diamond: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You obtained a diamond!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_break" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Break</h1> <a href="#item_break" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] tool break[ing]</li> <li class="skript-code-block">[on] [player] break[ing] [(a|the)] tool</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1.1</td> </tr> </table> <div class="item-description"> Called when a player breaks their tool because its damage reached the maximum value. This event cannot be cancelled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on tool break: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Damage</h1> <a href="#item_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] item damag(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Called when an item is damaged. Most tools are damaged by using them; armor is damaged when the wearer takes damage. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item damage: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_despawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Despawn</h1> <a href="#item_despawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (item[ ][stack]|[item] %<a href='./classes.html#itemtype'>item types</a>%) despawn[ing]</li> <li class="skript-code-block">[on] [item[ ][stack]] despawn[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> </table> <div class="item-description"> Called when an item is about to be despawned from the world, usually 5 minutes after it was dropped. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item despawn of diamond: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Not my precious!" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_mend" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Mend</h1> <a href="#item_mend" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] item mend[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> Called when a player has an item repaired via the Mending enchantment. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item mend: <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 50%: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel the event <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Oops! Mending failed!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_merge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Merge</h1> <a href="#item_merge" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (item[ ][stack]|[item] %<a href='./classes.html#itemtype'>item types</a>%) merg(e|ing)</li> <li class="skript-code-block">[on] item[ ][stack] merg(e|ing) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item merge of gold blocks: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_spawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Spawn</h1> <a href="#item_spawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] item spawn[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item spawn of iron sword: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Someone dropped an iron sword!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="join" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Join</h1> <a href="#join" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (login|logging in|join[ing])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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 <a href='#connect'>on connect</a> over this event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join: <br>&nbsp;&nbsp;&nbsp;&nbsp;message "Welcome on our awesome server!" <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% just joined the server!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="jump" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Jump</h1> <a href="#jump" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] jump[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Called whenever a player jumps. This event requires PaperSpigot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on jump: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-player does not have permission "jump" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="kick" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Kick</h1> <a href="#kick" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (kick|being kicked)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player is kicked from the server. You can change the <a href='expressions.html#ExprMessage'>kick message</a> or <a href='effects.html#EffCancelEvent'>cancel the event</a> entirely. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on kick: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="language_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Language Change</h1> <a href="#language_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (language|locale) chang(e|ing)</li> <li class="skript-code-block">[on] [player] chang(e|ing) (language|locale)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Called after a player changed their language in the game settings. You can use the <a href='expressions.html#ExprLanguage'>language</a> expression to get the current language of the player. This event requires Minecraft 1.12+. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on language change: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player's language starts with "en": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Hello!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="leaves_decay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Leaves Decay</h1> <a href="#leaves_decay" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] leaves decay[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a leaf block decays due to not being connected to a tree. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on leaves decay: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="level_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Level Change</h1> <a href="#level_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] level (change|up|down)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.4 (level up/down)</td> </tr> </table> <div class="item-description"> Called when a player's <a href='expressions.html#ExprLevel'>level</a> changes, e.g. by gathering experience or by enchanting something. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on level change: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="lightning_strike" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Lightning Strike</h1> <a href="#lightning_strike" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] lightning [strike]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when lightning strikes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on lightning: <br>&nbsp;&nbsp;&nbsp;&nbsp;spawn a zombie at location of event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="loot_generate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Loot Generate</h1> <a href="#loot_generate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] loot generat(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.16+</td> </tr> </table> <div class="item-description"> Called when a loot table of an inventory is generated in the world. For example, when opening a shipwreck chest. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on loot generate: <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 10% <br>&nbsp;&nbsp;&nbsp;&nbsp;add 64 diamonds to the loot <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You hit the jackpot at %event-location%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="love_mode_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Love Mode Enter</h1> <a href="#love_mode_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] enter[s] love mode</li> <li class="skript-code-block">[on] [entity] love mode [enter]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called whenever an entity enters a state of being in love. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on love mode enter: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event # No one is allowed love here </div> </div> </div> </div> <div class="item-wrapper type-Event" id="move_rotate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Move / Rotate</h1> <a href="#move_rotate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity type</a>% (move|walk|step|(turn[ing] around|rotate))</li> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity type</a>% (move|walk|step) or (turn[ing] around|rotate)</li> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity type</a>% (turn[ing] around|rotate) or (move|walk|step)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6, 2.8.0 (turn around)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+ (entity move)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player move: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player does not have permission "player.can.move": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event <br>on skeleton move: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is not in world "world": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity <br>on player turning around: <br>&nbsp;&nbsp;&nbsp;&nbsp;send action bar "You are currently turning your head around!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="move_on" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Move On</h1> <a href="#move_on" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (step|walk)[ing] (on|over) %*<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on walking on dirt or grass: <br>on stepping on stone: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="physics" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Physics</h1> <a href="#physics" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] physics</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevents sand from falling <br>on block physics: <br>&nbsp;&nbsp;&nbsp;&nbsp;block is sand <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="pick_up" data-keywords="pickup"> <div class="item-title"> <h1 style="display: inline-block">On Pick Up</h1> <a href="#pick_up" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [(player|entity)] (pick[ ]up|picking up) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1), 2.5 (entity)</td> </tr> </table> <div class="item-description"> Called when a player/entity picks up an item. Please note that the item is still on the ground when this event is called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on pick up: <br>on entity pickup of wheat: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="pig_zap" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Pig Zap</h1> <a href="#pig_zap" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] pig[ ]zap</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a pig is stroke by lightning and transformed into a zombie pigman. Cancel the event to prevent the transformation. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on pig zap: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="piglin_barter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Piglin Barter</h1> <a href="#piglin_barter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] piglin (barter[ing]|trad(e|ing))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piglin barter: <br>&nbsp;&nbsp;&nbsp;&nbsp;if barter drops contain diamond: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Diamonds belong in the money pit!" to player <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="piston_extend" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Piston Extend</h1> <a href="#piston_extend" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] piston extend[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a piston is about to extend. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piston extend: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A piston is extending!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="piston_retract" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Piston Retract</h1> <a href="#piston_retract" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] piston retract[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a piston is about to retract. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piston retract: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A piston is retracting!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="place" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Place</h1> <a href="#place" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] (plac(e|ing)|build[ing]) [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> Called when a player places a block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on place: <br>on place of a furnace, workbench or chest: <br>on break of chest[type=right] or chest[type=left] </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_chunk_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Chunk Enter</h1> <a href="#player_chunk_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (enter[s] [a] chunk|chunk enter[ing])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Called when a player enters a chunk. Note that this event is based on 'player move' event, and may be called frequent internally. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player enters a chunk: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You entered a chunk: %past event-chunk% -&amp;amp;amp;amp;gt; %event-chunk%!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_deep_sleep" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Deep Sleep</h1> <a href="#player_deep_sleep" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] deep sleep[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player deep sleeping: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Zzzz.." to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_input" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Input</h1> <a href="#player_input" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (toggle|toggling|press[ing]|release|releasing) of (%<a href='./classes.html#inputkey'>input keys</a>%|(an|any) input key)</li> <li class="skript-code-block">[on] ([player] %<a href='./classes.html#inputkey'>input keys</a>%|[an|any [player]] input key) (toggle|toggling|press[ing]|release|releasing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.3+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on any input key press: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are pressing: %event-inputkeys%" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_pickup_arrow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Pickup Arrow</h1> <a href="#player_pickup_arrow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (pick[ing| ]up [an] arrow|arrow pick[ing| ]up)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14+ (event-projectile)</td> </tr> </table> <div class="item-description"> Called when a player picks up an arrow from the ground. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on arrow pickup: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event <br>&nbsp;&nbsp;&nbsp;&nbsp;teleport event-projectile to block 5 above event-projectile </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_trade" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Trade</h1> <a href="#player_trade" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] player trad(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+</td> </tr> </table> <div class="item-description"> Called when a player has traded with a villager. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player trade: <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 50%: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "The trade was somehow denied!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_world_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player World Change</h1> <a href="#player_world_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] world chang(ing|e[d])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> </table> <div class="item-description"> Called when a player enters a world. Does not work with other entities! </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player world change: <br>&nbsp;&nbsp;&nbsp;&nbsp;world is "city" <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Welcome to the City!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="portal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Portal</h1> <a href="#portal" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player uses a nether or end portal. <a href='effects.html#EffCancelEvent'>Cancel the event</a> to prevent the player from teleporting. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player portal: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="portal_create" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Portal Create</h1> <a href="#portal_create" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] portal creat(e|ion)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.5.3 (event-entity support)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14+ (event-entity support)</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprEntity'>the player</a> in this event. Please note that there may not always be a player (or other entity) in this event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal create: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="portal_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Portal Enter</h1> <a href="#portal_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] portal enter[ing]</li> <li class="skript-code-block">[on] entering [a] portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal enter: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="prepare_craft" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Prepare Craft</h1> <a href="#prepare_craft" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (preparing|beginning) craft[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> </table> <div class="item-description"> Called just before displaying crafting result to player. Note that setting the result item might or might not work due to Bukkit bugs. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on preparing craft of torch: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="pressure_plate_trip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Pressure Plate / Trip</h1> <a href="#pressure_plate_trip" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [step[ping] on] [a] [pressure] plate</li> <li class="skript-code-block">[on] (trip|[step[ping] on] [a] tripwire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (pressure plate), 1.4.4 (tripwire)</td> </tr> </table> <div class="item-description"> Called when a <i>player</i> steps on a pressure plate or tripwire respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on step on pressure plate: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="projectile_collide" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Projectile Collide</h1> <a href="#projectile_collide" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] projectile collide</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called when a projectile collides with an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on projectile collide: <br>&nbsp;&nbsp;&nbsp;&nbsp;teleport shooter of event-projectile to event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="projectile_hit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Projectile Hit</h1> <a href="#projectile_hit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] projectile hit</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a projectile hits an entity or a block. Use the <a href='#damage'>damage event</a> with a <a href='conditions.html#CondIsSet'>check</a> for a <a href='expressions.html#ExprEntity'>projectile</a> to be able to use the <a href='expressions.html#ExprAttacked'>entity that got hit</a> in the case when the projectile hit a living entity. A damage event will even be fired if the damage is 0, e.g. when throwing snowballs at non-nether mobs. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on projectile hit: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-projectile is arrow <br>&nbsp;&nbsp;&nbsp;&nbsp;delete event-projectile </div> </div> </div> </div> <div class="item-wrapper type-Event" id="quit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Quit</h1> <a href="#quit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (quit[ting]|disconnect[ing]|log[ ]out|logging out|leav(e|ing))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (simple disconnection)</td> </tr> </table> <div class="item-description"> Called when a player leaves the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on quit: <br>on disconnect: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="ready_arrow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Ready Arrow</h1> <a href="#ready_arrow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] ((ready|choose|draw|load) arrow|arrow (choose|draw|load))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player ready arrow: <br>&nbsp;&nbsp;&nbsp;&nbsp;selected bow's name is "Spectral Bow" <br>&nbsp;&nbsp;&nbsp;&nbsp;if selected arrow is not a spectral arrow: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="redstone" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Redstone</h1> <a href="#redstone" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] redstone [current] [chang(e|ing)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when the redstone current of a block changes. This event is of not much use yet. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on redstone change: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "someone is using redstone" to console </div> </div> </div> </div> <div class="item-wrapper type-Event" id="region_enterleave" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Region Enter/Leave</h1> <a href="#region_enterleave" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (enter[ing]|leav(e|ing)|exit[ing]) [of] ([a] region|[[the] region] %<a href='./classes.html#region'>regions</a>%)</li> <li class="skript-code-block">[on] region (enter[ing]|leav(e|ing)|exit[ing])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Called when a player enters or leaves a <a href='./classes.html#region'>region</a>. This event requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on region exit: <br>&nbsp;&nbsp;&nbsp;&nbsp;message "Leaving %region%." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="resource_pack_request_response" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Resource Pack Request Response</h1> <a href="#resource_pack_request_response" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] resource pack [request] response</li> <li class="skript-code-block">[on] resource pack [request] %<a href='./classes.html#resourcepackstate'>resource pack states</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Called when a player takes action on a resource pack request sent via the <a href='effects.html#EffSendResourcePack'>send resource pack</a> effect. The <a href='conditions.html#CondResourcePack'>resource pack</a> condition can be used to check the resource pack state.<p>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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on resource pack request response: <br>&nbsp;&nbsp;&nbsp;&nbsp;if the resource pack was declined or failed to download: <br> <br>on resource pack deny: <br>&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "You have to install the resource pack to play in this server!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="respawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Respawn</h1> <a href="#respawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] respawn[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player respawns. You should prefer this event over the <a href='#death'>death event</a> as the player is technically alive when this event is called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on respawn: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="resurrect_attempt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Resurrect Attempt</h1> <a href="#resurrect_attempt" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] resurrect[ion] [attempt]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> </table> <div class="item-description"> Called when an entity dies, always. If they are not holding a totem, this is cancelled - you can, however, uncancel it. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on resurrect attempt: <br>&nbsp;&nbsp;&nbsp;&nbsp;entity is player <br>&nbsp;&nbsp;&nbsp;&nbsp;entity has permission "admin.undying" <br>&nbsp;&nbsp;&nbsp;&nbsp;uncancel the event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="riptide" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Riptide</h1> <a href="#riptide" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [use of] riptide [enchant[ment]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on riptide: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are riptiding!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="script_loadunload" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Script Load/Unload</h1> <a href="#script_loadunload" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [async] [script] (load|init|enable)</li> <li class="skript-code-block">[on] [async] [script] (unload|stop|disable)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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, </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on load: <br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to true <br>on unload: <br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to false </div> </div> </div> </div> <div class="item-wrapper type-Event" id="send_command_list" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Send Command List</h1> <a href="#send_command_list" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] send[ing] [of [the]] [server] command[s] list</li> <li class="skript-code-block">[on] [server] command list send</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprSentCommands'>sent commands expression</a>. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on send command list: <br>&nbsp;&nbsp;&nbsp;&nbsp;set command list to command list where [input does not contain ":"] <br>&nbsp;&nbsp;&nbsp;&nbsp;remove "help" from command list </div> </div> </div> </div> <div class="item-wrapper type-Event" id="server_list_ping" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Server List Ping</h1> <a href="#server_list_ping" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] server [list] ping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprIP'>IP</a> 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).<p>Also you can use <a href='expressions.html#ExprMOTD'>MOTD</a>, <a href='expressions.html#ExprMaxPlayers'>Max Players</a>, <a href='expressions.html#ExprOnlinePlayersCount'>Online Players Count</a>, <a href='expressions.html#ExprProtocolVersion'>Protocol Version</a>, <a href='expressions.html#ExprVersionString'>Version String</a>, <a href='expressions.html#ExprHoverList'>Hover List</a> and <a href='expressions.html#ExprServerIcon'>Server Icon</a> expressions, and <a href='effects.html#EffPlayerInfoVisibility'>Player Info Visibility</a> and <a href='effects.html#EffHidePlayerFromServerList'>Hide Player from Server List</a> effects to modify the server list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping: <br>&nbsp;&nbsp;&nbsp;&nbsp;set the motd to "Welcome %{player-by-IP::%ip%}%! Join now!" if {player-by-IP::%ip%} is set, else "Join now!" <br>&nbsp;&nbsp;&nbsp;&nbsp;set the fake max players count to (online players count + 1) <br>&nbsp;&nbsp;&nbsp;&nbsp;set the shown icon to a random server icon out of {server-icons::*} </div> </div> </div> </div> <div class="item-wrapper type-Event" id="server_startstop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Server Start/Stop</h1> <a href="#server_startstop" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (server|skript) (start|load|enable)</li> <li class="skript-code-block">[on] (server|skript) (stop|unload|disable)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Called when the server starts or stops (actually, when Skript starts or stops, so a /reload will trigger these events as well). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on skript start: <br>on server stop: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sheep_regrow_wool" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sheep Regrow Wool</h1> <a href="#sheep_regrow_wool" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] sheep [re]grow[ing] wool</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when sheep regrows its sheared wool back. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sheep grow wool: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="shoot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Shoot</h1> <a href="#shoot" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [projectile] shoot</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called whenever a <a href='classes.html#projectile'>projectile</a> is shot. Use the <a href='expressions.html#ExprShooter'>shooter expression</a> to get who shot the projectile. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on shoot: <br>&nbsp;&nbsp;&nbsp;&nbsp;if projectile is an arrow: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "you shot an arrow!" to shooter </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sign_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sign Change</h1> <a href="#sign_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] sign (chang[e]|edit)[ing]</li> <li class="skript-code-block">[on] [player] (chang[e]|edit)[ing] [a] sign</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> As signs are placed empty, this event is called when a player is done editing a sign. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sign change: <br>&nbsp;&nbsp;&nbsp;&nbsp;line 2 is empty <br>&nbsp;&nbsp;&nbsp;&nbsp;set line 1 to "&amp;amp;amp;amp;amp;lt;red&amp;amp;amp;amp;amp;gt;%line 1%" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="slime_split" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Slime Split</h1> <a href="#slime_split" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] slime split[ting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev26</td> </tr> </table> <div class="item-description"> Called when a slime splits. Usually this happens when a big slime dies. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on slime split: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="smelt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Smelt</h1> <a href="#smelt" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [ore] smelt[ing]</li> <li class="skript-code-block">[on] smelt[ing] of ore</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a furnace smelts an item in its <a href='expressions.html#ExprFurnaceSlot'>ore slot</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on smelt: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sneak_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sneak Toggle</h1> <a href="#sneak_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] toggl(e|ing) sneak</li> <li class="skript-code-block">[on] [player] sneak toggl(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts or stops sneaking. Use <a href='conditions.html#CondIsSneaking'>is sneaking</a> to get whether the player was sneaking before the event was called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # make players that stop sneaking jump <br>on sneak toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;player is sneaking <br>&nbsp;&nbsp;&nbsp;&nbsp;push the player upwards at speed 0.5 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spawn</h1> <a href="#spawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] spawn[ing] [of %<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.5.1 (non-living entities)</td> </tr> </table> <div class="item-description"> Called when an entity spawns (excluding players). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of a zombie: <br>on spawn of an ender dragon: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A dragon has been sighted in %world%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spawn_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spawn Change</h1> <a href="#spawn_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [world] spawn change</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when the spawn point of a world changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn change: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "someone changed the spawn!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spectate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spectate</h1> <a href="#spectate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] stop spectating [(of|from) %*<a href='./classes.html#entitydata'>entity types</a>%]</li> <li class="skript-code-block">[on] [player] (swap|switch) spectating [(of|from) %*<a href='./classes.html#entitydata'>entity types</a>%]</li> <li class="skript-code-block">[on] [player] start spectating [of %*<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called with a player starts, stops or swaps spectating an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player start spectating of a zombie: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sponge_absorb" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sponge Absorb</h1> <a href="#sponge_absorb" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] sponge absorb</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> Called when a sponge absorbs blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sponge absorb: <br>&nbsp;&nbsp;&nbsp;&nbsp;loop absorbed blocks: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-block% was absorbed by a sponge"! </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spread" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spread</h1> <a href="#spread" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] spread[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a new block <a href='#form'>forms</a> as a result of a block that can spread, e.g. water or mushrooms. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spread: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sprint_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sprint Toggle</h1> <a href="#sprint_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] toggl(e|ing) sprint</li> <li class="skript-code-block">[on] [player] sprint toggl(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts or stops sprinting. Use <a href='conditions.html#CondIsSprinting'>is sprinting</a> to get whether the player was sprinting before the event was called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sprint toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;player is not sprinting <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Run!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="stonecutter_recipe_select" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Stonecutter Recipe Select</h1> <a href="#stonecutter_recipe_select" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] stonecutting [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Called when a player selects a recipe in a stonecutter. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on stonecutting stone slabs <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event <br> <br>on stonecutting: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% is using stonecutter to craft %event-item%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="stop_using_item" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Stop Using Item</h1> <a href="#stop_using_item" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (stop|end) (using item|item use)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.18.2+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player stop using item: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% used %event-item% for %event-timespan%." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="swim_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Swim Toggle</h1> <a href="#swim_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] toggl(e|ing) swim</li> <li class="skript-code-block">[on] [entity] swim toggl(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.13 or newer</td> </tr> </table> <div class="item-description"> Called when an entity swims or stops swimming. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on swim toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity does not have permission "swim" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="tame" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Tame</h1> <a href="#tame" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] tam(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player tames a wolf or ocelot. Can be cancelled to prevent the entity from being tamed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on tame: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="target" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Target</h1> <a href="#target" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] target</li> <li class="skript-code-block">[on] [entity] un[-]target</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a mob starts/stops following/attacking another entity, usually a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity target: <br>&nbsp;&nbsp;&nbsp;&nbsp;target is a player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="teleport" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Teleport</h1> <a href="#teleport" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [%<a href='./classes.html#entitytype'>entity types</a>%] teleport[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.9.0 (entity teleport)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on teleport: <br>on player teleport: <br>on creeper teleport: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="tool_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Tool Change</h1> <a href="#tool_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player['s]] (tool|item held|held item) chang(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called whenever a player changes their held item by selecting a different slot (e.g. the keys 1-9 or the mouse wheel), <i>not</i> by dropping or replacing the item in the current slot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player's held item change: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_create" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Create</h1> <a href="#vehicle_create" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle create</li> <li class="skript-code-block">[on] creat(e|ing|ion of) [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a new vehicle is created, e.g. when a player places a boat or minecart. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle create: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Damage</h1> <a href="#vehicle_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle damage</li> <li class="skript-code-block">[on] damag(e|ing) [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a vehicle gets damage. Too much damage will <a href='#vehicle_destroy'>destroy</a> the vehicle. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle damage: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_destroy" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Destroy</h1> <a href="#vehicle_destroy" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle destroy</li> <li class="skript-code-block">[on] destr(oy[ing]|uction of) [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a vehicle is destroyed. Any <a href='expressions.html#ExprPassenger'>passenger</a> will be ejected and the vehicle might drop some item(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle destroy: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Enter</h1> <a href="#vehicle_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle enter</li> <li class="skript-code-block">[on] enter[ing] [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an <a href='classes.html#entity'>entity</a> enters a vehicle, either deliberately (players) or by falling into them (mobs). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle enter: <br>&nbsp;&nbsp;&nbsp;&nbsp;entity is a player <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_exit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Exit</h1> <a href="#vehicle_exit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle exit</li> <li class="skript-code-block">[on] exit[ing] [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an entity exits a vehicle. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle exit: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is a spider: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="weather_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Weather Change</h1> <a href="#weather_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] weather change [to %<a href='./classes.html#weathertype'>weather types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a world's weather changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on weather change: <br>on weather change to sunny: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_init" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Init</h1> <a href="#world_init" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world init[ialization] [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world init of "world_the_end": </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_load" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Load</h1> <a href="#world_load" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world load[ing] [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world load of "world_nether": <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "The world %event-world% has been loaded!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_save" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Save</h1> <a href="#world_save" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world sav(e|ing) [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> Called when a world is saved to disk. Usually all worlds are saved simultaneously, but world management plugins could change this. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world save of "world": <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "The world %event-world% has been saved" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_unload" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Unload</h1> <a href="#world_unload" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world unload[ing] [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> Called when a world is unloaded. This event will never be called if you don't have a world management plugin. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world unload: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "the %event-world% has been unloaded!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="zombie_break_door" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Zombie Break Door</h1> <a href="#zombie_break_door" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] zombie break[ing] [a] [wood[en]] door</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a zombie is done breaking a wooden door. Can be cancelled to prevent the zombie from breaking the door. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on zombie breaking a wood door: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="periodical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Periodical</h1> <a href="#periodical" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] every %<a href='./classes.html#timespan'>time span</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An event that is called periodically. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> every 2 seconds: <br>every minecraft hour: <br>every tick: # can cause lag depending on the code inside the event <br>every minecraft days: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="eventperiodical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Periodical</h1> <a href="#eventperiodical" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] every %<a href='./classes.html#timespan'>time span</a>% in [world[s]] %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An event that is called periodically. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> every 2 seconds in "world": <br>every minecraft hour in "flatworld": <br>every tick in "world": # can cause lag depending on the code inside the event <br>every minecraft days in "plots": </div> </div> </div> </div> <div class="item-wrapper type-Type" id="attributetype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attribute Type</h1> <a href="#attributetype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">armor, armor toughness, attack damage, attack knockback, attack speed, block break speed, block interaction range, burning time, entity interaction range, explosion knockback resistance, fall damage multiplier, flying speed, follow range, generic armor, generic armor 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, zombie spawn reinforcements</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Represents the type of an attribute. Note that this type does not contain any numerical values.See <a href='https://minecraft.wiki/w/Attribute#Attributes'>attribute types</a> for more info. NOTE: Minecraft namespaces are supported, ex: 'minecraft:generic.attack_damage'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="biome" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Biome</h1> <a href="#biome" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> All possible biomes Minecraft uses to generate a world. NOTE: Minecraft namespaces are supported, ex: 'minecraft:basalt_deltas'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> biome at the player is desert </div> </div> </div> </div> <div class="item-wrapper type-Type" id="block" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block</h1> <a href="#block" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A block in a <a href='#world'>world</a>. It has a <a href='#location'>location</a> and a <a href='#itemstack'>type</a>, and can also have a <a href='#direction'>direction</a> (mostly a <a href='expressions.html#ExprFacing'>facing</a>), an <a href='#inventory'>inventory</a>, or other special properties. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="blockdata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Data</h1> <a href="#blockdata" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set block at player to campfire[lit=false] <br>set target block of player to oak stairs[facing=north;waterlogged=true] <br>set block at player to grass_block[snowy=true] <br>set loop-block to minecraft:chest[facing=north] <br>set block above player to oak_log[axis=y] <br>set target block of player to minecraft:oak_leaves[distance=2;persistent=false] </div> </div> </div> </div> <div class="item-wrapper type-Type" id="boolean" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Boolean</h1> <a href="#boolean" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">true/yes/on or false/no/off</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {config.%player%.use mod} to false </div> </div> </div> </div> <div class="item-wrapper type-Type" id="CatType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cat Type</h1> <a href="#CatType" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">all black, black, british shorthair, calico, jellie, persian, ragdoll, red, siamese, tabby, white</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14 or newer</td> </tr> </table> <div class="item-description"> Represents the race/type of a cat entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:british_shorthair'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="chunk" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chunk</h1> <a href="#chunk" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> A chunk is a cuboid of 16×16×128 (x×z×y) blocks. Chunks are spread on a fixed rectangular grid in their world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="clicktype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Click Type</h1> <a href="#clicktype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16b, 2.2-dev35 (renamed to click type)</td> </tr> </table> <div class="item-description"> Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="color" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Color</h1> <a href="#color" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> Wool, dye and chat colors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> color of the sheep is red or black <br>set the color of the block to green <br>message "You're holding a &amp;amp;amp;amp;lt;%color of tool%&amp;amp;amp;amp;gt;%color of tool%&amp;amp;amp;amp;lt;reset&amp;amp;amp;amp;gt; wool block" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="commandsender" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Sender</h1> <a href="#commandsender" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">use <a href='expressions.html#LitConsole'>the console</a> for the console</li> <li class="skript-code-block">see <a href='#player'>player</a> for players.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A player or the console. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /push [&amp;amp;amp;amp;amp;lt;player&amp;amp;amp;amp;amp;gt;]: <br>&nbsp;&nbsp;&nbsp;&nbsp;trigger: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if arg-1 is not set: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if command sender is console: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't push yourself as a console :\" to sender <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;push sender upwards with force 2 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Yay!" <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;push arg-1 upwards with force 2 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Yay!" to sender and arg-1 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="damagecause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Cause</h1> <a href="#damagecause" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> The cause/type of a <a href='events.html#damage'>damage event</a>, 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="date" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Date</h1> <a href="#date" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> A date is a certain point in the real world's time which can be obtained with <a href='./expressions.html#ExprNow'>now expression</a>, <a href='./expressions.html#ExprUnixDate'>unix date expression</a> and <a href='./functions.html#date'>date function</a>. See <a href='#time'>time</a> and <a href='#timespan'>timespan</a> for the other time types of Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_yesterday} to now <br>subtract a day from {_yesterday} <br># now {_yesterday} represents the date 24 hours before now </div> </div> </div> </div> <div class="item-wrapper type-Type" id="difficulty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Difficulty</h1> <a href="#difficulty" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normal, medium, hard, easy, peaceful</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> The difficulty of a <a href='#world'>world</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="direction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Direction</h1> <a href="#direction" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">see <a href='./expressions.html#ExprDirection'>direction (expression)</a></li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> A direction, e.g. north, east, behind, 5 south east, 1.3 meters to the right, etc. <a href='#location'>Locations</a> and some <a href='#block'>blocks</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the block below the victim to a chest <br>loop blocks from the block infront of the player to the block 10 below the player: <br>&nbsp;&nbsp;&nbsp;&nbsp;set the block behind the loop-block to water </div> </div> </div> </div> <div class="item-wrapper type-Type" id="billboard" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Billboard</h1> <a href="#billboard" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vertical pivot, horizontal, middle, horizontal pivot, center pivot, center, fixed, vertical</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the billboard setting of a display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="display" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Entity</h1> <a href="#display" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> A text, block or item display entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="textalignment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Text Alignment</h1> <a href="#textalignment" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">middle aligned, centered, right aligned, center aligned, left aligned</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the text alignment setting of a text display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="enchantment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment</h1> <a href="#enchantment" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> An enchantment, e.g. 'sharpness' or 'fortune'. Unlike <a href='#enchantmenttype'>enchantment type</a> 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'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="enchantmentoffer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Offer</h1> <a href="#enchantmentoffer" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> The enchantmentoffer in an enchant prepare event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant prepare: <br>&nbsp;&nbsp;&nbsp;&nbsp;set enchant offer 1 to sharpness 1 <br>&nbsp;&nbsp;&nbsp;&nbsp;set the cost of enchant offer 1 to 10 levels </div> </div> </div> </div> <div class="item-wrapper type-Type" id="enchantmenttype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Type</h1> <a href="#enchantmenttype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;enchantment&gt; [&lt;level&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> An enchantment with an optional level, e.g. 'sharpness 2' or 'fortune'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enchant the player's tool with sharpness 5 <br>helmet is enchanted with waterbreathing </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity</h1> <a href="#entity" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">player, op, wolf, tamed ocelot, powered creeper, zombie, unsaddled pig, fireball, arrow, dropped item, item frame, etc.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An entity is something in a <a href='#world'>world</a> that's not a <a href='#block'>block</a>, e.g. a <a href='#player'>player</a>, a skeleton, or a zombie, but also <a href='#projectile'>projectiles</a> like arrows, fireballs or thrown potions, or special entities like dropped items, falling blocks or paintings. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> entity is a zombie or creeper <br>player is an op <br>projectile is an arrow <br>shoot a fireball from the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entitypotioncause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Potion Cause</h1> <a href="#entitypotioncause" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">patrol captain, axolotl, death, removal by resurrection, beacon effect, potion drunk, illusion, unknown, drinking potion, expired, pillager captain, attack, villager trade, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the cause of the action of a potion effect on an entity, e.g. arrow, command </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entitydata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Type</h1> <a href="#entitydata" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block"><i>Detailed usage will be added eventually</i></li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> </table> <div class="item-description"> The type of an <a href='#entity'>entity</a>, e.g. player, wolf, powered creeper, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> victim is a cow <br>spawn a creeper </div> </div> </div> </div> <div class="item-wrapper type-Type" id="entitytype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Type with Amount</h1> <a href="#entitytype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;<a href='#number'>number</a>&gt; &lt;entity type&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> </table> <div class="item-description"> An <a href='#entitydata'>entity type</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 5 creepers behind the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="experience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience</h1> <a href="#experience" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[&lt;number&gt;] ([e]xp|experience [point[s]])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Experience points. Please note that Bukkit only allows to give XP, but not remove XP from players. You can however change a player's <a href='./expressions.html#ExprLevel'>level</a> and <a href='./expressions/#ExprLevelProgress'>level progress</a> freely. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give 10 xp to the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="experiencecooldownchangereason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience Cooldown Change Reason</h1> <a href="#experiencecooldownchangereason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">plugin, pickup orb, orb pickup</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents a change reason of an <a href='events.html#experience cooldown change event'>experience cooldown change event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="fireworkeffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Firework Effect</h1> <a href="#fireworkeffect" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">See <a href='/classes.html#FireworkType'>Firework Types</a></li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> A configuration of effects that defines the firework when exploded which can be used in the <a href='effects.html#EffFireworkLaunch'>launch firework</a> effect. See the <a href='expressions.html#ExprFireworkEffect'>firework effect</a> expression for detailed patterns. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> launch flickering trailing burst firework colored blue and green at player <br>launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity <br>launch ball large colored red, purple and white fading to light green and black at player's location with duration 1 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="FireworkType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Firework Type</h1> <a href="#FireworkType" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">small, ball, star shaped, large, star, creeper face, small ball, large ball, burst, ball large, creeper</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> The type of a <a href='#fireworkeffect'>fireworkeffect</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gamemode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Game Mode</h1> <a href="#gamemode" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">adventure, survival, spectator, creative</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> The game modes survival, creative, adventure and spectator. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's gamemode is survival <br>set the player argument's game mode to creative </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gamerule" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gamerule</h1> <a href="#gamerule" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">tntExplosionDropDecay, globalSoundEvents, enderPearlsVanishOnDeath, doFireTick, maxCommandChainLength, doVinesSpread, disableElytraMovementCheck, lavaSourceConversion, commandBlockOutput, forgiveDeadPlayers, playersNetherPortalCreativeDelay, doMobSpawning, maxEntityCramming, universalAnger, playersSleepingPercentage, snowAccumulationHeight, doImmediateRespawn, blockExplosionDropDecay, naturalRegeneration, doMobLoot, fallDamage, doEntityDrops, randomTickSpeed, playersNetherPortalDefaultDelay, spawnRadius, freezeDamage, sendCommandFeedback, doWardenSpawning, fireDamage, reducedDebugInfo, waterSourceConversion, projectilesCanBreakBlocks, announceAdvancements, drowningDamage, spawnChunkRadius, disableRaids, doWeatherCycle, mobExplosionDropDecay, doDaylightCycle, showDeathMessages, doTileDrops, doInsomnia, keepInventory, disablePlayerMovementCheck, doLimitedCrafting, mobGriefing, doTraderSpawning, commandModificationBlockLimit, logAdminCommands, minecartMaxSpeed, spectatorsGenerateChunks, doPatrolSpawning, maxCommandForkCount</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> A gamerule </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gamerulevalue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gamerule Value</h1> <a href="#gamerulevalue" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> A wrapper for the value of a gamerule for a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="gene" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gene</h1> <a href="#gene" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normal, lazy, happy, worried, worrisome, aggressive, brown, brownish, savage, playful, wild, weak</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14 or newer</td> </tr> </table> <div class="item-description"> Represents a Panda's main or hidden gene. See <a href='https://minecraft.wiki/w/Panda#Genetics'>genetics</a> for more info. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="healreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Heal Reason</h1> <a href="#healreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> The health regain reason in a <a href='events.html#heal'>heal</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inputkey" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Input Key</h1> <a href="#inputkey" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.3+</td> </tr> </table> <div class="item-description"> Represents a movement input key that is pressed by a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory</h1> <a href="#inventory" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An inventory of a <a href='#player'>player</a> or <a href='#block'>block</a>. Inventories have many effects and conditions regarding the items contained. An inventory has a fixed amount of <a href='#slot'>slots</a> which represent a specific place in the inventory, e.g. the <a href='expressions.html#ExprArmorSlot'>helmet slot</a> for players (Please note that slot support is still very limited but will be improved eventually). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventoryaction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Action</h1> <a href="#inventoryaction" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">drop stack from slot, swap items with hotbar, swap cursor stack, pickup single item, pickup some, drop all from cursor, move to other inventory, drop cursor stack, pickup all, swap with hotbar, nothing, drop all from slot, swap cursor, drop cursor, 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, collect items to cursor, unknown, clone stack, drop stack from cursor, drop one item from slot, drop one item from cursor, unsupported, do nothing, drop one from cursor, pickup half, drop items from slot, swap stack with cursor, place all items, collect to cursor, pickup some items, drop slot, drop items from cursor, hotbar move and readd, shift move, custom, pickup single, place one item, hotbar swap items, drop one from slot, place some items, place one, pickup half stack, instant move, hotbar swap</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16</td> </tr> </table> <div class="item-description"> What player just did in inventory event. Note that when in creative game mode, most actions do not work correctly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventoryclosereason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Close Reasons</h1> <a href="#inventoryclosereason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">disconnect, death, teleport, cannot use, new opened, unknown, can't use, unloaded, disconnected, plugin, can not use, open new, player</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> The inventory close reason in an <a href='/events.html#inventory_close'>inventory close event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="inventorytype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Type</h1> <a href="#inventorytype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">barrel inventory, a loom inventory, a blast furnace inventory, workbench inventory, ender chest inventory, loom inventory, a workbench inventory, hopper inventory, a merchant inventory, a hopper inventory, chiseled bookshelf, an ender chest inventory, new smithing table, bookshelf, 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, grindstone inventory, a crafter inventory, a crafting table inventory, a player inventory, decorated pot, furnace inventory, a creative inventory, blast furnace inventory, upgrade gear, a composter inventory, an enchanting table inventory, jukebox, 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 decorated pot, a lectern inventory, merchant inventory, cartography table inventory, a chiseled bookshelf, a new smithing table, a furnace inventory, anvil inventory, a dispenser inventory, a grindstone inventory, smithing inventory, dropper inventory, brewing stand inventory, villager inventory, enchanting table inventory, a beacon inventory, a bookshelf, crafter inventory, creative inventory, crafting table inventory, an anvil inventory</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32</td> </tr> </table> <div class="item-description"> Minecraft has several different inventory types with their own use cases. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="itemstack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item</h1> <a href="#itemstack" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block"><code>[&lt;number&gt; [of]] &lt;alias&gt; [of &lt;enchantment&gt; &lt;level&gt;]</code>, Where &lt;alias&gt; must be an alias that represents exactly one item (i.e cannot be a general alias like 'sword' or 'plant')</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An item, e.g. a stack of torches, a furnace, or a wooden sword of sharpness 2. Unlike <a href='#itemtype'>item type</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_item} to type of the targeted block <br>{_item} is a torch </div> </div> </div> </div> <div class="item-wrapper type-Type" id="itemdisplaytransform" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Display Transforms</h1> <a href="#itemdisplaytransform" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Represents the transform setting of an item display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="itemtype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Type</h1> <a href="#itemtype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[&lt;number&gt; [of]] [all/every] &lt;alias&gt; [of &lt;enchantment&gt; [&lt;level&gt;] [,/and &lt;more enchantments...&gt;]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An item type is an alias, e.g. 'a pickaxe', 'all plants', etc., and can result in different items when added to an inventory, and unlike <a href='#itemstack'>items</a> 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 <a href='#enchantmenttype'>enchantments</a> with or without a specific level defined, and can optionally start with 'all' or 'every' to make this item type represent <i>all</i> types that the alias represents, including data ranges. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give 4 torches to the player <br>add all slabs to the inventory of the block <br>player's tool is a diamond sword of sharpness <br>remove a pickaxes of fortune 4 from {stored items::*} <br>set {_item} to 10 of every upside-down stair <br>block is dirt or farmland </div> </div> </div> </div> <div class="item-wrapper type-Type" id="livingentity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Living Entity</h1> <a href="#livingentity" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">see <a href='#entity'>entity</a>, but ignore inanimate objects</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A living <a href='#entity'>entity</a>, i.e. a mob or <a href='#player'>player</a>, not inanimate entities like <a href='#projectile'>projectiles</a> or dropped items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 5 powered creepers <br>shoot a zombie from the creeper </div> </div> </div> </div> <div class="item-wrapper type-Type" id="location" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#location" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A location in a <a href='#world'>world</a>. Locations are world-specific and even store a <a href='#direction'>direction</a>, 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="metadataholder" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Metadata Holder</h1> <a href="#metadataholder" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Something that can hold metadata (e.g. an entity or block) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set metadata value "super cool" of player to true </div> </div> </div> </div> <div class="item-wrapper type-Type" id="money" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Money</h1> <a href="#money" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;number&gt; $ or $ &lt;number&gt;, where '$' is your server's currency, e.g. '10 rupees' or '£5.00'</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, an economy plugin that supports Vault</td> </tr> </table> <div class="item-description"> A certain amount of money. Please note that this differs from <a href='#number'>numbers</a> as it includes a currency symbol or name, but usually the two are interchangeable, e.g. you can both <code>add 100$ to the player's balance</code> and <code>add 100 to the player's balance</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add 10£ to the player's account <br>remove Fr. 9.95 from the player's money <br>set the victim's money to 0 <br>increase the attacker's balance by the level of the victim * 100 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="moonphase" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Moon Phase</h1> <a href="#moonphase" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">last quarter, waning crescent, waxing gibbous, full moon, waning gibbous, waxing crescent, new moon, first quarter</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Represents the phase of a moon. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="number" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Number</h1> <a href="#number" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[-]###[.###]</code> (any amount of digits; very large numbers will be truncated though)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A number, e.g. 2.5, 3, or -9812454. Please note that many expressions only need integers, i.e. will discard any fractional parts of any numbers without producing an error. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's health to 5.5 <br>set {_temp} to 2*{_temp} - 2.5 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="object" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Object</h1> <a href="#object" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> The supertype of all types, meaning that if %object% is used in e.g. a condition it will accept all kinds of expressions. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="offlineplayer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Offline Player</h1> <a href="#offlineplayer" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0 beta 8</td> </tr> </table> <div class="item-description"> A player that is possibly offline. See <a href='#player'>player</a> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to "Notch" parsed as an offlineplayer # returns Notch even if they're offline </div> </div> </div> </div> <div class="item-wrapper type-Type" id="player" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player</h1> <a href="#player" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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: &lt;player&gt; and &lt;offline player&gt;. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to "Notch" parsed as a player # returns &amp;amp;amp;amp;lt;none&amp;amp;amp;amp;gt; unless Notch is actually online or starts with Notch like Notchan <br>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. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="potioneffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect</h1> <a href="#potioneffect" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">speed of tier 1 for 10 seconds</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> </table> <div class="item-description"> A potion effect, including the potion effect type, tier and duration. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="potioneffecttype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect Type</h1> <a href="#potioneffecttype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">null, speed, slowness, haste, mining fatigue, strength, instant health, instant damage, jump boost, nausea, regeneration, resistance, fire resistance, water breathing, invisibility, blindness, night vision, hunger, weakness, poison, wither, health boost, absorption, saturation, glowing, levitation, luck, bad luck, slow falling, conduit power, dolphins grace, bad omen, hero of the village, darkness, trial omen, bad omen, wind charged, weaving, oozing, infested</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> A potion effect type, e.g. 'strength' or 'swiftness'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply swiftness 5 to the player <br>apply potion of speed 2 to the player for 60 seconds <br>remove invisibility from the victim </div> </div> </div> </div> <div class="item-wrapper type-Type" id="projectile" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Projectile</h1> <a href="#projectile" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">arrow, fireball, snowball, thrown potion, etc.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A projectile, e.g. an arrow, snowball or thrown potion. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> projectile is a snowball <br>shoot an arrow at speed 5 from the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="quaternion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Quaternion</h1> <a href="#quaternion" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Quaternions are four dimensional vectors, often used for representing rotations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="quitreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Quit Reason</h1> <a href="#quitreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">disconnected, erroneous state, kicked, quit, timed out, erroneous</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+</td> </tr> </table> <div class="item-description"> Represents a quit reason from a <a href='/events.html#quit'>player quit server event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="region" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region</h1> <a href="#region" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">"region name"</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="resourcepackstate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Resource Pack State</h1> <a href="#resourcepackstate" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> The state in a <a href='events.html#resource_pack_request_action'>resource pack request response</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="cachedservericon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Server Icon</h1> <a href="#cachedservericon" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> A server icon that was loaded using the <a href='effects.html#EffLoadServerIcon'>load server icon</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="slot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Slot</h1> <a href="#slot" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">Missing patterns.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> Represents a single slot of an <a href='#inventory'>inventory</a>. Notable slots are the <a href='./expressions.html#ExprArmorSlot'>armour slots</a> and <a href='./expressions/#ExprFurnaceSlot'>furnace slots</a>. The most important property that distinguishes a slot from an <a href='#itemstack'>item</a> 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 <a href='./expressions.html#ExprTool'>tool</a> can be regarded a slot, but it can actually change it's position, i.e. doesn't represent always the same slot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set tool of player to dirt <br>delete helmet of the victim <br>set the color of the player's tool to green <br>enchant the player's chestplate with projectile protection 5 </div> </div> </div> </div> <div class="item-wrapper type-Type" id="soundcategory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sound Category</h1> <a href="#soundcategory" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hostile creatures category, speech category, records category, friendly creature category, noteblock category, hostile creature category, note block category, voice category, ambient category, 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, blocks category, environment category, jukeboxes category, player category, players category, hostile mobs category, friendly mobs category, music category, friendly creatures category, neutral category</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> The category of a sound, they are used for sound options of Minecraft. See the <a href='effects.html#EffPlaySound'>play sound</a> and <a href='effects.html#EffStopSound'>stop sound</a> effects. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="spawnreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn Reason</h1> <a href="#spawnreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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, build wither, built wither, iron golem defense, ender pearl, creature spawner, reinforcements, build snowman, build iron golem, breeding, raid, ominous item spawner, infection, customized, potion effect, spawn egg, jockey, beehive, default, 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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> The spawn reason in a <a href='events.html#spawn'>spawn</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="teleportcause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Teleport Cause</h1> <a href="#teleportcause" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">bed exit, nether portal, ender gateway, exiting bed, chorus fruit, ender portal, command, unknown, plugin, dismounted, ender pearl, spectator, spectate, end gateway, chorus, exit bed, gateway, dismount, end portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> </table> <div class="item-description"> The teleport cause in a <a href='events.html#teleport'>teleport</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="string" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text</h1> <a href="#string" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">simple: "..."</li> <li class="skript-code-block">quotes: "...""..."</li> <li class="skript-code-block">expressions: "...%expression%..."</li> <li class="skript-code-block">percent signs: "...%%..."</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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 <a href='./text.html'>Texts and Variable Names</a> to learn more. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Hello World!" <br>message "Hello %player%" <br>message "The id of ""%type of tool%"" is %id of tool%." </div> </div> </div> </div> <div class="item-wrapper type-Type" id="time" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time</h1> <a href="#time" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">##:##</li> <li class="skript-code-block">##[:##][ ]am/pm</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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 <a href='#date'>date</a> and <a href='#timespan'>timespan</a> for the other time types of Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> at 20:00: <br>&nbsp;&nbsp;&nbsp;&nbsp;time is 8 pm <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "It's %time%" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="timeperiod" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Timeperiod</h1> <a href="#timeperiod" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">##:## - ##:##</li> <li class="skript-code-block">dusk/day/dawn/night</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> A period of time between two <a href='#time'>times</a>. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> time in world is night </div> </div> </div> </div> <div class="item-wrapper type-Type" id="timespan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Timespan</h1> <a href="#timespan" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;number&gt; [minecraft/mc/real/rl/irl] ticks/seconds/minutes/hours/days/weeks/months/years [[,/and] &lt;more...&gt;]</li> <li class="skript-code-block">[###:]##:##[.####] ([hours:]minutes:seconds[.milliseconds])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6.1 (weeks, months, years)</td> </tr> </table> <div class="item-description"> 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 <a href='#date'>date</a> and <a href='#time'>time</a> for the other time types of Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> every 5 minecraft days: <br>&nbsp;&nbsp;&nbsp;&nbsp;wait a minecraft second and 5 ticks <br>every 10 mc days and 12 hours: <br>&nbsp;&nbsp;&nbsp;&nbsp;halt for 12.7 irl minutes, 12 hours and 120.5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Type" id="transformreason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Transform Reason</h1> <a href="#transformreason" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Represents a transform reason of an <a href='events.html#entity transform'>entity transform event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="structuretype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tree Type</h1> <a href="#structuretype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[any] &lt;general tree/mushroom type&gt;, e.g. tree/any jungle tree/etc.</li> <li class="skript-code-block">&lt;specific tree/mushroom species&gt;, e.g. red mushroom/small jungle tree/big regular tree/etc.</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> </table> <div class="item-description"> A tree type represents a tree species or a huge mushroom species. These can be generated in a world with the <a href='./effects.html#EffTree'>generate tree</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> grow any regular tree at the block <br>grow a huge red mushroom above the block </div> </div> </div> </div> <div class="item-wrapper type-Type" id="classinfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Type</h1> <a href="#classinfo" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">See the type name patterns of all types - including this one</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Represents a type, e.g. number, object, item type, location, block, world, entity type, etc. This is mostly used for expressions like 'event-&lt;type&gt;', '&lt;type&gt;-argument', 'loop-&lt;type&gt;', etc., e.g. event-world, number-argument and loop-player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> {variable} is a number # check whether the variable contains a number, e.g. -1 or 5.5 <br>{variable} is a type # check whether the variable contains a type, e.g. number or player <br>{variable} is an object # will always succeed if the variable is set as everything is an object, even types. <br>disable PvP in the event-world <br>kill the loop-entity </div> </div> </div> </div> <div class="item-wrapper type-Type" id="vector" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vector</h1> <a href="#vector" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vector(x, y, z)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev23</td> </tr> </table> <div class="item-description"> Vector is a collection of numbers. In Minecraft, 3D vectors are used to express velocities of entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="visualeffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Visual Effect</h1> <a href="#visualeffect" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">smoke, potion break, ender signal, mobspawner flames, arrow particles, jumping rabbit, hurt, wolf smoke, wolf hearts, wolf shaking, sheep eating, iron golem offering rose, witch magic, zombie turning to a villager, firework explosion, love hearts, squid rotation reset, entity poof, guardian target, block with shield, shield break, armor stand hit, hurt by thorns, iron golem sheathing rose, resurrection by totem, hurt by drowning, hurt by explosion, poof, large explosion, explosion emitter, firework, bubble, splash, water wake, underwater, critical hit, enchanted hit, smoke, large smoke, effect, instant effect, entity effect, witch, dripping water, dripping lava, angry villager, happy villager, mycelium, note, portal, enchant, flame, lava pop, cloud, dust, snowball, slime, heart, item, block, rain, elder guardian, dragon breath, end rod, damage indicator, sweep attack, falling dust, totem of undying, spit, squid ink, bubble pop, current down, bubble column up, nautilus, dolphin, sneeze, campfire cosy smoke, campfire signal smoke, composter, flash, falling lava, landing lava, falling water, dripping honey, falling honey, landing honey, falling nectar, soul fire flame, ash, crimson spore, warped spore, soul, dripping obsidian tear, falling obsidian tear, landing obsidian tear, reverse portal, white ash, dust color transition, vibration, falling spore blossom, spore blossom air, small flame, snowflake, dripping dripstone lava, falling dripstone lava, dripping dripstone water, falling dripstone water, glow squid ink, glow, wax on, wax off, electric spark, scrape, sonic boom, sculk soul, sculk charge, sculk charge pop, shriek, cherry leaves, egg crack, dust plume, white smoke, gust, small gust, large gust emitter, small gust emitter, trial spawner detection, ominous trial spawner detection, vault connection, infested, cobweb, dust pillar, ominous spawning, raid omen, block marker</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> </table> <div class="item-description"> A visible effect, e.g. particles. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> show wolf hearts on the clicked wolf <br>play mob spawner flames at the targeted block to the player </div> </div> </div> </div> <div class="item-wrapper type-Type" id="weathertype" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Weather Type</h1> <a href="#weathertype" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">clear/sun/sunny, rain/rainy/raining, and thunder/thundering/thunderstorm</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> The weather types sunny, rainy, and thundering. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> is raining <br>is sunny in the player's world <br>message "It is %weather in the argument's world% in %world of the argument%" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="WolfVariant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Wolf Variant</h1> <a href="#WolfVariant" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ashen, black, chestnut, pale, rusty, snowy, spotted, striped, woods</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>@VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21+</td> </tr> </table> <div class="item-description"> Represents the variant of a wolf entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:ashen'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Type" id="world" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World</h1> <a href="#world" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block"><code>"world_name"</code>, e.g. "world"</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2 (alternate syntax)</td> </tr> </table> <div class="item-description"> 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 <a href='#string'>text</a> uses the same syntax. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Hello!" to the world "world_nether" </div> </div> </div> </div> <div class="item-wrapper type-Type" id="environment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World Environment</h1> <a href="#environment" class="link-icon">&#128279;</a> <p class="item-type">Type</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normal, nether, the end, the overworld, custom, the nether, end, overworld</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Represents the environment of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Function" id="abs" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">abs</h1> <a href="#abs" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">abs(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the absolute value of the argument, i.e. makes the argument positive. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> abs(3) = 3 <br>abs(-2) = 2 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="acos" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">acos</h1> <a href="#acos" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">acos(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The inverse of the <a href='#cos'>cosine</a>, also called arccos. Returns result in degrees, not radians. Only returns values from 0 to 180. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> acos(0) = 90 <br>acos(1) = 0 <br>acos(0.5) = 30 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="asin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">asin</h1> <a href="#asin" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">asin(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The inverse of the <a href='#sin'>sine</a>, also called arcsin. Returns result in degrees, not radians. Only returns values from -90 to 90. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> asin(0) = 0 <br>asin(1) = 90 <br>asin(0.5) = 30 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="atan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">atan</h1> <a href="#atan" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">atan(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The inverse of the <a href='#tan'>tangent</a>, also called arctan. Returns result in degrees, not radians. Only returns values from -90 to 90. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> atan(0) = 0 <br>atan(1) = 45 <br>atan(10000) = 89.9943 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="atan2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">atan2</h1> <a href="#atan2" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">atan2(x: number, y: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Similar to <a href='#atan'>atan</a>, 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> atan2(0, 1) = 0 <br>atan2(10, 0) = 90 <br>atan2(-10, 5) = -63.4349 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="axisAngle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">axisAngle</h1> <a href="#axisAngle" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">axisAngle(angle: number, axis: vector)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quaternion">Quaternion</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> axisangle(90, (vector from player's facing)) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="calcExperience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">calcExperience</h1> <a href="#calcExperience" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">calcExperience(level: long)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Calculates the total amount of experience needed to achieve given level from scratch in Minecraft. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Function" id="caseEquals" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">caseEquals</h1> <a href="#caseEquals" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">caseEquals(strs: strings)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Checks if the contents of a list of strings are strictly equal with case sensitivity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> caseEquals("hi", "Hi") = false <br>caseEquals("text", "text", "text") = true <br>caseEquals({some list variable::*}) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="ceil" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">ceil</h1> <a href="#ceil" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ceil(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Rounds a number up, i.e. returns the closest integer larger than or equal to the argument. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ceil(2.34) = 3 <br>ceil(2) = 2 <br>ceil(2.99) = 3 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="ceiling" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">ceiling</h1> <a href="#ceiling" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ceiling(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Alias of <a href='#ceil'>ceil</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ceiling(2.34) = 3 <br>ceiling(2) = 2 <br>ceiling(2.99) = 3 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="clamp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">clamp</h1> <a href="#clamp" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">clamp(values: numbers, min: number, max: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Clamps one or more values between two numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> clamp(5, 0, 10) = 5 <br>clamp(5.5, 0, 5) = 5 <br>clamp(0.25, 0, 0.5) = 0.25 <br>clamp(5, 7, 10) = 7 <br>clamp((5, 0, 10, 9, 13), 7, 10) = (7, 7, 10, 9, 10) <br>set {_clamped::*} to clamp({_values::*}, 0, 10) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="concat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">concat</h1> <a href="#concat" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">concat(texts: objects)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Joins the provided texts (and other things) into a single text. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> concat("hello ", "there") # hello there <br>concat("foo ", 100, " bar") # foo 100 bar </div> </div> </div> </div> <div class="item-wrapper type-Function" id="cos" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">cos</h1> <a href="#cos" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">cos(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The cosine function. This is basically the <a href='#sin'>sine</a> shifted by 90°, i.e. <code>cos(a) = sin(a + 90°)</code>, for any number a. Uses degrees, not radians. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> cos(0) = 1 <br>cos(90) = 0 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="date" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">date</h1> <a href="#date" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> date(2014, 10, 1) # 0:00, 1st October 2014 <br>date(1990, 3, 5, 14, 30) # 14:30, 5th May 1990 <br>date(1999, 12, 31, 23, 59, 59, 999, -3*60, 0) # almost year 2000 in parts of Brazil (-3 hours offset, no DST) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="exp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">exp</h1> <a href="#exp" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">exp(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The exponential function. You probably don't need this if you don't know what this is. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> exp(0) = 1 <br>exp(1) = 2.7183 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="floor" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">floor</h1> <a href="#floor" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">floor(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Rounds a number down, i.e. returns the closest integer smaller than or equal to the argument. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> floor(2.34) = 2 <br>floor(2) = 2 <br>floor(2.99) = 2 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="formatNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">formatNumber</h1> <a href="#formatNumber" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">formatNumber(number: number, format: string = )</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> 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 <a href="https://docs.oracle.com/javase/7/docs/api/java/text/DecimalFormat.html" target="_blank">article</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /balance: <br>&nbsp;&nbsp;&nbsp;&nbsp;aliases: bal <br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players <br>&nbsp;&nbsp;&nbsp;&nbsp;trigger: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {_money} to formatNumber({money::%sender's uuid%}) <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Your balance: %{_money}%" to sender </div> </div> </div> </div> <div class="item-wrapper type-Function" id="isNaN" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">isNaN</h1> <a href="#isNaN" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">isNaN(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Returns true if the input is NaN (not a number). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> isNaN(0) # false <br>isNaN(0/0) # true <br>isNaN(sqrt(-1)) # true </div> </div> </div> </div> <div class="item-wrapper type-Function" id="ln" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">ln</h1> <a href="#ln" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ln(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ln(1) = 0 <br>ln(exp(5)) = 5 <br>ln(2) = 0.6931 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="location" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">location</h1> <a href="#location" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">location(x: number, y: number, z: number, world: world = event-world, yaw: number = 0, pitch: number = 0)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # TELEPORTING <br>teleport player to location(1,1,1, world "world") <br>teleport player to location(1,1,1, world "world", 100, 0) <br>teleport player to location(1,1,1, world "world", yaw of player, pitch of player) <br>teleport player to location(1,1,1, world of player) <br>teleport player to location(1,1,1, world("world")) <br>teleport player to location({_x}, {_y}, {_z}, {_w}, {_yaw}, {_pitch}) <br># SETTING BLOCKS <br>set block at location(1,1,1, world "world") to stone <br>set block at location(1,1,1, world "world", 100, 0) to stone <br>set block at location(1,1,1, world of player) to stone <br>set block at location(1,1,1, world("world")) to stone <br>set block at location({_x}, {_y}, {_z}, {_w}) to stone <br># USING VARIABLES <br>set {_l1} to location(1,1,1) <br>set {_l2} to location(10,10,10) <br>set blocks within {_l1} and {_l2} to stone <br>if player is within {_l1} and {_l2}: <br># OTHER <br>kill all entities in radius 50 around location(1,65,1, world "world") <br>delete all entities in radius 25 around location(50,50,50, world "world_nether") <br>ignite all entities in radius 25 around location(1,1,1, world of player) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="log" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">log</h1> <a href="#log" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">log(n: number, base: number = 10)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> A logarithm, with base 10 if none is specified. This is the inverse operation to exponentiation (for positive bases only), i.e. <code>log(base ^ exponent, base) = exponent</code> for any positive number 'base' and any number 'exponent'. Another useful equation is <code>base ^ log(a, base) = a</code> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> log(100) = 2 # 10^2 = 100 <br>log(16, 2) = 4 # 2^4 = 16 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="max" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">max</h1> <a href="#max" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">max(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the maximum number from a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> max(1) = 1 <br>max(1, 2, 3, 4) = 4 <br>max({some list variable::*}) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="min" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">min</h1> <a href="#min" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">min(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the minimum number from a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> min(1) = 1 <br>min(1, 2, 3, 4) = 1 <br>min({some list variable::*}) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="mod" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">mod</h1> <a href="#mod" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">mod(d: number, m: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the modulo of the given arguments, i.e. the remainder of the division <code>d/m</code>, 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> mod(3, 2) = 1 <br>mod(256436, 100) = 36 <br>mod(-1, 10) = 9 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="offlineplayer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">offlineplayer</h1> <a href="#offlineplayer" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">offlineplayer(nameOrUUID: string, allowLookups: boolean = true)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0, 2.9.0 (prevent lookups)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to offlineplayer("Notch") <br>set {_p} to offlineplayer("069a79f4-44e9-4726-a5be-fca90e38aaf5") <br>set {_p} to offlineplayer("Notch", false) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="player" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">player</h1> <a href="#player" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">player(nameOrUUID: string, getExactPlayer: boolean = false)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to player("Notch") # will return an online player whose name is or starts with 'Notch' <br>set {_p} to player("Notch", true) # will return the only online player whose name is 'Notch' <br>set {_p} to player("069a79f4-44e9-4726-a5be-fca90e38aaf5") # &amp;amp;lt;none&amp;amp;gt; if player is offline </div> </div> </div> </div> <div class="item-wrapper type-Function" id="product" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">product</h1> <a href="#product" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">product(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Calculates the product of a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> product(1) = 1 <br>product(2, 3, 4) = 24 <br>product({some list variable::*}) <br>product(2, {_v::*}, and the player's y-coordinate) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="quaternion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">quaternion</h1> <a href="#quaternion" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">quaternion(w: number, x: number, y: number, z: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quaternion">Quaternion</a></td> </tr> </table> <div class="item-description"> Returns a quaternion from the given W, X, Y and Z parameters. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> quaternion(1, 5.6, 45.21, 10) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="rgb" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">rgb</h1> <a href="#rgb" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">rgb(red: long, green: long, blue: long, alpha: long = 255)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (alpha)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#color">Color</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> dye player's leggings rgb(120, 30, 45) <br>set the colour of a text display to rgb(10, 50, 100, 50) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="round" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">round</h1> <a href="#round" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">round(n: number, d: number = 0)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2, 2.7 (decimal placement)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Rounds a number, i.e. returns the closest integer to the argument. Place a second argument to define the decimal placement. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> round(2.34) = 2 <br>round(2) = 2 <br>round(2.99) = 3 <br>round(2.5) = 3 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="sin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">sin</h1> <a href="#sin" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sin(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> sin(90) = 1 <br>sin(60) = 0.866 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="sqrt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">sqrt</h1> <a href="#sqrt" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sqrt(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The square root, which is the inverse operation to squaring a number (for positive numbers only). This is the same as <code>(argument) ^ (1/2)</code> – other roots can be calculated via <code>number ^ (1/root)</code>, e.g. <code>set {_l} to {_volume}^(1/3)</code>. Returns NaN (not a number) if the argument is negative. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> sqrt(4) = 2 <br>sqrt(2) = 1.4142 <br>sqrt(-1) = NaN </div> </div> </div> </div> <div class="item-wrapper type-Function" id="sum" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">sum</h1> <a href="#sum" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sum(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Sums a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> sum(1) = 1 <br>sum(2, 3, 4) = 9 <br>sum({some list variable::*}) <br>sum(2, {_v::*}, and the player's y-coordinate) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="tan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">tan</h1> <a href="#tan" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">tan(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The tangent function. This is basically <code><a href='#sin'>sin</a>(arg)/<a href='#cos'>cos</a>(arg)</code>. Uses degrees, not radians. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tan(0) = 0 <br>tan(45) = 1 <br>tan(89.99) = 5729.5779 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="vector" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">vector</h1> <a href="#vector" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vector(x: number, y: number, z: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev23</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a new vector, which can be used with various expressions, effects and functions. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> vector(0, 0, 0) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="world" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">world</h1> <a href="#world" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">world(name: string)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> Gets a world from its name. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_nether} to world("%{_world}%_nether") </div> </div> </div> </div> </div> </div> </body> </html> 
\ No newline at end of file
diff --git a/docs/nightly/feature/input-api/docs.json b/docs/nightly/feature/input-api/docs.json
index c3cd2e3469..92ac2ef6f2 100644
--- a/docs/nightly/feature/input-api/docs.json
+++ b/docs/nightly/feature/input-api/docs.json
@@ -1,5 +1,5 @@
 {
-  "skriptVersion": "2.9.4-nightly-59e0b46",
+  "skriptVersion": "2.9.4-nightly-6fdce8b",
   "conditions": [
     {
       "id": "CondAlphanumeric",
@@ -12739,7 +12739,7 @@
         "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 player press any input key:",
+        "on any input key press:",
         "\tsend \"You are pressing: %event-inputkeys%\" to player"
       ],
       "patterns": [
diff --git a/docs/nightly/feature/input-api/effects.html b/docs/nightly/feature/input-api/effects.html
index 361e2bb7d6..d34e33c80d 100644
--- a/docs/nightly/feature/input-api/effects.html
+++ b/docs/nightly/feature/input-api/effects.html
@@ -1 +1 @@
-<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-59e0b46</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-59e0b46" target="_blank">v2.9.4-nightly-59e0b46</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#EffActionBar">Action Bar</a> <a href="#EffAllowAging">Allow Aging</a> <a href="#EffApplyBoneMeal">Apply Bone Meal</a> <a href="#EffBan">Ban</a> <a href="#EffBreakNaturally">Break Block</a> <a href="#EffBroadcast">Broadcast</a> <a href="#EffCancelItemUse">Cancel Active Item</a> <a href="#EffCancelCooldown">Cancel Command Cooldown</a> <a href="#EffCancelDrops">Cancel Drops</a> <a href="#EffCancelEvent">Cancel Event</a> <a href="#EffChange">Change: Set/Add/Remove/Delete/Reset</a> <a href="#EffCharge">Charge Entity</a> <a href="#EffColorItems">Color Items</a> <a href="#EffCommand">Command</a> <a href="#EffCommandBlockConditional">Conditional / Unconditional</a> <a href="#EffConnect">Connect</a> <a href="#EffContinue">Continue</a> <a href="#EffCopy">Copy Into Variable</a> <a href="#EffHealth">Damage/Heal/Repair</a> <a href="#Delay">Delay</a> <a href="#EffDetonate">Detonate Entities</a> <a href="#EffDoIf">Do If</a> <a href="#EffDrop">Drop</a> <a href="#EffScriptFile">Enable/Disable/Reload Script File</a> <a href="#EffEnchant">Enchant/Disenchant</a> <a href="#EffEnforceWhitelist">Enforce Whitelist</a> <a href="#EffEntityVisibility">Entity Visibility</a> <a href="#EffEquip">Equip</a> <a href="#EffExit">Exit</a> <a href="#EffExplodeCreeper">Explode Creeper</a> <a href="#EffExplosion">Explosion</a> <a href="#EffFeed">Feed</a> <a href="#EffForceAttack">Force Attack</a> <a href="#EffRespawn">Force Respawn</a> <a href="#EffHandedness">Handedness</a> <a href="#EffHidePlayerFromServerList">Hide Player from Server List</a> <a href="#EffIgnite">Ignite/Extinguish</a> <a href="#EffTooltip">Item Tooltips</a> <a href="#EffKeepInventory">Keep Inventory / Experience</a> <a href="#EffKick">Kick</a> <a href="#EffKill">Kill</a> <a href="#EffKnockback">Knockback</a> <a href="#EffFireworkLaunch">Launch firework</a> <a href="#EffLeash">Leash entities</a> <a href="#EffLightning">Lightning</a> <a href="#EffLoadServerIcon">Load Server Icon</a> <a href="#EffWorldLoad">Load World</a> <a href="#EffSuppressWarnings">Locally Suppress Warning</a> <a href="#EffLog">Log</a> <a href="#EffLook">Look At</a> <a href="#EffMakeAdultOrBaby">Make Adult/Baby</a> <a href="#EffBreedable">Make Breedable</a> <a href="#EffMakeEggHatch">Make Egg Hatch</a> <a href="#EffFireResistant">Make Fire Resistant</a> <a href="#EffMakeFly">Make Fly</a> <a href="#EffIncendiary">Make Incendiary</a> <a href="#EffInvisible">Make Invisible</a> <a href="#EffInvulnerability">Make Invulnerable</a> <a href="#EffMakeSay">Make Say</a> <a href="#EffGlowingText">Make Sign Glow</a> <a href="#EffMessage">Message</a> <a href="#EffOpenBook">Open Book</a> <a href="#EffOpenInventory">Open/Close Inventory</a> <a href="#EffLidState">Open/Close Lid</a> <a href="#EffPathfind">Pathfind</a> <a href="#EffVisualEffect">Play Effect</a> <a href="#EffPlaySound">Play Sound</a> <a href="#EffPlayerInfoVisibility">Player Info Visibility</a> <a href="#EffPoison">Poison/Cure</a> <a href="#EffPotion">Potion Effects</a> <a href="#EffPush">Push</a> <a href="#EffPvP">PvP</a> <a href="#EffReplace">Replace</a> <a href="#EffReturn">Return</a> <a href="#EffRing">Ring Bell</a> <a href="#EffRotate">Rotate</a> <a href="#EffWorldSave">Save World</a> <a href="#EffSendBlockChange">Send Block Change</a> <a href="#EffSendResourcePack">Send Resource Pack</a> <a href="#EffShear">Shear</a> <a href="#EffShoot">Shoot</a> <a href="#EffSilence">Silence Entity</a> <a href="#EffSort">Sort</a> <a href="#EffStopServer">Stop Server</a> <a href="#EffStopSound">Stop Sound</a> <a href="#EffSwingHand">Swing Hand</a> <a href="#EffTame">Tame / Untame</a> <a href="#EffTeleport">Teleport</a> <a href="#EffTextDisplayDropShadow">Text Display Drop Shadow</a> <a href="#EffTextDisplaySeeThroughBlocks">Text Display See Through Blocks</a> <a href="#EffResetTitle">Title - Reset</a> <a href="#EffSendTitle">Title - Send</a> <a href="#EffToggle">Toggle</a> <a href="#EffToggleFlight">Toggle Flight</a> <a href="#EffToggleCanPickUpItems">Toggle Picking Up Items</a> <a href="#EffTree">Tree</a> <a href="#EffVehicle">Vehicle</a> <a href="#EffOp">op/deop</a> <a href="#EffSecSpawn">Spawn</a> </div> </nav> <h1 id="nav-title">Effects</h1> <div id="content"> <div class="item-wrapper type-Effect" id="EffActionBar" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Action Bar</h1> <a href="#EffActionBar" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">send [the] action[ ]bar [with text] %<a href='./classes.html#string'>text</a>% [to %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Sends an action bar message to the given player(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send action bar "Hello player!" to player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffAllowAging" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Allow Aging</h1> <a href="#EffAllowAging" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">lock age of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">prevent aging of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">prevent %<a href='./classes.html#livingentity'>living entities</a>% from aging</li> <li class="skript-code-block">unlock age of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">allow aging of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">allow %<a href='./classes.html#livingentity'>living entities</a>% to age</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Sets whether or not living entities will be able to age. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of animal:<br>&nbsp;&nbsp;&nbsp;&nbsp;allow aging of entity </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffApplyBoneMeal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Apply Bone Meal</h1> <a href="#EffApplyBoneMeal" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">apply [%<a href='./classes.html#number'>number</a>%] bone[ ]meal[s] [to %<a href='./classes.html#block'>blocks</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.16.2+</td> </tr> </table> <div class="item-description"> Applies bone meal to a crop, sapling, or composter </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply 3 bone meal to event-block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ban</h1> <a href="#EffBan" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ban [and kick] %<a href='./classes.html#string'>texts</a>/<a href='./classes.html#offlineplayer'>offline players</a>% [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">unban %<a href='./classes.html#string'>texts</a>/<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">ban [and kick] %<a href='./classes.html#player'>players</a>% by IP [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">unban %<a href='./classes.html#player'>players</a>% by IP</li> <li class="skript-code-block">IP(-| )ban [and kick] %<a href='./classes.html#player'>players</a>% [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">(IP(-| )unban|un[-]IP[-]ban) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.1.1 (ban reason), 2.5 (timespan), 2.9.0 (kick)</td> </tr> </table> <div class="item-description"> Bans or unbans a player or an IP address. If a reason is given, it will be shown to the player when they try to join the server while banned. A length of ban may also be given to apply a temporary ban. If it is absent for any reason, a permanent ban will be used instead. We recommend that you test your scripts so that no accidental permanent bans are applied.<p>Note that banning people does not kick them from the server. You can optionally use 'and kick' or consider using the <a href='effects.html#EffKick'>kick effect</a> after applying a ban. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> unban player<br>ban "127.0.0.1"<br>IP-ban the player because "he is an idiot"<br>ban player due to "inappropriate language" for 2 days<br>ban and kick player due to "inappropriate language" for 2 days </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBreakNaturally" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Break Block</h1> <a href="#EffBreakNaturally" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">break %<a href='./classes.html#block'>blocks</a>% [naturally] [using %<a href='./classes.html#itemtype'>item type</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Breaks the block and spawns items as if a player had mined it<p>You can add a tool, which will spawn items based on how that tool would break the block (ie: When using a hand to break stone, it drops nothing, whereas with a pickaxe it drops cobblestone) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;break clicked block naturally<br>loop blocks in radius 10 around player:<br>&nbsp;&nbsp;&nbsp;&nbsp;break loop-block using player's tool<br>loop blocks in radius 10 around player:<br>&nbsp;&nbsp;&nbsp;&nbsp;break loop-block naturally using diamond pickaxe </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBroadcast" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Broadcast</h1> <a href="#EffBroadcast" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">broadcast %<a href='./classes.html#object'>objects</a>% [(to|in) %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (broadcasting objects), 2.6.1 (using advanced formatting)</td> </tr> </table> <div class="item-description"> Broadcasts a message to the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Welcome %player% to the server!"<br>broadcast "Woah! It's a message!" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelItemUse" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Active Item</h1> <a href="#EffCancelItemUse" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(cancel|interrupt) [the] us[ag]e of %<a href='./classes.html#livingentity'>living entities</a>%'[s] [active|current] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Interrupts the action entities may be trying to complete. For example, interrupting eating, or drawing back a bow. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the victim's active tool is a bow:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;interrupt the usage of the player's active item </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Command Cooldown</h1> <a href="#EffCancelCooldown" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(cancel|ignore) [the] [current] [command] cooldown</li> <li class="skript-code-block">un(cancel|ignore) [the] [current] [command] cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> </table> <div class="item-description"> Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /nick &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown: 10 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if length of arg-1 is more than 16:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Makes it so that invalid arguments don't make you wait for the cooldown again<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel the cooldown<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Your nickname may be at most 16 characters."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the player's display name to arg-1 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelDrops" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Drops</h1> <a href="#EffCancelDrops" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(cancel|clear|delete) [the] drops [of (items|[e]xp[erience][s])]</li> <li class="skript-code-block">(cancel|clear|delete) [the] (item|[e]xp[erience]) drops</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#death">death</a>, <a href="events.html#break_mine">break / mine</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.12.2 or newer (cancelling item drops of blocks)</td> </tr> </table> <div class="item-description"> Cancels drops of items or experiences in a death or block break event. Please note that this doesn't keep items or experiences of a dead player. If you want to do that, use the <a href='effects.html#EffKeepInventory'>Keep Inventory / Experience</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of a zombie:<br>&nbsp;&nbsp;&nbsp;&nbsp;if name of the entity is "&amp;cSpecial":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel drops of items<br><br>on break of a coal ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the experience drops </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelEvent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Event</h1> <a href="#EffCancelEvent" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">cancel [the] event</li> <li class="skript-code-block">uncancel [the] event</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Cancels the event (e.g. prevent blocks from being placed, or damage being taken). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is a player<br>&nbsp;&nbsp;&nbsp;&nbsp;victim has the permission "skript.god"<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffChange" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Change: Set/Add/Remove/Delete/Reset</h1> <a href="#EffChange" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(add|give) %<a href='./classes.html#object'>objects</a>% to %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">increase %~<a href='./classes.html#object'>objects</a>% by %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">give %~<a href='./classes.html#object'>objects</a>% %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">set %~<a href='./classes.html#object'>objects</a>% to %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">remove (all|every) %<a href='./classes.html#object'>objects</a>% from %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">(remove|subtract) %<a href='./classes.html#object'>objects</a>% from %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">(reduce|decrease) %~<a href='./classes.html#object'>objects</a>% by %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">(delete|clear) %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">reset %~<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (set, add, remove, delete), 2.0 (remove all)</td> </tr> </table> <div class="item-description"> A very general effect that can change many <a href='./expressions'>expressions</a>. Many expressions can only be set and/or deleted, while some can have things added to or removed from them. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # set:<br>Set the player's display name to "&amp;lt;red&amp;gt;%name of player%"<br>set the block above the victim to lava<br># add:<br>add 2 to the player's health # preferably use '&lt;a href='#EffHealth'&gt;heal&lt;/a&gt;' for this<br>add argument to {blacklist::*}<br>give a diamond pickaxe of efficiency 5 to the player<br>increase the data value of the clicked block by 1<br># remove:<br>remove 2 pickaxes from the victim<br>subtract 2.5 from {points::%uuid of player%}<br># remove all:<br>remove every iron tool from the player<br>remove all minecarts from {entitylist::*}<br># delete:<br>delete the block below the player<br>clear drops<br>delete {variable}<br># reset:<br>reset walk speed of player<br>reset chunk at the targeted block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCharge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Charge Entity</h1> <a href="#EffCharge" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% [(un|not |non[-| ])](charged|powered)</li> <li class="skript-code-block">[un](charge|power) %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (wither skulls)</td> </tr> </table> <div class="item-description"> Charges or uncharges a creeper or wither skull. A creeper is charged when it has been struck by lightning. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of creeper:<br>&nbsp;&nbsp;&nbsp;&nbsp;charge the event-entity </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffColorItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Color Items</h1> <a href="#EffColorItems" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(dye|colo[u]r|paint) %<a href='./classes.html#itemtype'>item types</a>% %<a href='./classes.html#color'>color</a>%</li> <li class="skript-code-block">(dye|colo[u]r|paint) %<a href='./classes.html#itemtype'>item types</a>% \(%<a href='./classes.html#number'>number</a>%, %<a href='./classes.html#number'>number</a>%, %<a href='./classes.html#number'>number</a>%\)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev26 (maps and potions)</td> </tr> </table> <div class="item-description"> Colors items in a given <a href='classes.html#color'>color</a>. You can also use RGB codes if you feel limited with the 16 default colors. RGB codes are three numbers from 0 to 255 in the order <code>(red, green, blue)</code>, where <code>(0,0,0)</code> is black and <code>(255,255,255)</code> is white. Armor is colorable for all Minecraft versions. With Minecraft 1.11 or newer you can also color potions and maps. Note that the colors might not look exactly how you'd expect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> dye player's helmet blue<br>color the player's tool red </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command</h1> <a href="#EffCommand" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[execute] [the] [bungee[cord]] command[s] %<a href='./classes.html#string'>texts</a>% [by %<a href='./classes.html#commandsender'>command senders</a>%]</li> <li class="skript-code-block">[execute] [the] %<a href='./classes.html#commandsender'>command senders</a>% [bungee[cord]] command[s] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">(let|make) %<a href='./classes.html#commandsender'>command senders</a>% execute [[the] [bungee[cord]] command[s]] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (bungeecord command)</td> </tr> </table> <div class="item-description"> Executes a command. This can be useful to use other plugins in triggers. If the command is a bungeecord side command, you can use the [bungeecord] option to execute command on the proxy. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player execute command "/home"<br>execute console command "/say Hello everyone!"<br>execute player bungeecord command "/alert &amp;6Testing Announcement!" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCommandBlockConditional" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Conditional / Unconditional</h1> <a href="#EffCommandBlockConditional" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make command block[s] %<a href='./classes.html#block'>blocks</a>% [(un|not )]conditional</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Sets whether the provided command blocks are conditional or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make command block {_block} conditional<br>make command block {_block} unconditional if {_block} is conditional </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffConnect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Connect</h1> <a href="#EffConnect" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(send|connect) %<a href='./classes.html#player'>players</a>% to [proxy|bungeecord] [server] %<a href='./classes.html#string'>text</a>%</li> <li class="skript-code-block">transfer %<a href='./classes.html#player'>players</a>% to server %<a href='./classes.html#string'>text</a>% [on port %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, INSERT VERSION (transfer)</td> </tr> </table> <div class="item-description"> Connect a player to a server running on your proxy, or any server supporting transfers. Read below for more information. If the server is running Minecraft 1.20.5 or above, you may specify an IP and Port to transfer a player over to that server. When transferring players using an IP, the transfer will not complete if the `accepts-transfers` option isn't enabled in `server.properties` for the server specified. If the port is not provided, it will default to `25565`. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> connect all players to proxy server "hub"<br>transfer player to server "my.server.com"<br>transfer player to server "localhost" on port 25566 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffContinue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Continue</h1> <a href="#EffContinue" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">continue [this loop|[the] [current] loop]</li> <li class="skript-code-block">continue [the] &lt;-?\d+(_\d+)*&gt;(st|nd|rd|th) loop</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev37, 2.7 (while loops), 2.8.0 (outer loops)</td> </tr> </table> <div class="item-description"> Moves the loop to the next iteration. You may also continue an outer loop from an inner one. The loops are labelled from 1 until the current loop, starting with the outermost one. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Broadcast online moderators<br>loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-value does not have permission "moderator":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;continue # filter out non moderators<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-player% is a moderator!" # Only moderators get broadcast<br> <br># Game starting counter<br>set {_counter} to 11<br>while {_counter} &gt; 0:<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 1 from {_counter}<br>&nbsp;&nbsp;&nbsp;&nbsp;wait a second<br>&nbsp;&nbsp;&nbsp;&nbsp;if {_counter} != 1, 2, 3, 5 or 10:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;continue # only print when counter is 1, 2, 3, 5 or 10<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Game starting in %{_counter}% second(s)" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCopy" data-keywords="clone, variable, list"> <div class="item-title"> <h1 style="display: inline-block">Copy Into Variable</h1> <a href="#EffCopy" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">copy %~<a href='./classes.html#object'>objects</a>% [in]to %~<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Copies objects into a variable. When copying a list over to another list, the source list and its sublists are also copied over. <strong>Note: Copying a value into a variable/list will overwrite the existing data.</strong> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_foo::bar} to 1<br>set {_foo::sublist::foobar} to "hey"<br>copy {_foo::*} to {_copy::*}<br>broadcast indices of {_copy::*} # bar, sublist<br>broadcast {_copy::bar} # 1<br>broadcast {_copy::sublist::foobar} # "hey!" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffHealth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage/Heal/Repair</h1> <a href="#EffHealth" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">damage %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#slot'>slots</a>% by %<a href='./classes.html#number'>number</a>% [heart[s]] [with fake cause %<a href='./classes.html#damagecause'>damage cause</a>%]</li> <li class="skript-code-block">heal %<a href='./classes.html#livingentity'>living entities</a>% [by %<a href='./classes.html#number'>number</a>% [heart[s]]]</li> <li class="skript-code-block">repair %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#slot'>slots</a>% [by %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Damage/Heal/Repair an entity, or item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> damage player by 5 hearts<br>heal the player<br>repair tool of player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="Delay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Delay</h1> <a href="#Delay" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(wait|halt) [for] %<a href='./classes.html#timespan'>time span</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Delays the script's execution by a given timespan. Please note that delays are not persistent, e.g. trying to create a tempban script with <code>ban player → wait 7 days → unban player</code> will not work if you restart your server anytime within these 7 days. You also have to be careful even when using small delays! </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> wait 2 minutes<br>halt for 5 minecraft hours<br>wait a tick </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffDetonate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Detonate Entities</h1> <a href="#EffDetonate" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">detonate %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Immediately detonates an entity. Accepted entities are fireworks, TNT minecarts, primed TNT, wind charges and creepers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> detonate last launched firework </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffDoIf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Do If</h1> <a href="#EffDoIf" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;.+&gt; if &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Execute an effect if a condition is true. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;give a diamond to the player if the player has permission "rank.vip" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffDrop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Drop</h1> <a href="#EffDrop" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">drop %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#experience'>experience points</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%] [without velocity]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Drops one or more items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of creeper:<br>&nbsp;&nbsp;&nbsp;&nbsp;drop 1 TNT </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffScriptFile" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enable/Disable/Reload Script File</h1> <a href="#EffScriptFile" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">((enable|load)|reload|(disable|unload)) s(c|k)ript [file] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Enables, disables, or reloads a script file. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> reload script "test"<br>enable script file "testing"<br>unload script file "script.sk" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEnchant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchant/Disenchant</h1> <a href="#EffEnchant" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">enchant %~<a href='./classes.html#itemtype'>item types</a>% with %<a href='./classes.html#enchantmenttype'>enchantment types</a>%</li> <li class="skript-code-block">disenchant %~<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Enchant or disenchant an existing item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enchant the player's tool with sharpness 5<br>disenchant the player's tool </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEnforceWhitelist" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enforce Whitelist</h1> <a href="#EffEnforceWhitelist" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[un]enforce [the] [server] white[ ]list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17+</td> </tr> </table> <div class="item-description"> Enforces or un-enforce a server's whitelist. All non-whitelisted players will be kicked upon enforcing the whitelist. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enforce the whitelist<br>unenforce the whitelist </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEntityVisibility" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Visibility</h1> <a href="#EffEntityVisibility" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hide %<a href='./classes.html#entity'>entities</a>% [(from|for) %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">reveal %<a href='./classes.html#entity'>entities</a>% [(to|for|from) %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, INSERT VERSION (entities)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.19+ (entities)</td> </tr> </table> <div class="item-description"> Change visibility of the given entities for the given players. If no players are given, will hide the entities from all online players.<p>When reveal is used in combination of the <a href='expressions.html#ExprHiddenPlayers'>hidden players</a> expression and the viewers are not specified, this will default it to the given player in the hidden players expression.<p>Note: all previously hidden entities (including players) will be visible when a player leaves and rejoins. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is a chicken:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;hide event-entity<br><br>reveal hidden players of players </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEquip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Equip</h1> <a href="#EffEquip" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">equip [%<a href='./classes.html#livingentity'>living entities</a>%] with %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% wear %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">unequip %<a href='./classes.html#itemtype'>item types</a>% [from %<a href='./classes.html#livingentity'>living entities</a>%]</li> <li class="skript-code-block">unequip %<a href='./classes.html#livingentity'>living entities</a>%'[s] (armo[u]r|equipment)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.7 (multiple entities, unequip)</td> </tr> </table> <div class="item-description"> Equips or unequips an entity with some given armor. This will replace any armor that the entity is wearing. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> equip player with diamond helmet<br>equip player with all diamond armor<br>unequip diamond chestplate from player<br>unequip all armor from player<br>unequip player's armor </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffExit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exit</h1> <a href="#EffExit" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(exit|stop) [trigger]</li> <li class="skript-code-block">(exit|stop) [1|a|the|this] (section|loop|conditional)</li> <li class="skript-code-block">(exit|stop) &lt;-?\d+(_\d+)*&gt; (section|loop|conditional)s</li> <li class="skript-code-block">(exit|stop) all (section|loop|conditional)s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Exits a given amount of loops and conditionals, or the entire trigger. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has any ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;stop<br>message "%player% has no ores!"<br>loop blocks above the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-block is not air:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;exit 2 sections<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to water </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffExplodeCreeper" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explode Creeper</h1> <a href="#EffExplodeCreeper" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">instantly explode [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">explode [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>% instantly</li> <li class="skript-code-block">ignite creeper[s] %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">start (ignition|explosion) [process] of [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">stop (ignition|explosion) [process] of [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.13 or newer/Spigot 1.14 or newer. Ignition can be stopped on Paper 1.13 or newer.</td> </tr> </table> <div class="item-description"> Starts the explosion process of a creeper or instantly explodes it. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> start explosion of the last spawned creeper<br>stop ignition of the last spawned creeper </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffExplosion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosion</h1> <a href="#EffExplosion" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(create|make)] [an] explosion (of|with) (force|strength|power) %<a href='./classes.html#number'>number</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%] [with fire]</li> <li class="skript-code-block">[(create|make)] [a] safe explosion (of|with) (force|strength|power) %<a href='./classes.html#number'>number</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">[(create|make)] [a] fake explosion [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">[(create|make)] [an] explosion[ ]effect [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Creates an explosion of a given force. The Minecraft Wiki has an <a href='https://www.minecraft.wiki/w/Explosion'>article on explosions</a> which lists the explosion forces of TNT, creepers, etc. Hint: use a force of 0 to create a fake explosion that does no damage whatsoever, or use the explosion effect introduced in Skript 2.0. Starting with Bukkit 1.4.5 and Skript 2.0 you can use safe explosions which will damage entities but won't destroy any blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> create an explosion of force 10 at the player<br>create an explosion of force 0 at the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffFeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Feed</h1> <a href="#EffFeed" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">feed [the] %<a href='./classes.html#player'>players</a>% [by %<a href='./classes.html#number'>number</a>% [beef[s]]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> </table> <div class="item-description"> Feeds the specified players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> feed all players<br>feed the player by 5 beefs </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffForceAttack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Force Attack</h1> <a href="#EffForceAttack" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% attack %<a href='./classes.html#entity'>entity</a>%</li> <li class="skript-code-block">force %<a href='./classes.html#livingentity'>living entities</a>% to attack %<a href='./classes.html#entity'>entity</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15.2+</td> </tr> </table> <div class="item-description"> Makes a living entity attack an entity with a melee attack. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn a wolf at player's location<br>make last spawned wolf attack player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffRespawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Force Respawn</h1> <a href="#EffRespawn" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">force %<a href='./classes.html#player'>players</a>% to respawn</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Forces player(s) to respawn if they are dead. If this is called without delay from death event, one tick is waited before respawn attempt. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;force event-player to respawn </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffHandedness" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Handedness</h1> <a href="#EffHandedness" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (left|right)( |-)handed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.17.1+</td> </tr> </table> <div class="item-description"> Make mobs left or right-handed. This does not affect players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn skeleton at spawn of world "world":<br>&nbsp;&nbsp;&nbsp;&nbsp;make entity left handed<br><br>make all zombies in radius 10 of player right handed </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffHidePlayerFromServerList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hide Player from Server List</h1> <a href="#EffHidePlayerFromServerList" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hide %<a href='./classes.html#player'>players</a>% (in|on|from) [the] server list</li> <li class="skript-code-block">hide %<a href='./classes.html#player'>players</a>%'[s] info[rmation] (in|on|from) [the] server list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Hides a player from the <a href='expressions.html#ExprHoverList'>hover list</a> and decreases the <a href='expressions.html#ExprOnlinePlayersCount'>online players count</a> (only if the player count wasn't changed before). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;hide {vanished::*} from the server list </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffIgnite" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ignite/Extinguish</h1> <a href="#EffIgnite" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(ignite|set fire to) %<a href='./classes.html#entity'>entities</a>% [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">(set|light) %<a href='./classes.html#entity'>entities</a>% on fire [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">extinguish %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Lights entities on fire or extinguishes them. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ignite the player<br>extinguish the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTooltip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Tooltips</h1> <a href="#EffTooltip" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(show|reveal|hide) %<a href='./classes.html#itemtype'>item types</a>%'[s] [entire|additional] tool[ ]tip</li> <li class="skript-code-block">(show|reveal|hide) [the] [entire|additional] tool[ ]tip of %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Show or hide the tooltip of an item. If changing the 'entire' tooltip of an item, nothing will show up when a player hovers over it. If changing the 'additional' tooltip, only specific parts (which change per item) will be hidden. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> hide the entire tooltip of player's tool<br>hide {_item}'s additional tool tip </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKeepInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Keep Inventory / Experience</h1> <a href="#EffKeepInventory" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">keep [the] (inventory|items) [(and [e]xp[erience][s] [point[s]])]</li> <li class="skript-code-block">keep [the] [e]xp[erience][s] [point[s]] [(and (inventory|items))]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#death">death</a></td> </tr> </table> <div class="item-description"> Keeps the inventory or/and experiences of the dead player in a death event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the victim is an op:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;keep the inventory and experiences </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKick" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Kick</h1> <a href="#EffKick" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">kick %<a href='./classes.html#player'>players</a>% [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Kicks a player from the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on place of TNT, lava, or obsidian:<br>&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "You may not place %block%!"<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKill" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Kill</h1> <a href="#EffKill" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">kill %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Kills an entity. Note: This effect does not set the entity's health to 0 (which causes issues), but damages the entity by 100 times its maximum health. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> kill the player<br>kill all creepers in the player's world<br>kill all endermen, witches and bats </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKnockback" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Knockback</h1> <a href="#EffKnockback" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(apply knockback to|knock[back]) %<a href='./classes.html#livingentity'>living entities</a>% [%<a href='./classes.html#direction'>direction</a>%] [with (strength|force) %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19.2+</td> </tr> </table> <div class="item-description"> Apply the same velocity as a knockback to living entities in a direction. Mechanics such as knockback resistance will be factored in. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> knockback player north<br>knock victim (vector from attacker to victim) with strength 10 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffFireworkLaunch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Launch firework</h1> <a href="#EffFireworkLaunch" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(launch|deploy) [[a] firework [with effect[s]]] %<a href='./classes.html#fireworkeffect'>firework effects</a>% at %<a href='./classes.html#location'>locations</a>% [([with] (duration|power)|timed) %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Launch firework effects at the given location(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> launch ball large colored red, purple and white fading to light green and black at player's location with duration 1 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLeash" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Leash entities</h1> <a href="#EffLeash" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(leash|lead) %<a href='./classes.html#livingentity'>living entities</a>% to %<a href='./classes.html#entity'>entity</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entity</a>% (leash|lead) %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">un(leash|lead) [holder of] %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Leash living entities to other entities. When trying to leash an Ender Dragon, Wither, Player, or a Bat, this effect will not work. See <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/LivingEntity.html#setLeashHolder(org.bukkit.entity.Entity)">Spigot's Javadocs for more info</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;leash event-entity to player<br>&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;aYou leashed &amp;2%event-entity%!" to player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLightning" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lightning</h1> <a href="#EffLightning" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(create|strike) lightning[([ ]effect)] %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Strike lightning at a given location. Can use 'lightning effect' to create a lightning that does not harm entities or start fires. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> strike lightning at the player<br>strike lightning effect at the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLoadServerIcon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Load Server Icon</h1> <a href="#EffLoadServerIcon" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">load [the] server icon (from|of) [the] [image] [file] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> </table> <div class="item-description"> Loads server icons from the given files. You can get the loaded icon using the <a href='expressions.html#ExprLastLoadedServerIcon'>last loaded server icon</a> expression. Please note that the image must be 64x64 and the file path starts from the server folder. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on load:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear {server-icons::*}<br>&nbsp;&nbsp;&nbsp;&nbsp;loop 5 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;load server icon from file "icons/%loop-number%.png"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add the last loaded server icon to {server-icons::*}<br><br>on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the icon to a random server icon out of {server-icons::*} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffWorldLoad" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Load World</h1> <a href="#EffWorldLoad" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">load [[the] world[s]] %<a href='./classes.html#string'>texts</a>% [with environment %<a href='./classes.html#environment'>environment</a>%]</li> <li class="skript-code-block">unload [[the] world[s]] %<a href='./classes.html#world'>worlds</a>% [without saving]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Load your worlds or unload your worlds The load effect will create a new world if world doesn't already exist. When attempting to load a normal vanilla world you must define it's environment i.e "world_nether" must be loaded with nether environment </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> load world "world_nether" with environment nether<br>load the world "myCustomWorld"<br>unload "world_nether"<br>unload "world_the_end" without saving<br>unload all worlds </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSuppressWarnings" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Locally Suppress Warning</h1> <a href="#EffSuppressWarnings" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[local[ly]] suppress [the] (conflict|variable save|[missing] conjunction|starting [with] expression[s]|deprecated syntax|unreachable code) warning[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Suppresses target warnings from the current script. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> locally suppress missing conjunction warnings<br>suppress the variable save warnings </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLog" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Log</h1> <a href="#EffLog" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">log %<a href='./classes.html#string'>texts</a>% [(to|in) [file[s]] %<a href='./classes.html#string'>texts</a>%] [with [the|a] severity [of] (warning|severe)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.9.0 (severities)</td> </tr> </table> <div class="item-description"> Writes text into a .log file. Skript will write these files to /plugins/Skript/logs. NB: Using 'server.log' as the log file will write to the default server log. Omitting the log file altogether will log the message as '[Skript] [&lt;script&gt;.sk] &lt;message&gt;' in the server log. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "%player% has just joined the server!"<br>on world change:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "Someone just went to %event-world%!" to file "worldlog/worlds.log"<br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "%player% just executed %full command%!" to file "server/commands.log" with a severity of warning </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLook" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Look At</h1> <a href="#EffLook" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(force|make) %<a href='./classes.html#livingentity'>living entities</a>% [to] (face [towards]|look [(at|towards)]) (%<a href='./classes.html#entity'>entity</a>%['s (feet|eyes)]|(feet|eyes) of %<a href='./classes.html#entity'>entity</a>%) [at [head] [rotation] speed %<a href='./classes.html#number'>number</a>%] [[and] max[imum] [head] pitch %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">(force|make) %<a href='./classes.html#livingentity'>living entities</a>% [to] (face [towards]|look [(at|towards)]) %<a href='./classes.html#vector'>vector</a>/<a href='./classes.html#location'>location</a>% [at [head] [rotation] speed %<a href='./classes.html#number'>number</a>%] [[and] max[imum] [head] pitch %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.17+, Paper 1.19.1+ (Players & Look Anchors)</td> </tr> </table> <div class="item-description"> Forces the mob(s) or player(s) to look at an entity, vector or location. Vanilla max head pitches range from 10 to 50. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> force the player to look towards event-entity's feet<br><br>on entity explosion:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_player} to the nearest player<br>&nbsp;&nbsp;&nbsp;&nbsp;{_player} is set<br>&nbsp;&nbsp;&nbsp;&nbsp;distance between {_player} and the event-location is less than 15<br>&nbsp;&nbsp;&nbsp;&nbsp;make {_player} look towards vector from the {_player} to location of the event-entity<br><br>force {_enderman} to face the block 3 meters above {_location} at head rotation speed 100.5 and max head pitch -40 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeAdultOrBaby" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Adult/Baby</h1> <a href="#EffMakeAdultOrBaby" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% [a[n]] (adult|baby)</li> <li class="skript-code-block">force %<a href='./classes.html#livingentity'>living entities</a>% to be[come] a[n] (adult|baby)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Force a animal to become an adult or baby. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of mob:<br>&nbsp;&nbsp;&nbsp;&nbsp;entity is not an adult<br>&nbsp;&nbsp;&nbsp;&nbsp;make entity an adult </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBreedable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Breedable</h1> <a href="#EffBreedable" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% breedable</li> <li class="skript-code-block">unsterilize %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (not |non(-| )|un)breedable</li> <li class="skript-code-block">sterilize %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Sets whether or not entities will be able to breed. Only works on animals. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of animal:<br>&nbsp;&nbsp;&nbsp;&nbsp;make entity unbreedable </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeEggHatch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Egg Hatch</h1> <a href="#EffMakeEggHatch" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make [the] egg [not] hatch</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> </table> <div class="item-description"> Makes the egg hatch in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;# EGGS FOR DAYZ!<br>&nbsp;&nbsp;&nbsp;&nbsp;make the egg hatch </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffFireResistant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Fire Resistant</h1> <a href="#EffFireResistant" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#itemtype'>item types</a>% [not] (fire resistant|resistant to fire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Makes items fire resistant. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player's tool fire resistant:<br>make {_items::*} not resistant to fire </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeFly" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Fly</h1> <a href="#EffMakeFly" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">force %<a href='./classes.html#player'>players</a>% to [(start|stop)] fly[ing]</li> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% (start|stop) flying</li> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% fly</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> </table> <div class="item-description"> Forces a player to start/stop flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player fly<br>force all players to stop flying </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffIncendiary" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Incendiary</h1> <a href="#EffIncendiary" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% [not] incendiary</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>%'[s] explosion [not] (incendiary|fiery)</li> <li class="skript-code-block">make [the] [event(-| )]explosion [not] (incendiary|fiery)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Sets if an entity's explosion will leave behind fire. This effect is also usable in an explosion prime event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime:<br>&nbsp;&nbsp;&nbsp;&nbsp;make the explosion fiery </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffInvisible" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Invisible</h1> <a href="#EffInvisible" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (invisible|not visible)</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (visible|not invisible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Makes a living entity visible/invisible. This is not a potion and therefore does not have features such as a time limit or particles. When setting an entity to invisible while using an invisibility potion on it, the potion will be overridden and when it runs out the entity keeps its invisibility. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target entity invisible </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffInvulnerability" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Invulnerable</h1> <a href="#EffInvulnerability" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% (invulnerable|invincible)</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% (not (invulnerable|invincible)|vulnerable|vincible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Makes an entity invulnerable/not invulnerable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target entity invulnerable </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeSay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Say</h1> <a href="#EffMakeSay" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% (say|send [the] message[s]) %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">force %<a href='./classes.html#player'>players</a>% to (say|send [the] message[s]) %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Forces a player to send a message to the chat. If the message starts with a slash it will force the player to use command. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make the player say "Hello."<br>force all players to send the message "I love this server" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffGlowingText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Sign Glow</h1> <a href="#EffGlowingText" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% have glowing text</li> <li class="skript-code-block">make %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% have (normal|non[-| ]glowing) text</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Makes a sign (either a block or item) have glowing text or normal text </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target block of player have glowing text </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMessage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Message</h1> <a href="#EffMessage" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(message|send [message[s]]) %<a href='./classes.html#object'>objects</a>% [to %<a href='./classes.html#commandsender'>command senders</a>%] [from %<a href='./classes.html#player'>player</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2-dev26 (advanced features), 2.5.2 (optional sender), 2.6 (sending objects)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16.4+ for optional sender</td> </tr> </table> <div class="item-description"> Sends a message to the given player. Only styles written in given string or in <a href=expressions.html#ExprColored>formatted expressions</a> will be parsed. Adding an optional sender allows the messages to be sent as if a specific player sent them. This is useful with Minecraft 1.16.4's new chat ignore system, in which players can choose to ignore other players, but for this to work, the message needs to be sent from a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "A wild %player% appeared!"<br>message "This message is a distraction. Mwahaha!"<br>send "Your kill streak is %{kill streak::%uuid of player%}%." to player<br>if the targeted entity exists:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You're currently looking at a %type of the targeted entity%!"<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;send "[%player%] &gt;&gt; %message%" to all players from player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffOpenBook" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Open Book</h1> <a href="#EffOpenBook" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(open|show) book %<a href='./classes.html#itemtype'>item type</a>% (to|for) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14.2+</td> </tr> </table> <div class="item-description"> Opens a written book to a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open book player's tool to player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffOpenInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Open/Close Inventory</h1> <a href="#EffOpenInventory" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(open|show) (((crafting [table]|workbench)|chest|anvil|hopper|dropper|dispenser) [(view|window|inventory)]|%<a href='./classes.html#inventory'>inventory</a>/<a href='./classes.html#inventorytype'>inventory type</a>%) (to|for) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">close [the] inventory [view] (to|of|for) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">close %<a href='./classes.html#player'>players</a>%'[s] inventory [view]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.1.1 (closing), 2.2-Fixes-V10 (anvil), 2.4 (hopper, dropper, dispenser</td> </tr> </table> <div class="item-description"> Opens an inventory to a player. The player can then access and modify the inventory as if it was a chest that he just opened. Please note that currently 'show' and 'open' have the same effect, but 'show' will eventually show an unmodifiable view of the inventory in the future. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> show the victim's inventory to the player<br>open the player's inventory for the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLidState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Open/Close Lid</h1> <a href="#EffLidState" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(open|close) [the] lid[s] (of|for) %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">(open|close) %<a href='./classes.html#block'>blocks</a>%'[s] lid[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Open or close the lid of the block(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open the lid of {_chest}<br>close the lid of {_blocks::*} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPathfind" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Pathfind</h1> <a href="#EffPathfind" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (pathfind|move) to[wards] %<a href='./classes.html#livingentity'>living entity</a>/<a href='./classes.html#location'>location</a>% [at speed %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% stop (pathfinding|moving)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Make an entity pathfind towards a location or another entity. Not all entities can pathfind. If the pathfinding target is another entity, the entities may or may not continuously follow the target. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make all creepers pathfind towards player<br>make all cows stop pathfinding<br>make event-entity pathfind towards player at speed 1 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffVisualEffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Play Effect</h1> <a href="#EffVisualEffect" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(play|show) %<a href='./classes.html#visualeffect'>visual effects</a>% (on|%<a href='./classes.html#direction'>directions</a>%) %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>% [(to %<a href='./classes.html#player'>players</a>%|in (radius|range) of %<a href='./classes.html#number'>number</a>%)]</li> <li class="skript-code-block">(play|show) %<a href='./classes.html#number'>number</a>% %<a href='./classes.html#visualeffect'>visual effects</a>% (on|%<a href='./classes.html#direction'>directions</a>%) %<a href='./classes.html#location'>locations</a>% [(to %<a href='./classes.html#player'>players</a>%|in (radius|range) of %<a href='./classes.html#number'>number</a>%)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> </table> <div class="item-description"> Plays a <a href='classes.html#visualeffect'>visual effect</a> at a given location or on a given entity. Please note that some effects can only be played on entities, e.g. wolf hearts or the hurt effect, and that these are always visible to all players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play wolf hearts on the clicked wolf<br>show mob spawner flames at the targeted block to the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPlaySound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Play Sound</h1> <a href="#EffPlaySound" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">play sound[s] %<a href='./classes.html#string'>texts</a>% [[with] seed %<a href='./classes.html#number'>number</a>%] [(in|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(at|with) volume %<a href='./classes.html#number'>number</a>%] [(and|at|with) pitch %<a href='./classes.html#number'>number</a>%] (at|on|from) %<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>% [(to|for) %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">play sound[s] %<a href='./classes.html#string'>texts</a>% [[with] seed %<a href='./classes.html#number'>number</a>%] [(in|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(at|with) volume %<a href='./classes.html#number'>number</a>%] [(and|at|with) pitch %<a href='./classes.html#number'>number</a>%] [(to|for) %<a href='./classes.html#player'>players</a>%] [(at|on|from) %<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, 2.4 (sound categories), 2.9 (sound seed & entity emitter)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.18.1+ (entity emitters), Paper 1.19.4+ or Adventure API 4.12.0+ (sound seed)</td> </tr> </table> <div class="item-description"> Plays a sound at given location for everyone or just for given players, or plays a sound to specified players. Both Minecraft sound names and <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html">Spigot sound names</a> are supported. Playing resource pack sounds are supported too. The sound category is 'master' by default. <p>When running 1.19+, playing a sound from an entity directly will result in the sound coming from said entity, even while moving. If the sound is custom, a location emitter will follow the entity. Do note that pitch and volume are reflected based on the entity, and Minecraft may not use the values from this syntax.<p>If using Paper 1.19.4+ or Adventure API 4.12.0+ you can utilize sound seeds. Minecraft sometimes have a set of sounds under one sound ID that will randomly play, to counter this, you can directly state which seed to use.<p>Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play sound "block.note_block.pling"<br>play sound "entity.experience_orb.pickup" with volume 0.5 to the player<br>play sound "custom.music.1" in jukebox category at {speakerBlock}<br>play sound "BLOCK_AMETHYST_BLOCK_RESONATE" with seed 1 on target entity for the player #1.20.1+ </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPlayerInfoVisibility" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Info Visibility</h1> <a href="#EffPlayerInfoVisibility" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hide [all] player [related] info[rmation] [(in|on|from) [the] server list]</li> <li class="skript-code-block">(show|reveal) [all] player [related] info[rmation] [(in|to|on|from) [the] server list]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#server_list_ping">server list ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> </table> <div class="item-description"> Sets whether all player related information is hidden in the server list. The Vanilla Minecraft client will display ??? (dark gray) instead of player counts and will not show the <a href='expressions.html#ExprHoverList'>hover hist</a> when hiding player info. <a href='expressions.html#ExprVersionString'>The version string</a> can override the ???. Also the <a href='expressions.html#ExprOnlinePlayersCount'>Online Players Count</a> and <a href='expressions.html#ExprMaxPlayers'>Max Players</a> expressions will return -1 when hiding player info. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> hide player info<br>hide player related information in the server list<br>reveal all player related info </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPoison" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Poison/Cure</h1> <a href="#EffPoison" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">poison %<a href='./classes.html#livingentity'>living entities</a>% [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">(cure|unpoison) %<a href='./classes.html#livingentity'>living entities</a>% [(from|of) poison]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.2</td> </tr> </table> <div class="item-description"> Poison or cure a creature. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> poison the player<br>poison the victim for 20 seconds<br>cure the player from poison </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPotion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effects</h1> <a href="#EffPotion" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">apply %<a href='./classes.html#potioneffect'>potion effects</a>% to %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">apply infinite [ambient] [potion of] %<a href='./classes.html#potioneffecttype'>potion effect types</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without [any] particles] [(whilst hiding [the]|without (the|a)) [potion] icon] to %<a href='./classes.html#livingentity'>living entities</a>% [replacing [the] existing effect]</li> <li class="skript-code-block">apply [ambient] [potion of] %<a href='./classes.html#potioneffecttype'>potion effect types</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without [any] particles] [(whilst hiding [the]|without (the|a)) [potion] icon] to %<a href='./classes.html#livingentity'>living entities</a>% [for %<a href='./classes.html#timespan'>time span</a>%] [replacing [the] existing effect]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev27 (ambient and particle-less potion effects), 2.5 (replacing existing effect), 2.5.2 (potion effects), 2.7 (icon and infinite)</td> </tr> </table> <div class="item-description"> Apply or remove potion effects to/from entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply ambient swiftness 2 to the player<br>remove haste from the victim<br><br>on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;apply infinite potion of strength of tier {strength::%uuid of player%} to the player<br>&nbsp;&nbsp;&nbsp;&nbsp;apply potion of strength of tier {strength::%uuid of player%} to the player for 999 days # Before 1.19.4<br><br>apply potion effects of player's tool to player<br>apply haste potion of tier 3 without any particles whilst hiding the potion icon to the player # Hide potions </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPush" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Push</h1> <a href="#EffPush" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(push|thrust) %<a href='./classes.html#entity'>entities</a>% %<a href='./classes.html#direction'>direction</a>% [(at|with) (speed|velocity|force) %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> Push entities around. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> push the player upwards<br>push the victim downwards at speed 0.5 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPvP" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">PvP</h1> <a href="#EffPvP" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">enable PvP [in %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">disable PVP [in %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> </table> <div class="item-description"> Set the PvP state for a given world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enable PvP #(current world only)<br>disable PvP in all worlds </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffReplace" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Replace</h1> <a href="#EffReplace" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#string'>texts</a>% in %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% [with case sensitivity]</li> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% in %<a href='./classes.html#string'>texts</a>% [with case sensitivity]</li> <li class="skript-code-block">replace first %<a href='./classes.html#string'>texts</a>% in %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% [with case sensitivity]</li> <li class="skript-code-block">replace first %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% in %<a href='./classes.html#string'>text</a>% [with case sensitivity]</li> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#itemtype'>item types</a>% in %<a href='./classes.html#inventory'>inventories</a>% with %<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#itemtype'>item types</a>% with %<a href='./classes.html#itemtype'>item type</a>% in %<a href='./classes.html#inventory'>inventories</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev24 (replace in multiple strings and replace items in inventory), 2.5 (replace first, case sensitivity)</td> </tr> </table> <div class="item-description"> Replaces all occurrences of a given text with another text. Please note that you can only change variables and a few expressions, e.g. a <a href='./expressions.html#ExprMessage'>message</a> or a line of a sign. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> replace "&lt;item&gt;" in {textvar} with "%item%"<br>replace every "&amp;" with "§" in line 1<br># The following acts as a simple chat censor, but it will e.g. censor mass, hassle, assassin, etc. as well:<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;replace all "kys", "idiot" and "noob" with "****" in the message<br> <br>replace all stone and dirt in player's inventory and player's top inventory with diamond </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffReturn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Return</h1> <a href="#EffReturn" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">return %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2, 2.8.0 (returns aliases)</td> </tr> </table> <div class="item-description"> Makes a trigger or a section (e.g. a function) return a value </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function double(i: number) :: number:<br>&nbsp;&nbsp;&nbsp;&nbsp;return 2 * {_i}<br><br>function divide(i: number) returns number:<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_i} / 2 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffRing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ring Bell</h1> <a href="#EffRing" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ring %<a href='./classes.html#block'>blocks</a>% [from [the]] [%<a href='./classes.html#direction'>direction</a>%]</li> <li class="skript-code-block">(make|let) %<a href='./classes.html#entity'>entity</a>% ring %<a href='./classes.html#block'>blocks</a>% [from [the]] [%<a href='./classes.html#direction'>direction</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Causes a bell to ring. Optionally, the entity that rang the bell and the direction the bell should ring can be specified. A bell can only ring in two directions, and the direction is determined by which way the bell is facing. By default, the bell will ring in the direction it is facing. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player ring target-block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffRotate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rotate</h1> <a href="#EffRotate" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">rotate %<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% around [the] [global] (x|y|z)(-| )axis by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">rotate %<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% around [the|its|their] local (x|y|z)(-| )ax(i|e)s by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">rotate %<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% around [the] %<a href='./classes.html#vector'>vector</a>% by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">rotate %<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% by x %<a href='./classes.html#number'>number</a>%, y %<a href='./classes.html#number'>number</a>%(, [and]| and) z %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, INSERT VERSION (quaternions, displays)</td> </tr> </table> <div class="item-description"> Rotates displays, quaternions, or vectors around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented.<p>Rotating a display is a shortcut for rotating its left rotation. If the right rotation needs to be modified, it should be acquired, rotated, and re-set.<p>Note that rotating a quaternion/display around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating quaternions/displays around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> rotate {_quaternion} around x axis by 10 degrees<br>rotate last spawned block display around y axis by 10 degrees<br>rotate {_vector} around vector(1, 1, 1) by 45<br>rotate {_quaternion} by x 45, y 90, z 135 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffWorldSave" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Save World</h1> <a href="#EffWorldSave" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">save [[the] world[s]] %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Save all worlds or a given world manually. Note: saving many worlds at once may possibly cause the server to freeze. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> save "world_nether"<br>save all worlds </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSendBlockChange" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Send Block Change</h1> <a href="#EffSendBlockChange" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% see %<a href='./classes.html#block'>blocks</a>% as %<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#blockdata'>block data</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev37c, 2.5.1 (block data support)</td> </tr> </table> <div class="item-description"> Makes a player see a block as something it really isn't. BlockData support is only for MC 1.13+ </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player see block at player as dirt<br>make player see target block as campfire[facing=south] </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSendResourcePack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Send Resource Pack</h1> <a href="#EffSendResourcePack" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">send [the] resource pack [from [[the] URL]] %<a href='./classes.html#string'>text</a>% to %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">send [the] resource pack [from [[the] URL]] %<a href='./classes.html#string'>text</a>% with hash %<a href='./classes.html#string'>text</a>% to %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Request that the player's client download and switch resource packs. The client will download the resource pack in the background, and will automatically switch to it once the download is complete. The URL must be a direct download link.<p>The hash is used for caching, the player won't have to re-download the resource pack that way. The hash must be SHA-1, you can get SHA-1 hash of your resource pack using <a href="https://emn178.github.io/online-tools/sha1_checksum.html">this online tool</a>.<p>The <a href='events.html#resource_pack_request_action'>resource pack request action</a> can be used to check status of the sent resource pack request. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;send the resource pack from "URL" with hash "hash" to the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffShear" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shear</h1> <a href="#EffShear" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[force] shear %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">un[-]shear %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0 (cows, sheep & snowmen), 2.8.0 (all shearable entities)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19.4+ (all shearable entities)</td> </tr> </table> <div class="item-description"> Shears or un-shears a shearable entity with drops by shearing and a 'sheared' sound. Using with 'force' will force this effect despite the entity's 'shear state'.<p>Please note that..:<p>- If your server is not running with Paper 1.19.4 or higher, this effect will only change its 'shear state', and the 'force' effect is unavailable<p>- Force-shearing or un-shearing on a sheared mushroom cow is not possible </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on rightclick on a sheep holding a sword:<br>&nbsp;&nbsp;&nbsp;&nbsp;shear the clicked sheep<br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 10%<br>&nbsp;&nbsp;&nbsp;&nbsp;force shear the clicked sheep </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffShoot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shoot</h1> <a href="#EffShoot" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">shoot %<a href='./classes.html#entitydata'>entity types</a>% [from %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#location'>locations</a>%] [(at|with) (speed|velocity) %<a href='./classes.html#number'>number</a>%] [%<a href='./classes.html#direction'>direction</a>%]</li> <li class="skript-code-block">(make|let) %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#location'>locations</a>% shoot %<a href='./classes.html#entitydata'>entity types</a>% [(at|with) (speed|velocity) %<a href='./classes.html#number'>number</a>%] [%<a href='./classes.html#direction'>direction</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Shoots a projectile (or any other entity) from a given entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> shoot an arrow<br>make the player shoot a creeper at speed 10<br>shoot a pig from the creeper </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSilence" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Silence Entity</h1> <a href="#EffSilence" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">silence %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">unsilence %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% silent</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% not silent</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Controls whether or not an entity is silent. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target entity silent </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSort" data-keywords="input"> <div class="item-title"> <h1 style="display: inline-block">Sort</h1> <a href="#EffSort" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sort %~<a href='./classes.html#object'>objects</a>% [in (descending|ascending) order] [(by|based on) &lt;.+&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0, INSERT VERSION (sort order)</td> </tr> </table> <div class="item-description"> Sorts a list variable using either the natural ordering of the contents or the results of the given expression. Be warned, this will overwrite the indices of the list variable.<p>When using the full <code>sort %~objects% (by|based on) &lt;expression&gt;</code> pattern, the input expression can be used to refer to the current item being sorted. (See input expression for more information.) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_words::*} to "pineapple", "banana", "yoghurt", and "apple"<br>sort {_words::*} # alphabetical sort<br>sort {_words::*} by length of input # shortest to longest<br>sort {_words::*} in descending order by length of input # longest to shortest<br>sort {_words::*} based on {tastiness::%input%} # sort based on custom value </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffStopServer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Stop Server</h1> <a href="#EffStopServer" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(stop|shut[ ]down) [the] server</li> <li class="skript-code-block">restart [the] server</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Stops or restarts the server. If restart is used when the restart-script spigot.yml option isn't defined, the server will stop instead. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> stop the server<br>restart server </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffStopSound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Stop Sound</h1> <a href="#EffStopSound" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">stop (all sound[s]|sound[s] %<a href='./classes.html#string'>texts</a>%) [(in [the]|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(from playing to|for) %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">stop playing sound[s] %<a href='./classes.html#string'>texts</a>% [(in [the]|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(to|for) %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4, 2.7 (stop all sounds)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17.1 (stop all sounds)</td> </tr> </table> <div class="item-description"> Stops specific or all sounds from playing to a group of players. Both Minecraft sound names and <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html">Spigot sound names</a> are supported. Resource pack sounds are supported too. The sound category is 'master' by default. A sound can't be stopped from a different category. <p>Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> stop sound "block.chest.open" for the player<br>stop playing sounds "ambient.underwater.loop" and "ambient.underwater.loop.additions" to the player<br>stop all sounds for all players<br>stop sound in the record category </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSwingHand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Swing Hand</h1> <a href="#EffSwingHand" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% swing [their] [main] hand</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% swing [their] off[ ]hand</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15.2+</td> </tr> </table> <div class="item-description"> Makes an entity swing their hand. This does nothing if the entity does not have an animation for swinging their hand. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player swing their main hand </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTame" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tame / Untame</h1> <a href="#EffTame" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[un](tame|domesticate) %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Tame a tameable entity (horse, parrot, cat, etc.). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tame {_horse}<br>untame {_horse} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTeleport" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Teleport</h1> <a href="#EffTeleport" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[force] teleport %<a href='./classes.html#entity'>entities</a>% (to|%<a href='./classes.html#direction'>direction</a>%) %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Teleport an entity to a specific location. This effect is delayed by default on Paper, meaning certain syntax such as the return effect for functions cannot be used after this effect. The keyword 'force' indicates this effect will not be delayed, which may cause lag spikes or server crashes when using this effect to teleport entities to unloaded chunks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> teleport the player to {homes::%player%}<br>teleport the attacker to the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTextDisplayDropShadow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Drop Shadow</h1> <a href="#EffTextDisplayDropShadow" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(apply|add) (drop|text) shadow to [[the] text of] %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">(apply|add) (drop|text) shadow to %<a href='./classes.html#display'>displays</a>%'[s] text</li> <li class="skript-code-block">(remove|clear) (drop|text) shadow from [[the] text of] %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">(remove|clear) (drop|text) shadow from %<a href='./classes.html#display'>displays</a>%'[s] text</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Applies or removes drop shadow from the displayed text on a text display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply drop shadow to last spawned text display<br>if {_display} has drop shadow:<br>&nbsp;&nbsp;&nbsp;&nbsp;remove drop shadow from the text of {_display} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTextDisplaySeeThroughBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display See Through Blocks</h1> <a href="#EffTextDisplaySeeThroughBlocks" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#display'>displays</a>% visible through (blocks|walls)</li> <li class="skript-code-block">force %<a href='./classes.html#display'>displays</a>% to be visible through (blocks|walls)</li> <li class="skript-code-block">(prevent|block) %<a href='./classes.html#display'>displays</a>% from being (visible|seen) through (blocks|walls)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Forces a text display to either be or not be visible through blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> force last spawned text display to be visible through walls<br>prevent all text displays from being visible through walls </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffResetTitle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Title - Reset</h1> <a href="#EffResetTitle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">reset [the] title[s] [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">reset [the] %<a href='./classes.html#player'>players</a>%'[s] title[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Resets the title of the player to the default values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> reset the titles of all players<br>reset the title </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSendTitle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Title - Send</h1> <a href="#EffSendTitle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">send title %<a href='./classes.html#string'>text</a>% [with subtitle %<a href='./classes.html#string'>text</a>%] [to %<a href='./classes.html#player'>players</a>%] [for %<a href='./classes.html#timespan'>time span</a>%] [with fade[(-| )]in %<a href='./classes.html#timespan'>time span</a>%] [[and] [with] fade[(-| )]out %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">send subtitle %<a href='./classes.html#string'>text</a>% [to %<a href='./classes.html#player'>players</a>%] [for %<a href='./classes.html#timespan'>time span</a>%] [with fade[(-| )]in %<a href='./classes.html#timespan'>time span</a>%] [[and] [with] fade[(-| )]out %<a href='./classes.html#timespan'>time span</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Sends a title/subtitle to the given player(s) with optional fadein/stay/fadeout times for Minecraft versions 1.11 and above. <p>If you're sending only the subtitle, it will be shown only if there's a title displayed at the moment, otherwise it will be sent with the next title. To show only the subtitle, use: <code>send title " " with subtitle "yourtexthere" to player</code>.<p>Note: if no input is given for the times, it will keep the ones from the last title sent, use the <a href='effects.html#EffResetTitle'>reset title</a> effect to restore the default values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send title "Competition Started" with subtitle "Have fun, Stay safe!" to player for 5 seconds<br>send title "Hi %player%" to player<br>send title "Loot Drop" with subtitle "starts in 3 minutes" to all players<br>send title "Hello %player%!" with subtitle "Welcome to our server" to player for 5 seconds with fadein 1 second and fade out 1 second<br>send subtitle "Party!" to all players </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffToggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Toggle</h1> <a href="#EffToggle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(close|turn off|de[-]activate) %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">(toggle|switch) [[the] state of] %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">(open|turn on|activate) %<a href='./classes.html#block'>blocks</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Toggle the state of a block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # use arrows to toggle switches, doors, etc.<br>on projectile hit:<br>&nbsp;&nbsp;&nbsp;&nbsp;projectile is arrow<br>&nbsp;&nbsp;&nbsp;&nbsp;toggle the block at the arrow </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffToggleFlight" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Toggle Flight</h1> <a href="#EffToggleFlight" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(allow|enable) (fly|flight) (for|to) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">(disallow|disable) (fly|flight) (for|to) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Toggle the <a href='expressions.html#ExprFlightMode'>flight mode</a> of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> allow flight to event-player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffToggleCanPickUpItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Toggle Picking Up Items</h1> <a href="#EffToggleCanPickUpItems" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">allow %<a href='./classes.html#livingentity'>living entities</a>% to pick([ ]up items| items up)</li> <li class="skript-code-block">(forbid|disallow) %<a href='./classes.html#livingentity'>living entities</a>% (from|to) pick([ing | ]up items|[ing] items up)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Determines whether living entities are able to pick up items or not </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> forbid player from picking up items<br>send "You can no longer pick up items!" to player<br><br>on drop:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player can't pick&nbsp;&nbsp;&nbsp;&nbsp;up items:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;allow player to pick up items </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTree" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tree</h1> <a href="#EffTree" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(grow|create|generate) tree [of type %<a href='./classes.html#structuretype'>tree type</a>%] %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">(grow|create|generate) %<a href='./classes.html#structuretype'>tree type</a>% %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Creates a tree. This may require that there is enough space above the given location and that the block below is dirt/grass, but it is possible that the tree will just grow anyways, possibly replacing every block in its path. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> grow a tall redwood tree above the clicked block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffVehicle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vehicle</h1> <a href="#EffVehicle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(make|let|force) %<a href='./classes.html#entity'>entities</a>% [to] (ride|mount) [(in|on)] %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#entitydata'>entity types</a>%</li> <li class="skript-code-block">(make|let|force) %<a href='./classes.html#entity'>entities</a>% [to] (dismount|(dismount|leave) [(from|of)] [(any|the[ir]|his|her)] vehicle[s])</li> <li class="skript-code-block">(eject|dismount) [(any|the)] passenger[s] (of|from) %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Makes an entity ride another entity, e.g. a minecart, a saddled pig, an arrow, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make the player ride a saddled pig<br>make the attacker ride the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffOp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">op/deop</h1> <a href="#EffOp" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[de[-]]op %<a href='./classes.html#offlineplayer'>offline players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Grant/revoke a user operator state. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> op the player<br>deop all players </div> </div> </div> </div> <div class="item-wrapper type-EffectSection" id="EffSecSpawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn</h1> <a href="#EffSecSpawn" class="link-icon">&#128279;</a> <p class="item-type">EffectSection</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(spawn|summon) %<a href='./classes.html#entitytype'>entity types</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">(spawn|summon) %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#entitytype'>entity types</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6.1 (with section), 2.8.6 (dropped items)</td> </tr> </table> <div class="item-description"> Spawns entities. This can be used as an effect and as a section.<p>If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.<p>If you're spawning a display and want it to be empty on initialization, like not having a block display be stone, set hidden config node 'spawn empty displays' to true. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 3 creepers at the targeted block<br>spawn a ghast 5 meters above the player<br>spawn a zombie at the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set name of the zombie to ""<br><br>spawn a block display of a ladder[waterlogged=true] at location above player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set billboard of event-display to center # allows the display to rotate around the center axis </div> </div> </div> </div> </div> </div> </body> </html> 
\ No newline at end of file
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href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-6fdce8b" target="_blank">v2.9.4-nightly-6fdce8b</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#EffActionBar">Action Bar</a> <a href="#EffAllowAging">Allow Aging</a> <a href="#EffApplyBoneMeal">Apply Bone Meal</a> <a href="#EffBan">Ban</a> <a href="#EffBreakNaturally">Break Block</a> <a href="#EffBroadcast">Broadcast</a> <a href="#EffCancelItemUse">Cancel Active Item</a> <a href="#EffCancelCooldown">Cancel Command Cooldown</a> <a href="#EffCancelDrops">Cancel Drops</a> <a href="#EffCancelEvent">Cancel Event</a> <a href="#EffChange">Change: Set/Add/Remove/Delete/Reset</a> <a href="#EffCharge">Charge Entity</a> <a href="#EffColorItems">Color Items</a> <a href="#EffCommand">Command</a> <a href="#EffCommandBlockConditional">Conditional / Unconditional</a> <a href="#EffConnect">Connect</a> <a href="#EffContinue">Continue</a> <a href="#EffCopy">Copy Into Variable</a> <a href="#EffHealth">Damage/Heal/Repair</a> <a href="#Delay">Delay</a> <a href="#EffDetonate">Detonate Entities</a> <a href="#EffDoIf">Do If</a> <a href="#EffDrop">Drop</a> <a href="#EffScriptFile">Enable/Disable/Reload Script File</a> <a href="#EffEnchant">Enchant/Disenchant</a> <a href="#EffEnforceWhitelist">Enforce Whitelist</a> <a href="#EffEntityVisibility">Entity Visibility</a> <a href="#EffEquip">Equip</a> <a href="#EffExit">Exit</a> <a href="#EffExplodeCreeper">Explode Creeper</a> <a href="#EffExplosion">Explosion</a> <a href="#EffFeed">Feed</a> <a href="#EffForceAttack">Force Attack</a> <a href="#EffRespawn">Force Respawn</a> <a href="#EffHandedness">Handedness</a> <a href="#EffHidePlayerFromServerList">Hide Player from Server List</a> <a href="#EffIgnite">Ignite/Extinguish</a> <a href="#EffTooltip">Item Tooltips</a> <a href="#EffKeepInventory">Keep Inventory / Experience</a> <a href="#EffKick">Kick</a> <a href="#EffKill">Kill</a> <a href="#EffKnockback">Knockback</a> <a href="#EffFireworkLaunch">Launch firework</a> <a href="#EffLeash">Leash entities</a> <a href="#EffLightning">Lightning</a> <a href="#EffLoadServerIcon">Load Server Icon</a> <a href="#EffWorldLoad">Load World</a> <a href="#EffSuppressWarnings">Locally Suppress Warning</a> <a href="#EffLog">Log</a> <a href="#EffLook">Look At</a> <a href="#EffMakeAdultOrBaby">Make Adult/Baby</a> <a href="#EffBreedable">Make Breedable</a> <a href="#EffMakeEggHatch">Make Egg Hatch</a> <a href="#EffFireResistant">Make Fire Resistant</a> <a href="#EffMakeFly">Make Fly</a> <a href="#EffIncendiary">Make Incendiary</a> <a href="#EffInvisible">Make Invisible</a> <a href="#EffInvulnerability">Make Invulnerable</a> <a href="#EffMakeSay">Make Say</a> <a href="#EffGlowingText">Make Sign Glow</a> <a href="#EffMessage">Message</a> <a href="#EffOpenBook">Open Book</a> <a href="#EffOpenInventory">Open/Close Inventory</a> <a href="#EffLidState">Open/Close Lid</a> <a href="#EffPathfind">Pathfind</a> <a href="#EffVisualEffect">Play Effect</a> <a href="#EffPlaySound">Play Sound</a> <a href="#EffPlayerInfoVisibility">Player Info Visibility</a> <a href="#EffPoison">Poison/Cure</a> <a href="#EffPotion">Potion Effects</a> <a href="#EffPush">Push</a> <a href="#EffPvP">PvP</a> <a href="#EffReplace">Replace</a> <a href="#EffReturn">Return</a> <a href="#EffRing">Ring Bell</a> <a href="#EffRotate">Rotate</a> <a href="#EffWorldSave">Save World</a> <a href="#EffSendBlockChange">Send Block Change</a> <a href="#EffSendResourcePack">Send Resource Pack</a> <a href="#EffShear">Shear</a> <a href="#EffShoot">Shoot</a> <a href="#EffSilence">Silence Entity</a> <a href="#EffSort">Sort</a> <a href="#EffStopServer">Stop Server</a> <a href="#EffStopSound">Stop Sound</a> <a href="#EffSwingHand">Swing Hand</a> <a href="#EffTame">Tame / Untame</a> <a href="#EffTeleport">Teleport</a> <a href="#EffTextDisplayDropShadow">Text Display Drop Shadow</a> <a href="#EffTextDisplaySeeThroughBlocks">Text Display See Through Blocks</a> <a href="#EffResetTitle">Title - Reset</a> <a href="#EffSendTitle">Title - Send</a> <a href="#EffToggle">Toggle</a> <a href="#EffToggleFlight">Toggle Flight</a> <a href="#EffToggleCanPickUpItems">Toggle Picking Up Items</a> <a href="#EffTree">Tree</a> <a href="#EffVehicle">Vehicle</a> <a href="#EffOp">op/deop</a> <a href="#EffSecSpawn">Spawn</a> </div> </nav> <h1 id="nav-title">Effects</h1> <div id="content"> <div class="item-wrapper type-Effect" id="EffActionBar" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Action Bar</h1> <a href="#EffActionBar" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">send [the] action[ ]bar [with text] %<a href='./classes.html#string'>text</a>% [to %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Sends an action bar message to the given player(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send action bar "Hello player!" to player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffAllowAging" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Allow Aging</h1> <a href="#EffAllowAging" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">lock age of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">prevent aging of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">prevent %<a href='./classes.html#livingentity'>living entities</a>% from aging</li> <li class="skript-code-block">unlock age of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">allow aging of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">allow %<a href='./classes.html#livingentity'>living entities</a>% to age</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Sets whether or not living entities will be able to age. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of animal:<br>&nbsp;&nbsp;&nbsp;&nbsp;allow aging of entity </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffApplyBoneMeal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Apply Bone Meal</h1> <a href="#EffApplyBoneMeal" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">apply [%<a href='./classes.html#number'>number</a>%] bone[ ]meal[s] [to %<a href='./classes.html#block'>blocks</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.16.2+</td> </tr> </table> <div class="item-description"> Applies bone meal to a crop, sapling, or composter </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply 3 bone meal to event-block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ban</h1> <a href="#EffBan" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ban [and kick] %<a href='./classes.html#string'>texts</a>/<a href='./classes.html#offlineplayer'>offline players</a>% [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">unban %<a href='./classes.html#string'>texts</a>/<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">ban [and kick] %<a href='./classes.html#player'>players</a>% by IP [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">unban %<a href='./classes.html#player'>players</a>% by IP</li> <li class="skript-code-block">IP(-| )ban [and kick] %<a href='./classes.html#player'>players</a>% [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">(IP(-| )unban|un[-]IP[-]ban) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.1.1 (ban reason), 2.5 (timespan), 2.9.0 (kick)</td> </tr> </table> <div class="item-description"> Bans or unbans a player or an IP address. If a reason is given, it will be shown to the player when they try to join the server while banned. A length of ban may also be given to apply a temporary ban. If it is absent for any reason, a permanent ban will be used instead. We recommend that you test your scripts so that no accidental permanent bans are applied.<p>Note that banning people does not kick them from the server. You can optionally use 'and kick' or consider using the <a href='effects.html#EffKick'>kick effect</a> after applying a ban. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> unban player<br>ban "127.0.0.1"<br>IP-ban the player because "he is an idiot"<br>ban player due to "inappropriate language" for 2 days<br>ban and kick player due to "inappropriate language" for 2 days </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBreakNaturally" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Break Block</h1> <a href="#EffBreakNaturally" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">break %<a href='./classes.html#block'>blocks</a>% [naturally] [using %<a href='./classes.html#itemtype'>item type</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Breaks the block and spawns items as if a player had mined it<p>You can add a tool, which will spawn items based on how that tool would break the block (ie: When using a hand to break stone, it drops nothing, whereas with a pickaxe it drops cobblestone) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;break clicked block naturally<br>loop blocks in radius 10 around player:<br>&nbsp;&nbsp;&nbsp;&nbsp;break loop-block using player's tool<br>loop blocks in radius 10 around player:<br>&nbsp;&nbsp;&nbsp;&nbsp;break loop-block naturally using diamond pickaxe </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBroadcast" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Broadcast</h1> <a href="#EffBroadcast" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">broadcast %<a href='./classes.html#object'>objects</a>% [(to|in) %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (broadcasting objects), 2.6.1 (using advanced formatting)</td> </tr> </table> <div class="item-description"> Broadcasts a message to the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Welcome %player% to the server!"<br>broadcast "Woah! It's a message!" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelItemUse" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Active Item</h1> <a href="#EffCancelItemUse" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(cancel|interrupt) [the] us[ag]e of %<a href='./classes.html#livingentity'>living entities</a>%'[s] [active|current] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Interrupts the action entities may be trying to complete. For example, interrupting eating, or drawing back a bow. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the victim's active tool is a bow:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;interrupt the usage of the player's active item </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Command Cooldown</h1> <a href="#EffCancelCooldown" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(cancel|ignore) [the] [current] [command] cooldown</li> <li class="skript-code-block">un(cancel|ignore) [the] [current] [command] cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> </table> <div class="item-description"> Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /nick &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown: 10 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if length of arg-1 is more than 16:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Makes it so that invalid arguments don't make you wait for the cooldown again<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel the cooldown<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Your nickname may be at most 16 characters."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the player's display name to arg-1 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelDrops" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Drops</h1> <a href="#EffCancelDrops" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(cancel|clear|delete) [the] drops [of (items|[e]xp[erience][s])]</li> <li class="skript-code-block">(cancel|clear|delete) [the] (item|[e]xp[erience]) drops</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#death">death</a>, <a href="events.html#break_mine">break / mine</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.12.2 or newer (cancelling item drops of blocks)</td> </tr> </table> <div class="item-description"> Cancels drops of items or experiences in a death or block break event. Please note that this doesn't keep items or experiences of a dead player. If you want to do that, use the <a href='effects.html#EffKeepInventory'>Keep Inventory / Experience</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of a zombie:<br>&nbsp;&nbsp;&nbsp;&nbsp;if name of the entity is "&amp;cSpecial":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel drops of items<br><br>on break of a coal ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the experience drops </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCancelEvent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cancel Event</h1> <a href="#EffCancelEvent" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">cancel [the] event</li> <li class="skript-code-block">uncancel [the] event</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Cancels the event (e.g. prevent blocks from being placed, or damage being taken). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is a player<br>&nbsp;&nbsp;&nbsp;&nbsp;victim has the permission "skript.god"<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffChange" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Change: Set/Add/Remove/Delete/Reset</h1> <a href="#EffChange" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(add|give) %<a href='./classes.html#object'>objects</a>% to %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">increase %~<a href='./classes.html#object'>objects</a>% by %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">give %~<a href='./classes.html#object'>objects</a>% %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">set %~<a href='./classes.html#object'>objects</a>% to %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">remove (all|every) %<a href='./classes.html#object'>objects</a>% from %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">(remove|subtract) %<a href='./classes.html#object'>objects</a>% from %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">(reduce|decrease) %~<a href='./classes.html#object'>objects</a>% by %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">(delete|clear) %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">reset %~<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (set, add, remove, delete), 2.0 (remove all)</td> </tr> </table> <div class="item-description"> A very general effect that can change many <a href='./expressions'>expressions</a>. Many expressions can only be set and/or deleted, while some can have things added to or removed from them. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # set:<br>Set the player's display name to "&amp;lt;red&amp;gt;%name of player%"<br>set the block above the victim to lava<br># add:<br>add 2 to the player's health # preferably use '&lt;a href='#EffHealth'&gt;heal&lt;/a&gt;' for this<br>add argument to {blacklist::*}<br>give a diamond pickaxe of efficiency 5 to the player<br>increase the data value of the clicked block by 1<br># remove:<br>remove 2 pickaxes from the victim<br>subtract 2.5 from {points::%uuid of player%}<br># remove all:<br>remove every iron tool from the player<br>remove all minecarts from {entitylist::*}<br># delete:<br>delete the block below the player<br>clear drops<br>delete {variable}<br># reset:<br>reset walk speed of player<br>reset chunk at the targeted block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCharge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Charge Entity</h1> <a href="#EffCharge" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% [(un|not |non[-| ])](charged|powered)</li> <li class="skript-code-block">[un](charge|power) %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (wither skulls)</td> </tr> </table> <div class="item-description"> Charges or uncharges a creeper or wither skull. A creeper is charged when it has been struck by lightning. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of creeper:<br>&nbsp;&nbsp;&nbsp;&nbsp;charge the event-entity </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffColorItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Color Items</h1> <a href="#EffColorItems" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(dye|colo[u]r|paint) %<a href='./classes.html#itemtype'>item types</a>% %<a href='./classes.html#color'>color</a>%</li> <li class="skript-code-block">(dye|colo[u]r|paint) %<a href='./classes.html#itemtype'>item types</a>% \(%<a href='./classes.html#number'>number</a>%, %<a href='./classes.html#number'>number</a>%, %<a href='./classes.html#number'>number</a>%\)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev26 (maps and potions)</td> </tr> </table> <div class="item-description"> Colors items in a given <a href='classes.html#color'>color</a>. You can also use RGB codes if you feel limited with the 16 default colors. RGB codes are three numbers from 0 to 255 in the order <code>(red, green, blue)</code>, where <code>(0,0,0)</code> is black and <code>(255,255,255)</code> is white. Armor is colorable for all Minecraft versions. With Minecraft 1.11 or newer you can also color potions and maps. Note that the colors might not look exactly how you'd expect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> dye player's helmet blue<br>color the player's tool red </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command</h1> <a href="#EffCommand" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[execute] [the] [bungee[cord]] command[s] %<a href='./classes.html#string'>texts</a>% [by %<a href='./classes.html#commandsender'>command senders</a>%]</li> <li class="skript-code-block">[execute] [the] %<a href='./classes.html#commandsender'>command senders</a>% [bungee[cord]] command[s] %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">(let|make) %<a href='./classes.html#commandsender'>command senders</a>% execute [[the] [bungee[cord]] command[s]] %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (bungeecord command)</td> </tr> </table> <div class="item-description"> Executes a command. This can be useful to use other plugins in triggers. If the command is a bungeecord side command, you can use the [bungeecord] option to execute command on the proxy. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player execute command "/home"<br>execute console command "/say Hello everyone!"<br>execute player bungeecord command "/alert &amp;6Testing Announcement!" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCommandBlockConditional" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Conditional / Unconditional</h1> <a href="#EffCommandBlockConditional" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make command block[s] %<a href='./classes.html#block'>blocks</a>% [(un|not )]conditional</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Sets whether the provided command blocks are conditional or not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make command block {_block} conditional<br>make command block {_block} unconditional if {_block} is conditional </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffConnect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Connect</h1> <a href="#EffConnect" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(send|connect) %<a href='./classes.html#player'>players</a>% to [proxy|bungeecord] [server] %<a href='./classes.html#string'>text</a>%</li> <li class="skript-code-block">transfer %<a href='./classes.html#player'>players</a>% to server %<a href='./classes.html#string'>text</a>% [on port %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, INSERT VERSION (transfer)</td> </tr> </table> <div class="item-description"> Connect a player to a server running on your proxy, or any server supporting transfers. Read below for more information. If the server is running Minecraft 1.20.5 or above, you may specify an IP and Port to transfer a player over to that server. When transferring players using an IP, the transfer will not complete if the `accepts-transfers` option isn't enabled in `server.properties` for the server specified. If the port is not provided, it will default to `25565`. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> connect all players to proxy server "hub"<br>transfer player to server "my.server.com"<br>transfer player to server "localhost" on port 25566 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffContinue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Continue</h1> <a href="#EffContinue" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">continue [this loop|[the] [current] loop]</li> <li class="skript-code-block">continue [the] &lt;-?\d+(_\d+)*&gt;(st|nd|rd|th) loop</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev37, 2.7 (while loops), 2.8.0 (outer loops)</td> </tr> </table> <div class="item-description"> Moves the loop to the next iteration. You may also continue an outer loop from an inner one. The loops are labelled from 1 until the current loop, starting with the outermost one. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Broadcast online moderators<br>loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-value does not have permission "moderator":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;continue # filter out non moderators<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-player% is a moderator!" # Only moderators get broadcast<br> <br># Game starting counter<br>set {_counter} to 11<br>while {_counter} &gt; 0:<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 1 from {_counter}<br>&nbsp;&nbsp;&nbsp;&nbsp;wait a second<br>&nbsp;&nbsp;&nbsp;&nbsp;if {_counter} != 1, 2, 3, 5 or 10:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;continue # only print when counter is 1, 2, 3, 5 or 10<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Game starting in %{_counter}% second(s)" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffCopy" data-keywords="clone, variable, list"> <div class="item-title"> <h1 style="display: inline-block">Copy Into Variable</h1> <a href="#EffCopy" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">copy %~<a href='./classes.html#object'>objects</a>% [in]to %~<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Copies objects into a variable. When copying a list over to another list, the source list and its sublists are also copied over. <strong>Note: Copying a value into a variable/list will overwrite the existing data.</strong> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_foo::bar} to 1<br>set {_foo::sublist::foobar} to "hey"<br>copy {_foo::*} to {_copy::*}<br>broadcast indices of {_copy::*} # bar, sublist<br>broadcast {_copy::bar} # 1<br>broadcast {_copy::sublist::foobar} # "hey!" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffHealth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage/Heal/Repair</h1> <a href="#EffHealth" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">damage %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#slot'>slots</a>% by %<a href='./classes.html#number'>number</a>% [heart[s]] [with fake cause %<a href='./classes.html#damagecause'>damage cause</a>%]</li> <li class="skript-code-block">heal %<a href='./classes.html#livingentity'>living entities</a>% [by %<a href='./classes.html#number'>number</a>% [heart[s]]]</li> <li class="skript-code-block">repair %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#slot'>slots</a>% [by %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Damage/Heal/Repair an entity, or item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> damage player by 5 hearts<br>heal the player<br>repair tool of player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="Delay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Delay</h1> <a href="#Delay" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(wait|halt) [for] %<a href='./classes.html#timespan'>time span</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Delays the script's execution by a given timespan. Please note that delays are not persistent, e.g. trying to create a tempban script with <code>ban player → wait 7 days → unban player</code> will not work if you restart your server anytime within these 7 days. You also have to be careful even when using small delays! </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> wait 2 minutes<br>halt for 5 minecraft hours<br>wait a tick </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffDetonate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Detonate Entities</h1> <a href="#EffDetonate" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">detonate %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Immediately detonates an entity. Accepted entities are fireworks, TNT minecarts, primed TNT, wind charges and creepers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> detonate last launched firework </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffDoIf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Do If</h1> <a href="#EffDoIf" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">&lt;.+&gt; if &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Execute an effect if a condition is true. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;give a diamond to the player if the player has permission "rank.vip" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffDrop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Drop</h1> <a href="#EffDrop" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">drop %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#experience'>experience points</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%] [without velocity]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Drops one or more items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of creeper:<br>&nbsp;&nbsp;&nbsp;&nbsp;drop 1 TNT </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffScriptFile" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enable/Disable/Reload Script File</h1> <a href="#EffScriptFile" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">((enable|load)|reload|(disable|unload)) s(c|k)ript [file] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Enables, disables, or reloads a script file. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> reload script "test"<br>enable script file "testing"<br>unload script file "script.sk" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEnchant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchant/Disenchant</h1> <a href="#EffEnchant" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">enchant %~<a href='./classes.html#itemtype'>item types</a>% with %<a href='./classes.html#enchantmenttype'>enchantment types</a>%</li> <li class="skript-code-block">disenchant %~<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Enchant or disenchant an existing item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enchant the player's tool with sharpness 5<br>disenchant the player's tool </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEnforceWhitelist" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enforce Whitelist</h1> <a href="#EffEnforceWhitelist" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[un]enforce [the] [server] white[ ]list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17+</td> </tr> </table> <div class="item-description"> Enforces or un-enforce a server's whitelist. All non-whitelisted players will be kicked upon enforcing the whitelist. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enforce the whitelist<br>unenforce the whitelist </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEntityVisibility" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Visibility</h1> <a href="#EffEntityVisibility" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hide %<a href='./classes.html#entity'>entities</a>% [(from|for) %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">reveal %<a href='./classes.html#entity'>entities</a>% [(to|for|from) %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, INSERT VERSION (entities)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.19+ (entities)</td> </tr> </table> <div class="item-description"> Change visibility of the given entities for the given players. If no players are given, will hide the entities from all online players.<p>When reveal is used in combination of the <a href='expressions.html#ExprHiddenPlayers'>hidden players</a> expression and the viewers are not specified, this will default it to the given player in the hidden players expression.<p>Note: all previously hidden entities (including players) will be visible when a player leaves and rejoins. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is a chicken:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;hide event-entity<br><br>reveal hidden players of players </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffEquip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Equip</h1> <a href="#EffEquip" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">equip [%<a href='./classes.html#livingentity'>living entities</a>%] with %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% wear %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">unequip %<a href='./classes.html#itemtype'>item types</a>% [from %<a href='./classes.html#livingentity'>living entities</a>%]</li> <li class="skript-code-block">unequip %<a href='./classes.html#livingentity'>living entities</a>%'[s] (armo[u]r|equipment)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.7 (multiple entities, unequip)</td> </tr> </table> <div class="item-description"> Equips or unequips an entity with some given armor. This will replace any armor that the entity is wearing. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> equip player with diamond helmet<br>equip player with all diamond armor<br>unequip diamond chestplate from player<br>unequip all armor from player<br>unequip player's armor </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffExit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exit</h1> <a href="#EffExit" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(exit|stop) [trigger]</li> <li class="skript-code-block">(exit|stop) [1|a|the|this] (section|loop|conditional)</li> <li class="skript-code-block">(exit|stop) &lt;-?\d+(_\d+)*&gt; (section|loop|conditional)s</li> <li class="skript-code-block">(exit|stop) all (section|loop|conditional)s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Exits a given amount of loops and conditionals, or the entire trigger. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player has any ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;stop<br>message "%player% has no ores!"<br>loop blocks above the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-block is not air:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;exit 2 sections<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to water </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffExplodeCreeper" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explode Creeper</h1> <a href="#EffExplodeCreeper" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">instantly explode [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">explode [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>% instantly</li> <li class="skript-code-block">ignite creeper[s] %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">start (ignition|explosion) [process] of [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">stop (ignition|explosion) [process] of [creeper[s]] %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.13 or newer/Spigot 1.14 or newer. Ignition can be stopped on Paper 1.13 or newer.</td> </tr> </table> <div class="item-description"> Starts the explosion process of a creeper or instantly explodes it. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> start explosion of the last spawned creeper<br>stop ignition of the last spawned creeper </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffExplosion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosion</h1> <a href="#EffExplosion" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(create|make)] [an] explosion (of|with) (force|strength|power) %<a href='./classes.html#number'>number</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%] [with fire]</li> <li class="skript-code-block">[(create|make)] [a] safe explosion (of|with) (force|strength|power) %<a href='./classes.html#number'>number</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">[(create|make)] [a] fake explosion [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">[(create|make)] [an] explosion[ ]effect [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Creates an explosion of a given force. The Minecraft Wiki has an <a href='https://www.minecraft.wiki/w/Explosion'>article on explosions</a> which lists the explosion forces of TNT, creepers, etc. Hint: use a force of 0 to create a fake explosion that does no damage whatsoever, or use the explosion effect introduced in Skript 2.0. Starting with Bukkit 1.4.5 and Skript 2.0 you can use safe explosions which will damage entities but won't destroy any blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> create an explosion of force 10 at the player<br>create an explosion of force 0 at the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffFeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Feed</h1> <a href="#EffFeed" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">feed [the] %<a href='./classes.html#player'>players</a>% [by %<a href='./classes.html#number'>number</a>% [beef[s]]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> </table> <div class="item-description"> Feeds the specified players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> feed all players<br>feed the player by 5 beefs </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffForceAttack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Force Attack</h1> <a href="#EffForceAttack" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% attack %<a href='./classes.html#entity'>entity</a>%</li> <li class="skript-code-block">force %<a href='./classes.html#livingentity'>living entities</a>% to attack %<a href='./classes.html#entity'>entity</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15.2+</td> </tr> </table> <div class="item-description"> Makes a living entity attack an entity with a melee attack. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn a wolf at player's location<br>make last spawned wolf attack player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffRespawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Force Respawn</h1> <a href="#EffRespawn" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">force %<a href='./classes.html#player'>players</a>% to respawn</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Forces player(s) to respawn if they are dead. If this is called without delay from death event, one tick is waited before respawn attempt. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;force event-player to respawn </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffHandedness" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Handedness</h1> <a href="#EffHandedness" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (left|right)( |-)handed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.17.1+</td> </tr> </table> <div class="item-description"> Make mobs left or right-handed. This does not affect players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn skeleton at spawn of world "world":<br>&nbsp;&nbsp;&nbsp;&nbsp;make entity left handed<br><br>make all zombies in radius 10 of player right handed </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffHidePlayerFromServerList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hide Player from Server List</h1> <a href="#EffHidePlayerFromServerList" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hide %<a href='./classes.html#player'>players</a>% (in|on|from) [the] server list</li> <li class="skript-code-block">hide %<a href='./classes.html#player'>players</a>%'[s] info[rmation] (in|on|from) [the] server list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Hides a player from the <a href='expressions.html#ExprHoverList'>hover list</a> and decreases the <a href='expressions.html#ExprOnlinePlayersCount'>online players count</a> (only if the player count wasn't changed before). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;hide {vanished::*} from the server list </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffIgnite" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ignite/Extinguish</h1> <a href="#EffIgnite" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(ignite|set fire to) %<a href='./classes.html#entity'>entities</a>% [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">(set|light) %<a href='./classes.html#entity'>entities</a>% on fire [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">extinguish %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Lights entities on fire or extinguishes them. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ignite the player<br>extinguish the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTooltip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Tooltips</h1> <a href="#EffTooltip" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(show|reveal|hide) %<a href='./classes.html#itemtype'>item types</a>%'[s] [entire|additional] tool[ ]tip</li> <li class="skript-code-block">(show|reveal|hide) [the] [entire|additional] tool[ ]tip of %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Show or hide the tooltip of an item. If changing the 'entire' tooltip of an item, nothing will show up when a player hovers over it. If changing the 'additional' tooltip, only specific parts (which change per item) will be hidden. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> hide the entire tooltip of player's tool<br>hide {_item}'s additional tool tip </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKeepInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Keep Inventory / Experience</h1> <a href="#EffKeepInventory" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">keep [the] (inventory|items) [(and [e]xp[erience][s] [point[s]])]</li> <li class="skript-code-block">keep [the] [e]xp[erience][s] [point[s]] [(and (inventory|items))]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#death">death</a></td> </tr> </table> <div class="item-description"> Keeps the inventory or/and experiences of the dead player in a death event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death of a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the victim is an op:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;keep the inventory and experiences </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKick" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Kick</h1> <a href="#EffKick" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">kick %<a href='./classes.html#player'>players</a>% [(by reason of|because [of]|on account of|due to) %<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Kicks a player from the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on place of TNT, lava, or obsidian:<br>&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "You may not place %block%!"<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKill" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Kill</h1> <a href="#EffKill" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">kill %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Kills an entity. Note: This effect does not set the entity's health to 0 (which causes issues), but damages the entity by 100 times its maximum health. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> kill the player<br>kill all creepers in the player's world<br>kill all endermen, witches and bats </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffKnockback" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Knockback</h1> <a href="#EffKnockback" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(apply knockback to|knock[back]) %<a href='./classes.html#livingentity'>living entities</a>% [%<a href='./classes.html#direction'>direction</a>%] [with (strength|force) %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19.2+</td> </tr> </table> <div class="item-description"> Apply the same velocity as a knockback to living entities in a direction. Mechanics such as knockback resistance will be factored in. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> knockback player north<br>knock victim (vector from attacker to victim) with strength 10 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffFireworkLaunch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Launch firework</h1> <a href="#EffFireworkLaunch" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(launch|deploy) [[a] firework [with effect[s]]] %<a href='./classes.html#fireworkeffect'>firework effects</a>% at %<a href='./classes.html#location'>locations</a>% [([with] (duration|power)|timed) %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Launch firework effects at the given location(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> launch ball large colored red, purple and white fading to light green and black at player's location with duration 1 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLeash" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Leash entities</h1> <a href="#EffLeash" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(leash|lead) %<a href='./classes.html#livingentity'>living entities</a>% to %<a href='./classes.html#entity'>entity</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entity</a>% (leash|lead) %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">un(leash|lead) [holder of] %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Leash living entities to other entities. When trying to leash an Ender Dragon, Wither, Player, or a Bat, this effect will not work. See <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/LivingEntity.html#setLeashHolder(org.bukkit.entity.Entity)">Spigot's Javadocs for more info</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;leash event-entity to player<br>&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;aYou leashed &amp;2%event-entity%!" to player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLightning" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lightning</h1> <a href="#EffLightning" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(create|strike) lightning[([ ]effect)] %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Strike lightning at a given location. Can use 'lightning effect' to create a lightning that does not harm entities or start fires. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> strike lightning at the player<br>strike lightning effect at the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLoadServerIcon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Load Server Icon</h1> <a href="#EffLoadServerIcon" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">load [the] server icon (from|of) [the] [image] [file] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> </table> <div class="item-description"> Loads server icons from the given files. You can get the loaded icon using the <a href='expressions.html#ExprLastLoadedServerIcon'>last loaded server icon</a> expression. Please note that the image must be 64x64 and the file path starts from the server folder. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on load:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear {server-icons::*}<br>&nbsp;&nbsp;&nbsp;&nbsp;loop 5 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;load server icon from file "icons/%loop-number%.png"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add the last loaded server icon to {server-icons::*}<br><br>on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the icon to a random server icon out of {server-icons::*} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffWorldLoad" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Load World</h1> <a href="#EffWorldLoad" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">load [[the] world[s]] %<a href='./classes.html#string'>texts</a>% [with environment %<a href='./classes.html#environment'>environment</a>%]</li> <li class="skript-code-block">unload [[the] world[s]] %<a href='./classes.html#world'>worlds</a>% [without saving]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Load your worlds or unload your worlds The load effect will create a new world if world doesn't already exist. When attempting to load a normal vanilla world you must define it's environment i.e "world_nether" must be loaded with nether environment </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> load world "world_nether" with environment nether<br>load the world "myCustomWorld"<br>unload "world_nether"<br>unload "world_the_end" without saving<br>unload all worlds </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSuppressWarnings" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Locally Suppress Warning</h1> <a href="#EffSuppressWarnings" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[local[ly]] suppress [the] (conflict|variable save|[missing] conjunction|starting [with] expression[s]|deprecated syntax|unreachable code) warning[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Suppresses target warnings from the current script. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> locally suppress missing conjunction warnings<br>suppress the variable save warnings </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLog" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Log</h1> <a href="#EffLog" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">log %<a href='./classes.html#string'>texts</a>% [(to|in) [file[s]] %<a href='./classes.html#string'>texts</a>%] [with [the|a] severity [of] (warning|severe)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.9.0 (severities)</td> </tr> </table> <div class="item-description"> Writes text into a .log file. Skript will write these files to /plugins/Skript/logs. NB: Using 'server.log' as the log file will write to the default server log. Omitting the log file altogether will log the message as '[Skript] [&lt;script&gt;.sk] &lt;message&gt;' in the server log. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "%player% has just joined the server!"<br>on world change:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "Someone just went to %event-world%!" to file "worldlog/worlds.log"<br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "%player% just executed %full command%!" to file "server/commands.log" with a severity of warning </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLook" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Look At</h1> <a href="#EffLook" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(force|make) %<a href='./classes.html#livingentity'>living entities</a>% [to] (face [towards]|look [(at|towards)]) (%<a href='./classes.html#entity'>entity</a>%['s (feet|eyes)]|(feet|eyes) of %<a href='./classes.html#entity'>entity</a>%) [at [head] [rotation] speed %<a href='./classes.html#number'>number</a>%] [[and] max[imum] [head] pitch %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">(force|make) %<a href='./classes.html#livingentity'>living entities</a>% [to] (face [towards]|look [(at|towards)]) %<a href='./classes.html#vector'>vector</a>/<a href='./classes.html#location'>location</a>% [at [head] [rotation] speed %<a href='./classes.html#number'>number</a>%] [[and] max[imum] [head] pitch %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.17+, Paper 1.19.1+ (Players & Look Anchors)</td> </tr> </table> <div class="item-description"> Forces the mob(s) or player(s) to look at an entity, vector or location. Vanilla max head pitches range from 10 to 50. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> force the player to look towards event-entity's feet<br><br>on entity explosion:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_player} to the nearest player<br>&nbsp;&nbsp;&nbsp;&nbsp;{_player} is set<br>&nbsp;&nbsp;&nbsp;&nbsp;distance between {_player} and the event-location is less than 15<br>&nbsp;&nbsp;&nbsp;&nbsp;make {_player} look towards vector from the {_player} to location of the event-entity<br><br>force {_enderman} to face the block 3 meters above {_location} at head rotation speed 100.5 and max head pitch -40 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeAdultOrBaby" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Adult/Baby</h1> <a href="#EffMakeAdultOrBaby" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% [a[n]] (adult|baby)</li> <li class="skript-code-block">force %<a href='./classes.html#livingentity'>living entities</a>% to be[come] a[n] (adult|baby)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Force a animal to become an adult or baby. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of mob:<br>&nbsp;&nbsp;&nbsp;&nbsp;entity is not an adult<br>&nbsp;&nbsp;&nbsp;&nbsp;make entity an adult </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffBreedable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Breedable</h1> <a href="#EffBreedable" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% breedable</li> <li class="skript-code-block">unsterilize %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (not |non(-| )|un)breedable</li> <li class="skript-code-block">sterilize %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Sets whether or not entities will be able to breed. Only works on animals. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of animal:<br>&nbsp;&nbsp;&nbsp;&nbsp;make entity unbreedable </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeEggHatch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Egg Hatch</h1> <a href="#EffMakeEggHatch" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make [the] egg [not] hatch</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> </table> <div class="item-description"> Makes the egg hatch in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;# EGGS FOR DAYZ!<br>&nbsp;&nbsp;&nbsp;&nbsp;make the egg hatch </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffFireResistant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Fire Resistant</h1> <a href="#EffFireResistant" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#itemtype'>item types</a>% [not] (fire resistant|resistant to fire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> </table> <div class="item-description"> Makes items fire resistant. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player's tool fire resistant:<br>make {_items::*} not resistant to fire </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeFly" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Fly</h1> <a href="#EffMakeFly" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">force %<a href='./classes.html#player'>players</a>% to [(start|stop)] fly[ing]</li> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% (start|stop) flying</li> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% fly</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> </table> <div class="item-description"> Forces a player to start/stop flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player fly<br>force all players to stop flying </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffIncendiary" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Incendiary</h1> <a href="#EffIncendiary" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% [not] incendiary</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>%'[s] explosion [not] (incendiary|fiery)</li> <li class="skript-code-block">make [the] [event(-| )]explosion [not] (incendiary|fiery)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Sets if an entity's explosion will leave behind fire. This effect is also usable in an explosion prime event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime:<br>&nbsp;&nbsp;&nbsp;&nbsp;make the explosion fiery </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffInvisible" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Invisible</h1> <a href="#EffInvisible" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (invisible|not visible)</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (visible|not invisible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Makes a living entity visible/invisible. This is not a potion and therefore does not have features such as a time limit or particles. When setting an entity to invisible while using an invisibility potion on it, the potion will be overridden and when it runs out the entity keeps its invisibility. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target entity invisible </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffInvulnerability" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Invulnerable</h1> <a href="#EffInvulnerability" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% (invulnerable|invincible)</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% (not (invulnerable|invincible)|vulnerable|vincible)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Makes an entity invulnerable/not invulnerable. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target entity invulnerable </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMakeSay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Say</h1> <a href="#EffMakeSay" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% (say|send [the] message[s]) %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">force %<a href='./classes.html#player'>players</a>% to (say|send [the] message[s]) %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Forces a player to send a message to the chat. If the message starts with a slash it will force the player to use command. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make the player say "Hello."<br>force all players to send the message "I love this server" </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffGlowingText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Make Sign Glow</h1> <a href="#EffGlowingText" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% have glowing text</li> <li class="skript-code-block">make %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>% have (normal|non[-| ]glowing) text</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Makes a sign (either a block or item) have glowing text or normal text </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target block of player have glowing text </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffMessage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Message</h1> <a href="#EffMessage" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(message|send [message[s]]) %<a href='./classes.html#object'>objects</a>% [to %<a href='./classes.html#commandsender'>command senders</a>%] [from %<a href='./classes.html#player'>player</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2-dev26 (advanced features), 2.5.2 (optional sender), 2.6 (sending objects)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16.4+ for optional sender</td> </tr> </table> <div class="item-description"> Sends a message to the given player. Only styles written in given string or in <a href=expressions.html#ExprColored>formatted expressions</a> will be parsed. Adding an optional sender allows the messages to be sent as if a specific player sent them. This is useful with Minecraft 1.16.4's new chat ignore system, in which players can choose to ignore other players, but for this to work, the message needs to be sent from a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "A wild %player% appeared!"<br>message "This message is a distraction. Mwahaha!"<br>send "Your kill streak is %{kill streak::%uuid of player%}%." to player<br>if the targeted entity exists:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You're currently looking at a %type of the targeted entity%!"<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;send "[%player%] &gt;&gt; %message%" to all players from player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffOpenBook" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Open Book</h1> <a href="#EffOpenBook" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(open|show) book %<a href='./classes.html#itemtype'>item type</a>% (to|for) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14.2+</td> </tr> </table> <div class="item-description"> Opens a written book to a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open book player's tool to player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffOpenInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Open/Close Inventory</h1> <a href="#EffOpenInventory" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(open|show) (((crafting [table]|workbench)|chest|anvil|hopper|dropper|dispenser) [(view|window|inventory)]|%<a href='./classes.html#inventory'>inventory</a>/<a href='./classes.html#inventorytype'>inventory type</a>%) (to|for) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">close [the] inventory [view] (to|of|for) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">close %<a href='./classes.html#player'>players</a>%'[s] inventory [view]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.1.1 (closing), 2.2-Fixes-V10 (anvil), 2.4 (hopper, dropper, dispenser</td> </tr> </table> <div class="item-description"> Opens an inventory to a player. The player can then access and modify the inventory as if it was a chest that he just opened. Please note that currently 'show' and 'open' have the same effect, but 'show' will eventually show an unmodifiable view of the inventory in the future. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> show the victim's inventory to the player<br>open the player's inventory for the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffLidState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Open/Close Lid</h1> <a href="#EffLidState" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(open|close) [the] lid[s] (of|for) %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">(open|close) %<a href='./classes.html#block'>blocks</a>%'[s] lid[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Open or close the lid of the block(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open the lid of {_chest}<br>close the lid of {_blocks::*} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPathfind" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Pathfind</h1> <a href="#EffPathfind" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% (pathfind|move) to[wards] %<a href='./classes.html#livingentity'>living entity</a>/<a href='./classes.html#location'>location</a>% [at speed %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% stop (pathfinding|moving)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Make an entity pathfind towards a location or another entity. Not all entities can pathfind. If the pathfinding target is another entity, the entities may or may not continuously follow the target. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make all creepers pathfind towards player<br>make all cows stop pathfinding<br>make event-entity pathfind towards player at speed 1 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffVisualEffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Play Effect</h1> <a href="#EffVisualEffect" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(play|show) %<a href='./classes.html#visualeffect'>visual effects</a>% (on|%<a href='./classes.html#direction'>directions</a>%) %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>% [(to %<a href='./classes.html#player'>players</a>%|in (radius|range) of %<a href='./classes.html#number'>number</a>%)]</li> <li class="skript-code-block">(play|show) %<a href='./classes.html#number'>number</a>% %<a href='./classes.html#visualeffect'>visual effects</a>% (on|%<a href='./classes.html#direction'>directions</a>%) %<a href='./classes.html#location'>locations</a>% [(to %<a href='./classes.html#player'>players</a>%|in (radius|range) of %<a href='./classes.html#number'>number</a>%)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> </table> <div class="item-description"> Plays a <a href='classes.html#visualeffect'>visual effect</a> at a given location or on a given entity. Please note that some effects can only be played on entities, e.g. wolf hearts or the hurt effect, and that these are always visible to all players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play wolf hearts on the clicked wolf<br>show mob spawner flames at the targeted block to the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPlaySound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Play Sound</h1> <a href="#EffPlaySound" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">play sound[s] %<a href='./classes.html#string'>texts</a>% [[with] seed %<a href='./classes.html#number'>number</a>%] [(in|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(at|with) volume %<a href='./classes.html#number'>number</a>%] [(and|at|with) pitch %<a href='./classes.html#number'>number</a>%] (at|on|from) %<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>% [(to|for) %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">play sound[s] %<a href='./classes.html#string'>texts</a>% [[with] seed %<a href='./classes.html#number'>number</a>%] [(in|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(at|with) volume %<a href='./classes.html#number'>number</a>%] [(and|at|with) pitch %<a href='./classes.html#number'>number</a>%] [(to|for) %<a href='./classes.html#player'>players</a>%] [(at|on|from) %<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, 2.4 (sound categories), 2.9 (sound seed & entity emitter)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.18.1+ (entity emitters), Paper 1.19.4+ or Adventure API 4.12.0+ (sound seed)</td> </tr> </table> <div class="item-description"> Plays a sound at given location for everyone or just for given players, or plays a sound to specified players. Both Minecraft sound names and <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html">Spigot sound names</a> are supported. Playing resource pack sounds are supported too. The sound category is 'master' by default. <p>When running 1.19+, playing a sound from an entity directly will result in the sound coming from said entity, even while moving. If the sound is custom, a location emitter will follow the entity. Do note that pitch and volume are reflected based on the entity, and Minecraft may not use the values from this syntax.<p>If using Paper 1.19.4+ or Adventure API 4.12.0+ you can utilize sound seeds. Minecraft sometimes have a set of sounds under one sound ID that will randomly play, to counter this, you can directly state which seed to use.<p>Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play sound "block.note_block.pling"<br>play sound "entity.experience_orb.pickup" with volume 0.5 to the player<br>play sound "custom.music.1" in jukebox category at {speakerBlock}<br>play sound "BLOCK_AMETHYST_BLOCK_RESONATE" with seed 1 on target entity for the player #1.20.1+ </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPlayerInfoVisibility" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Info Visibility</h1> <a href="#EffPlayerInfoVisibility" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">hide [all] player [related] info[rmation] [(in|on|from) [the] server list]</li> <li class="skript-code-block">(show|reveal) [all] player [related] info[rmation] [(in|to|on|from) [the] server list]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#server_list_ping">server list ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> </table> <div class="item-description"> Sets whether all player related information is hidden in the server list. The Vanilla Minecraft client will display ??? (dark gray) instead of player counts and will not show the <a href='expressions.html#ExprHoverList'>hover hist</a> when hiding player info. <a href='expressions.html#ExprVersionString'>The version string</a> can override the ???. Also the <a href='expressions.html#ExprOnlinePlayersCount'>Online Players Count</a> and <a href='expressions.html#ExprMaxPlayers'>Max Players</a> expressions will return -1 when hiding player info. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> hide player info<br>hide player related information in the server list<br>reveal all player related info </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPoison" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Poison/Cure</h1> <a href="#EffPoison" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">poison %<a href='./classes.html#livingentity'>living entities</a>% [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">(cure|unpoison) %<a href='./classes.html#livingentity'>living entities</a>% [(from|of) poison]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.2</td> </tr> </table> <div class="item-description"> Poison or cure a creature. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> poison the player<br>poison the victim for 20 seconds<br>cure the player from poison </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPotion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effects</h1> <a href="#EffPotion" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">apply %<a href='./classes.html#potioneffect'>potion effects</a>% to %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">apply infinite [ambient] [potion of] %<a href='./classes.html#potioneffecttype'>potion effect types</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without [any] particles] [(whilst hiding [the]|without (the|a)) [potion] icon] to %<a href='./classes.html#livingentity'>living entities</a>% [replacing [the] existing effect]</li> <li class="skript-code-block">apply [ambient] [potion of] %<a href='./classes.html#potioneffecttype'>potion effect types</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without [any] particles] [(whilst hiding [the]|without (the|a)) [potion] icon] to %<a href='./classes.html#livingentity'>living entities</a>% [for %<a href='./classes.html#timespan'>time span</a>%] [replacing [the] existing effect]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev27 (ambient and particle-less potion effects), 2.5 (replacing existing effect), 2.5.2 (potion effects), 2.7 (icon and infinite)</td> </tr> </table> <div class="item-description"> Apply or remove potion effects to/from entities. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply ambient swiftness 2 to the player<br>remove haste from the victim<br><br>on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;apply infinite potion of strength of tier {strength::%uuid of player%} to the player<br>&nbsp;&nbsp;&nbsp;&nbsp;apply potion of strength of tier {strength::%uuid of player%} to the player for 999 days # Before 1.19.4<br><br>apply potion effects of player's tool to player<br>apply haste potion of tier 3 without any particles whilst hiding the potion icon to the player # Hide potions </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPush" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Push</h1> <a href="#EffPush" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(push|thrust) %<a href='./classes.html#entity'>entities</a>% %<a href='./classes.html#direction'>direction</a>% [(at|with) (speed|velocity|force) %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> Push entities around. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> push the player upwards<br>push the victim downwards at speed 0.5 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffPvP" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">PvP</h1> <a href="#EffPvP" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">enable PvP [in %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">disable PVP [in %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> </table> <div class="item-description"> Set the PvP state for a given world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> enable PvP #(current world only)<br>disable PvP in all worlds </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffReplace" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Replace</h1> <a href="#EffReplace" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#string'>texts</a>% in %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% [with case sensitivity]</li> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% in %<a href='./classes.html#string'>texts</a>% [with case sensitivity]</li> <li class="skript-code-block">replace first %<a href='./classes.html#string'>texts</a>% in %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% [with case sensitivity]</li> <li class="skript-code-block">replace first %<a href='./classes.html#string'>texts</a>% with %<a href='./classes.html#string'>text</a>% in %<a href='./classes.html#string'>text</a>% [with case sensitivity]</li> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#itemtype'>item types</a>% in %<a href='./classes.html#inventory'>inventories</a>% with %<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">replace [(all|every)] %<a href='./classes.html#itemtype'>item types</a>% with %<a href='./classes.html#itemtype'>item type</a>% in %<a href='./classes.html#inventory'>inventories</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev24 (replace in multiple strings and replace items in inventory), 2.5 (replace first, case sensitivity)</td> </tr> </table> <div class="item-description"> Replaces all occurrences of a given text with another text. Please note that you can only change variables and a few expressions, e.g. a <a href='./expressions.html#ExprMessage'>message</a> or a line of a sign. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> replace "&lt;item&gt;" in {textvar} with "%item%"<br>replace every "&amp;" with "§" in line 1<br># The following acts as a simple chat censor, but it will e.g. censor mass, hassle, assassin, etc. as well:<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;replace all "kys", "idiot" and "noob" with "****" in the message<br> <br>replace all stone and dirt in player's inventory and player's top inventory with diamond </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffReturn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Return</h1> <a href="#EffReturn" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">return %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2, 2.8.0 (returns aliases)</td> </tr> </table> <div class="item-description"> Makes a trigger or a section (e.g. a function) return a value </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function double(i: number) :: number:<br>&nbsp;&nbsp;&nbsp;&nbsp;return 2 * {_i}<br><br>function divide(i: number) returns number:<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_i} / 2 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffRing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ring Bell</h1> <a href="#EffRing" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ring %<a href='./classes.html#block'>blocks</a>% [from [the]] [%<a href='./classes.html#direction'>direction</a>%]</li> <li class="skript-code-block">(make|let) %<a href='./classes.html#entity'>entity</a>% ring %<a href='./classes.html#block'>blocks</a>% [from [the]] [%<a href='./classes.html#direction'>direction</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Causes a bell to ring. Optionally, the entity that rang the bell and the direction the bell should ring can be specified. A bell can only ring in two directions, and the direction is determined by which way the bell is facing. By default, the bell will ring in the direction it is facing. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player ring target-block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffRotate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rotate</h1> <a href="#EffRotate" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">rotate %<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% around [the] [global] (x|y|z)(-| )axis by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">rotate %<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% around [the|its|their] local (x|y|z)(-| )ax(i|e)s by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">rotate %<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% around [the] %<a href='./classes.html#vector'>vector</a>% by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">rotate %<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#display'>displays</a>% by x %<a href='./classes.html#number'>number</a>%, y %<a href='./classes.html#number'>number</a>%(, [and]| and) z %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, INSERT VERSION (quaternions, displays)</td> </tr> </table> <div class="item-description"> Rotates displays, quaternions, or vectors around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented.<p>Rotating a display is a shortcut for rotating its left rotation. If the right rotation needs to be modified, it should be acquired, rotated, and re-set.<p>Note that rotating a quaternion/display around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating quaternions/displays around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> rotate {_quaternion} around x axis by 10 degrees<br>rotate last spawned block display around y axis by 10 degrees<br>rotate {_vector} around vector(1, 1, 1) by 45<br>rotate {_quaternion} by x 45, y 90, z 135 </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffWorldSave" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Save World</h1> <a href="#EffWorldSave" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">save [[the] world[s]] %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Save all worlds or a given world manually. Note: saving many worlds at once may possibly cause the server to freeze. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> save "world_nether"<br>save all worlds </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSendBlockChange" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Send Block Change</h1> <a href="#EffSendBlockChange" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#player'>players</a>% see %<a href='./classes.html#block'>blocks</a>% as %<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#blockdata'>block data</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev37c, 2.5.1 (block data support)</td> </tr> </table> <div class="item-description"> Makes a player see a block as something it really isn't. BlockData support is only for MC 1.13+ </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player see block at player as dirt<br>make player see target block as campfire[facing=south] </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSendResourcePack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Send Resource Pack</h1> <a href="#EffSendResourcePack" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">send [the] resource pack [from [[the] URL]] %<a href='./classes.html#string'>text</a>% to %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">send [the] resource pack [from [[the] URL]] %<a href='./classes.html#string'>text</a>% with hash %<a href='./classes.html#string'>text</a>% to %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Request that the player's client download and switch resource packs. The client will download the resource pack in the background, and will automatically switch to it once the download is complete. The URL must be a direct download link.<p>The hash is used for caching, the player won't have to re-download the resource pack that way. The hash must be SHA-1, you can get SHA-1 hash of your resource pack using <a href="https://emn178.github.io/online-tools/sha1_checksum.html">this online tool</a>.<p>The <a href='events.html#resource_pack_request_action'>resource pack request action</a> can be used to check status of the sent resource pack request. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;send the resource pack from "URL" with hash "hash" to the player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffShear" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shear</h1> <a href="#EffShear" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[force] shear %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">un[-]shear %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0 (cows, sheep & snowmen), 2.8.0 (all shearable entities)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19.4+ (all shearable entities)</td> </tr> </table> <div class="item-description"> Shears or un-shears a shearable entity with drops by shearing and a 'sheared' sound. Using with 'force' will force this effect despite the entity's 'shear state'.<p>Please note that..:<p>- If your server is not running with Paper 1.19.4 or higher, this effect will only change its 'shear state', and the 'force' effect is unavailable<p>- Force-shearing or un-shearing on a sheared mushroom cow is not possible </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on rightclick on a sheep holding a sword:<br>&nbsp;&nbsp;&nbsp;&nbsp;shear the clicked sheep<br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 10%<br>&nbsp;&nbsp;&nbsp;&nbsp;force shear the clicked sheep </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffShoot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shoot</h1> <a href="#EffShoot" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">shoot %<a href='./classes.html#entitydata'>entity types</a>% [from %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#location'>locations</a>%] [(at|with) (speed|velocity) %<a href='./classes.html#number'>number</a>%] [%<a href='./classes.html#direction'>direction</a>%]</li> <li class="skript-code-block">(make|let) %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#location'>locations</a>% shoot %<a href='./classes.html#entitydata'>entity types</a>% [(at|with) (speed|velocity) %<a href='./classes.html#number'>number</a>%] [%<a href='./classes.html#direction'>direction</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Shoots a projectile (or any other entity) from a given entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> shoot an arrow<br>make the player shoot a creeper at speed 10<br>shoot a pig from the creeper </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSilence" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Silence Entity</h1> <a href="#EffSilence" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">silence %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">unsilence %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% silent</li> <li class="skript-code-block">make %<a href='./classes.html#entity'>entities</a>% not silent</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Controls whether or not an entity is silent. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make target entity silent </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSort" data-keywords="input"> <div class="item-title"> <h1 style="display: inline-block">Sort</h1> <a href="#EffSort" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sort %~<a href='./classes.html#object'>objects</a>% [in (descending|ascending) order] [(by|based on) &lt;.+&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0, INSERT VERSION (sort order)</td> </tr> </table> <div class="item-description"> Sorts a list variable using either the natural ordering of the contents or the results of the given expression. Be warned, this will overwrite the indices of the list variable.<p>When using the full <code>sort %~objects% (by|based on) &lt;expression&gt;</code> pattern, the input expression can be used to refer to the current item being sorted. (See input expression for more information.) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_words::*} to "pineapple", "banana", "yoghurt", and "apple"<br>sort {_words::*} # alphabetical sort<br>sort {_words::*} by length of input # shortest to longest<br>sort {_words::*} in descending order by length of input # longest to shortest<br>sort {_words::*} based on {tastiness::%input%} # sort based on custom value </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffStopServer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Stop Server</h1> <a href="#EffStopServer" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(stop|shut[ ]down) [the] server</li> <li class="skript-code-block">restart [the] server</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Stops or restarts the server. If restart is used when the restart-script spigot.yml option isn't defined, the server will stop instead. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> stop the server<br>restart server </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffStopSound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Stop Sound</h1> <a href="#EffStopSound" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">stop (all sound[s]|sound[s] %<a href='./classes.html#string'>texts</a>%) [(in [the]|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(from playing to|for) %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">stop playing sound[s] %<a href='./classes.html#string'>texts</a>% [(in [the]|from) %<a href='./classes.html#soundcategory'>sound category</a>%] [(to|for) %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4, 2.7 (stop all sounds)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.17.1 (stop all sounds)</td> </tr> </table> <div class="item-description"> Stops specific or all sounds from playing to a group of players. Both Minecraft sound names and <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html">Spigot sound names</a> are supported. Resource pack sounds are supported too. The sound category is 'master' by default. A sound can't be stopped from a different category. <p>Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> stop sound "block.chest.open" for the player<br>stop playing sounds "ambient.underwater.loop" and "ambient.underwater.loop.additions" to the player<br>stop all sounds for all players<br>stop sound in the record category </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSwingHand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Swing Hand</h1> <a href="#EffSwingHand" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% swing [their] [main] hand</li> <li class="skript-code-block">make %<a href='./classes.html#livingentity'>living entities</a>% swing [their] off[ ]hand</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15.2+</td> </tr> </table> <div class="item-description"> Makes an entity swing their hand. This does nothing if the entity does not have an animation for swinging their hand. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make player swing their main hand </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTame" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tame / Untame</h1> <a href="#EffTame" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[un](tame|domesticate) %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Tame a tameable entity (horse, parrot, cat, etc.). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tame {_horse}<br>untame {_horse} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTeleport" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Teleport</h1> <a href="#EffTeleport" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[force] teleport %<a href='./classes.html#entity'>entities</a>% (to|%<a href='./classes.html#direction'>direction</a>%) %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Teleport an entity to a specific location. This effect is delayed by default on Paper, meaning certain syntax such as the return effect for functions cannot be used after this effect. The keyword 'force' indicates this effect will not be delayed, which may cause lag spikes or server crashes when using this effect to teleport entities to unloaded chunks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> teleport the player to {homes::%player%}<br>teleport the attacker to the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTextDisplayDropShadow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Drop Shadow</h1> <a href="#EffTextDisplayDropShadow" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(apply|add) (drop|text) shadow to [[the] text of] %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">(apply|add) (drop|text) shadow to %<a href='./classes.html#display'>displays</a>%'[s] text</li> <li class="skript-code-block">(remove|clear) (drop|text) shadow from [[the] text of] %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">(remove|clear) (drop|text) shadow from %<a href='./classes.html#display'>displays</a>%'[s] text</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Applies or removes drop shadow from the displayed text on a text display. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> apply drop shadow to last spawned text display<br>if {_display} has drop shadow:<br>&nbsp;&nbsp;&nbsp;&nbsp;remove drop shadow from the text of {_display} </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTextDisplaySeeThroughBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display See Through Blocks</h1> <a href="#EffTextDisplaySeeThroughBlocks" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">make %<a href='./classes.html#display'>displays</a>% visible through (blocks|walls)</li> <li class="skript-code-block">force %<a href='./classes.html#display'>displays</a>% to be visible through (blocks|walls)</li> <li class="skript-code-block">(prevent|block) %<a href='./classes.html#display'>displays</a>% from being (visible|seen) through (blocks|walls)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Forces a text display to either be or not be visible through blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> force last spawned text display to be visible through walls<br>prevent all text displays from being visible through walls </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffResetTitle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Title - Reset</h1> <a href="#EffResetTitle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">reset [the] title[s] [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">reset [the] %<a href='./classes.html#player'>players</a>%'[s] title[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Resets the title of the player to the default values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> reset the titles of all players<br>reset the title </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffSendTitle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Title - Send</h1> <a href="#EffSendTitle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">send title %<a href='./classes.html#string'>text</a>% [with subtitle %<a href='./classes.html#string'>text</a>%] [to %<a href='./classes.html#player'>players</a>%] [for %<a href='./classes.html#timespan'>time span</a>%] [with fade[(-| )]in %<a href='./classes.html#timespan'>time span</a>%] [[and] [with] fade[(-| )]out %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">send subtitle %<a href='./classes.html#string'>text</a>% [to %<a href='./classes.html#player'>players</a>%] [for %<a href='./classes.html#timespan'>time span</a>%] [with fade[(-| )]in %<a href='./classes.html#timespan'>time span</a>%] [[and] [with] fade[(-| )]out %<a href='./classes.html#timespan'>time span</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Sends a title/subtitle to the given player(s) with optional fadein/stay/fadeout times for Minecraft versions 1.11 and above. <p>If you're sending only the subtitle, it will be shown only if there's a title displayed at the moment, otherwise it will be sent with the next title. To show only the subtitle, use: <code>send title " " with subtitle "yourtexthere" to player</code>.<p>Note: if no input is given for the times, it will keep the ones from the last title sent, use the <a href='effects.html#EffResetTitle'>reset title</a> effect to restore the default values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send title "Competition Started" with subtitle "Have fun, Stay safe!" to player for 5 seconds<br>send title "Hi %player%" to player<br>send title "Loot Drop" with subtitle "starts in 3 minutes" to all players<br>send title "Hello %player%!" with subtitle "Welcome to our server" to player for 5 seconds with fadein 1 second and fade out 1 second<br>send subtitle "Party!" to all players </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffToggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Toggle</h1> <a href="#EffToggle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(close|turn off|de[-]activate) %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">(toggle|switch) [[the] state of] %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">(open|turn on|activate) %<a href='./classes.html#block'>blocks</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> </table> <div class="item-description"> Toggle the state of a block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # use arrows to toggle switches, doors, etc.<br>on projectile hit:<br>&nbsp;&nbsp;&nbsp;&nbsp;projectile is arrow<br>&nbsp;&nbsp;&nbsp;&nbsp;toggle the block at the arrow </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffToggleFlight" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Toggle Flight</h1> <a href="#EffToggleFlight" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(allow|enable) (fly|flight) (for|to) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">(disallow|disable) (fly|flight) (for|to) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Toggle the <a href='expressions.html#ExprFlightMode'>flight mode</a> of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> allow flight to event-player </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffToggleCanPickUpItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Toggle Picking Up Items</h1> <a href="#EffToggleCanPickUpItems" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">allow %<a href='./classes.html#livingentity'>living entities</a>% to pick([ ]up items| items up)</li> <li class="skript-code-block">(forbid|disallow) %<a href='./classes.html#livingentity'>living entities</a>% (from|to) pick([ing | ]up items|[ing] items up)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> Determines whether living entities are able to pick up items or not </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> forbid player from picking up items<br>send "You can no longer pick up items!" to player<br><br>on drop:<br>&nbsp;&nbsp;&nbsp;&nbsp;if player can't pick&nbsp;&nbsp;&nbsp;&nbsp;up items:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;allow player to pick up items </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffTree" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tree</h1> <a href="#EffTree" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(grow|create|generate) tree [of type %<a href='./classes.html#structuretype'>tree type</a>%] %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">(grow|create|generate) %<a href='./classes.html#structuretype'>tree type</a>% %<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Creates a tree. This may require that there is enough space above the given location and that the block below is dirt/grass, but it is possible that the tree will just grow anyways, possibly replacing every block in its path. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> grow a tall redwood tree above the clicked block </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffVehicle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vehicle</h1> <a href="#EffVehicle" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(make|let|force) %<a href='./classes.html#entity'>entities</a>% [to] (ride|mount) [(in|on)] %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#entitydata'>entity types</a>%</li> <li class="skript-code-block">(make|let|force) %<a href='./classes.html#entity'>entities</a>% [to] (dismount|(dismount|leave) [(from|of)] [(any|the[ir]|his|her)] vehicle[s])</li> <li class="skript-code-block">(eject|dismount) [(any|the)] passenger[s] (of|from) %<a href='./classes.html#entity'>entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Makes an entity ride another entity, e.g. a minecart, a saddled pig, an arrow, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make the player ride a saddled pig<br>make the attacker ride the victim </div> </div> </div> </div> <div class="item-wrapper type-Effect" id="EffOp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">op/deop</h1> <a href="#EffOp" class="link-icon">&#128279;</a> <p class="item-type">Effect</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[de[-]]op %<a href='./classes.html#offlineplayer'>offline players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Grant/revoke a user operator state. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> op the player<br>deop all players </div> </div> </div> </div> <div class="item-wrapper type-EffectSection" id="EffSecSpawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn</h1> <a href="#EffSecSpawn" class="link-icon">&#128279;</a> <p class="item-type">EffectSection</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(spawn|summon) %<a href='./classes.html#entitytype'>entity types</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">(spawn|summon) %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#entitytype'>entity types</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6.1 (with section), 2.8.6 (dropped items)</td> </tr> </table> <div class="item-description"> Spawns entities. This can be used as an effect and as a section.<p>If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.<p>If you're spawning a display and want it to be empty on initialization, like not having a block display be stone, set hidden config node 'spawn empty displays' to true. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 3 creepers at the targeted block<br>spawn a ghast 5 meters above the player<br>spawn a zombie at the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set name of the zombie to ""<br><br>spawn a block display of a ladder[waterlogged=true] at location above player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set billboard of event-display to center # allows the display to rotate around the center axis </div> </div> </div> </div> </div> </div> </body> </html> 
\ No newline at end of file
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--- a/docs/nightly/feature/input-api/events.html
+++ b/docs/nightly/feature/input-api/events.html
@@ -1 +1 @@
-<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta 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integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-59e0b46" target="_blank">v2.9.4-nightly-59e0b46</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#at_time">At Time</a> <a href="#anvil_damage">On Anvil Damage</a> <a href="#anvil_prepare">On Anvil Prepare</a> <a href="#aoe_cloud_effect">On AoE Cloud Effect</a> <a href="#arm_swing">On Arm Swing</a> <a href="#armor_change">On Armor Change</a> <a href="#bed_enter">On Bed Enter</a> <a href="#bed_leave">On Bed Leave</a> <a href="#bell_resonate">On Bell Resonate</a> <a href="#bell_ring">On Bell Ring</a> <a href="#block_damage">On Block Damage</a> <a href="#block_drop">On Block Drop</a> <a href="#block_fertilize">On Block Fertilize</a> <a href="#block_growth">On Block Growth</a> <a href="#book_edit">On Book Edit</a> <a href="#book_sign">On Book Sign</a> <a href="#break_mine">On Break / Mine</a> <a href="#broadcast">On Broadcast</a> <a href="#bucket_empty">On Bucket Empty</a> <a href="#bucket_fill">On Bucket fill</a> <a href="#burn">On Burn</a> <a href="#can_build_check">On Can Build Check</a> <a href="#chat">On Chat</a> <a href="#chunk_generate">On Chunk Generate</a> <a href="#chunk_load">On Chunk Load</a> <a href="#chunk_unload">On Chunk Unload</a> <a href="#click">On Click</a> <a href="#combust">On Combust</a> <a href="#command">On Command</a> <a href="#connect">On Connect</a> <a href="#consume">On Consume</a> <a href="#craft">On Craft</a> <a href="#creeper_power">On Creeper Power</a> <a href="#damage">On Damage</a> <a href="#death">On Death</a> <a href="#dispense">On Dispense</a> <a href="#drop">On Drop</a> <a href="#egg_throw">On Egg Throw</a> <a href="#enchant">On Enchant</a> <a href="#enchant_prepare">On Enchant Prepare</a> <a href="#enderman_enrage">On Enderman Enrage</a> <a href="#endermansheepsilverfishfalling_block">On Enderman/Sheep/Silverfish/Falling Block</a> <a href="#entity_breed">On Entity Breed</a> <a href="#entity_dismount">On Entity Dismount</a> <a href="#entity_jump">On Entity Jump</a> <a href="#entity_mount">On Entity Mount</a> <a href="#entity_portal">On Entity Portal</a> <a href="#entity_potion_effect">On Entity Potion Effect</a> <a href="#entity_transform">On Entity Transform</a> <a href="#experience_change">On Experience Change</a> <a href="#experience_cooldown_change">On Experience Cooldown Change</a> <a href="#experience_spawn">On Experience Spawn</a> <a href="#explode">On Explode</a> <a href="#explosion_prime">On Explosion Prime</a> <a href="#fade">On Fade</a> <a href="#firework_explode">On Firework Explode</a> <a href="#first_join">On First Join</a> <a href="#fishing">On Fishing</a> <a href="#flight_toggle">On Flight Toggle</a> <a href="#flow">On Flow</a> <a href="#form">On Form</a> <a href="#fuel_burn">On Fuel Burn</a> <a href="#gamemode_change">On Gamemode Change</a> <a href="#gliding_state_change">On Gliding State Change</a> <a href="#grow">On Grow</a> <a href="#hand_item_swap">On Hand Item Swap</a> <a href="#heal">On Heal</a> <a href="#horse_jump">On Horse Jump</a> <a href="#hunger_meter_change">On Hunger Meter Change</a> <a href="#ignition">On Ignition</a> <a href="#inventory_click">On Inventory Click</a> <a href="#inventory_close">On Inventory Close</a> <a href="#inventory_drag">On Inventory Drag</a> <a href="#inventory_item_move">On Inventory Item Move</a> <a href="#inventory_open">On Inventory Open</a> <a href="#inventory_pickup">On Inventory Pickup</a> <a href="#inventory_slot_change">On Inventory Slot Change</a> <a href="#item_break">On Item Break</a> <a href="#item_damage">On Item Damage</a> <a href="#item_despawn">On Item Despawn</a> <a href="#item_mend">On Item Mend</a> <a href="#item_merge">On Item Merge</a> <a href="#item_spawn">On Item Spawn</a> <a href="#join">On Join</a> <a href="#jump">On Jump</a> <a href="#kick">On Kick</a> <a href="#language_change">On Language Change</a> <a href="#leaves_decay">On Leaves Decay</a> <a href="#level_change">On Level Change</a> <a href="#lightning_strike">On Lightning Strike</a> <a href="#loot_generate">On Loot Generate</a> <a href="#love_mode_enter">On Love Mode Enter</a> <a href="#move_rotate">On Move / Rotate</a> <a href="#move_on">On Move On</a> <a href="#physics">On Physics</a> <a href="#pick_up">On Pick Up</a> <a href="#pig_zap">On Pig Zap</a> <a href="#piglin_barter">On Piglin Barter</a> <a href="#piston_extend">On Piston Extend</a> <a href="#piston_retract">On Piston Retract</a> <a href="#place">On Place</a> <a href="#player_chunk_enter">On Player Chunk Enter</a> <a href="#player_deep_sleep">On Player Deep Sleep</a> <a href="#player_input">On Player Input</a> <a href="#player_pickup_arrow">On Player Pickup Arrow</a> <a href="#player_trade">On Player Trade</a> <a href="#player_world_change">On Player World Change</a> <a href="#portal">On Portal</a> <a href="#portal_create">On Portal Create</a> <a href="#portal_enter">On Portal Enter</a> <a href="#prepare_craft">On Prepare Craft</a> <a href="#pressure_plate_trip">On Pressure Plate / Trip</a> <a href="#projectile_collide">On Projectile Collide</a> <a href="#projectile_hit">On Projectile Hit</a> <a href="#quit">On Quit</a> <a href="#ready_arrow">On Ready Arrow</a> <a href="#redstone">On Redstone</a> <a href="#region_enterleave">On Region Enter/Leave</a> <a href="#resource_pack_request_response">On Resource Pack Request Response</a> <a href="#respawn">On Respawn</a> <a href="#resurrect_attempt">On Resurrect Attempt</a> <a href="#riptide">On Riptide</a> <a href="#script_loadunload">On Script Load/Unload</a> <a href="#send_command_list">On Send Command List</a> <a href="#server_list_ping">On Server List Ping</a> <a href="#server_startstop">On Server Start/Stop</a> <a href="#sheep_regrow_wool">On Sheep Regrow Wool</a> <a href="#shoot">On Shoot</a> <a href="#sign_change">On Sign Change</a> <a href="#slime_split">On Slime Split</a> <a href="#smelt">On Smelt</a> <a href="#sneak_toggle">On Sneak Toggle</a> <a href="#spawn">On Spawn</a> <a href="#spawn_change">On Spawn Change</a> <a href="#spectate">On Spectate</a> <a href="#sponge_absorb">On Sponge Absorb</a> <a href="#spread">On Spread</a> <a href="#sprint_toggle">On Sprint Toggle</a> <a href="#stonecutter_recipe_select">On Stonecutter Recipe Select</a> <a href="#stop_using_item">On Stop Using Item</a> <a href="#swim_toggle">On Swim Toggle</a> <a href="#tame">On Tame</a> <a href="#target">On Target</a> <a href="#teleport">On Teleport</a> <a href="#tool_change">On Tool Change</a> <a href="#vehicle_create">On Vehicle Create</a> <a href="#vehicle_damage">On Vehicle Damage</a> <a href="#vehicle_destroy">On Vehicle Destroy</a> <a href="#vehicle_enter">On Vehicle Enter</a> <a href="#vehicle_exit">On Vehicle Exit</a> <a href="#weather_change">On Weather Change</a> <a href="#world_init">On World Init</a> <a href="#world_load">On World Load</a> <a href="#world_save">On World Save</a> <a href="#world_unload">On World Unload</a> <a href="#zombie_break_door">On Zombie Break Door</a> <a href="#periodical">Periodical</a> <a href="#eventperiodical">Periodical</a> </div> </nav> <h1 id="nav-title">Events</h1> <div id="content"> <p class="box-title-red">Note:</p> <p class="box-red" style="margin-bottom: 25px;"> You can specify the event priority after each event syntax using the following syntax <code>[with priority (lowest|low|normal|high|highest|monitor)]</code> e.g. <code>on spawn with priority lowest</code>.<br> Note that not all of the events support event priority feature and they will throw an error. </p> <div class="item-wrapper type-Event" id="at_time" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">At Time</h1> <a href="#at_time" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] at %<a href='./classes.html#time'>time</a>% [in %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> </table> <div class="item-description"> An event that occurs at a given <a href='./classes.html#time'>minecraft time</a> in every world or only in specific worlds. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> at 18:00 <br>at 7am in "world" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="anvil_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Anvil Damage</h1> <a href="#anvil_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] anvil damag(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called when an anvil is damaged/broken from being used to repair/rename items. Note: this does not include anvil damage from falling. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on anvil damage: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="anvil_prepare" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Anvil Prepare</h1> <a href="#anvil_prepare" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] anvil prepar(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on anvil prepare: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-item is set # result item <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 5%: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set repair cost to repair cost * 50% <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You're LUCKY! You got 50% discount." to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="aoe_cloud_effect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On AoE Cloud Effect</h1> <a href="#aoe_cloud_effect" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (area|AoE) [cloud] effect</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when area effect cloud applies its potion effect. This happens every 5 ticks by default. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on area cloud effect: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="arm_swing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Arm Swing</h1> <a href="#arm_swing" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] arm swing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Called when a player swings their arm. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on arm swing: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You swung your arm!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="armor_change" data-keywords="armour"> <div class="item-title"> <h1 style="display: inline-block">On Armor Change</h1> <a href="#armor_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] armo[u]r change[d]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called when armor pieces of a player are changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on armor change: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You equipped %event-item%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bed_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bed Enter</h1> <a href="#bed_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bed enter[ing]</li> <li class="skript-code-block">[on] [player] enter[ing] [a] bed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts sleeping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bed enter: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bed_leave" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bed Leave</h1> <a href="#bed_leave" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bed leav(e|ing)</li> <li class="skript-code-block">[on] [player] leav(e|ing) [a] bed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player leaves a bed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player leaving a bed: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bell_resonate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bell Resonate</h1> <a href="#bell_resonate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bell resonat(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Called when a bell resonates, highlighting nearby raiders. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bell resonate: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;amp;lt;red&amp;amp;gt;Raiders are nearby!" to all players in radius 32 around event-block </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bell_ring" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bell Ring</h1> <a href="#bell_ring" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bell ring[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+ or Paper 1.16.5+ (no event-direction)</td> </tr> </table> <div class="item-description"> Called when a bell is rung. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bell ring: <br>&nbsp;&nbsp;&nbsp;&nbsp;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 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Damage</h1> <a href="#block_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] block damag(ing|e)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts to break a block. You can usually just use the leftclick event for this. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block damaging: <br>&nbsp;&nbsp;&nbsp;&nbsp;if block is log: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't break the holy log!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_drop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Drop</h1> <a href="#block_drop" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] block drop[ping] [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when a block broken by a player drops something. <ul> <li>event-player: The player that broke the block</li> <li>past event-block: The block that was broken</li> <li>event-block: The block after being broken</li> <li>event-items (or drops): The drops of the block</li> <li>event-entities: The entities of the dropped items</li> </ul><p>If the breaking of the block leads to others being broken, such as torches, they will appearin "event-items" and "event-entities". </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block drop: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-player <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast past event-block <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-block <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-items <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-entities <br>on block drop of oak log: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_fertilize" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Fertilize</h1> <a href="#block_fertilize" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] fertilize</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> Called when a player fertilizes blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block fertilize: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Fertilized %size of fertilized blocks% blocks got fertilized." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_growth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Growth</h1> <a href="#block_growth" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (plant|crop|block) grow[(th|ing)] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> </table> <div class="item-description"> Called when a crop grows. Alternative to new form of generic grow event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on crop growth: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="book_edit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Book Edit</h1> <a href="#book_edit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] book (edit|change|write)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> </table> <div class="item-description"> Called when a player edits a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book edit: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="book_sign" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Book Sign</h1> <a href="#book_sign" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] book sign[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> </table> <div class="item-description"> Called when a player signs a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="break_mine" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Break / Mine</h1> <a href="#break_mine" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] (break[ing]|min(e|ing)) [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (break), <i>unknown</i> (mine), 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on mine: <br>on break of stone: <br>on mine of any ore: <br>on break of chest[facing=north]: <br>on break of potatoes[age=7]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="broadcast" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Broadcast</h1> <a href="#broadcast" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] broadcast</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when a message is broadcasted. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on broadcast: <br>&nbsp;&nbsp;&nbsp;&nbsp;set broadcast-message to "&amp;amp;amp;c[BROADCAST] %broadcasted message%" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bucket_empty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bucket Empty</h1> <a href="#bucket_empty" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bucket empty[ing]</li> <li class="skript-code-block">[on] [player] empty[ing] [a] bucket</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player empties a bucket. You can also use the <a href='#place'>place event</a> with a check for water or lava. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bucket empty: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bucket_fill" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bucket fill</h1> <a href="#bucket_fill" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bucket fill[ing]</li> <li class="skript-code-block">[on] [player] fill[ing] [a] bucket</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player fills a bucket. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player filling a bucket: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="burn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Burn</h1> <a href="#burn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] burn[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> Called when a block is destroyed by fire. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on burn: <br>on burn of wood, fences, or chests: <br>on burn of oak_log[axis=y]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="can_build_check" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Can Build Check</h1> <a href="#can_build_check" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] can build check</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (basic), 2.0 ([un]cancellable)</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprDurability'>data value</a> of the block to be placed is not available in this event, only its <a href='expressions.html#ExprIdOf'>ID</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block can build check: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chat</h1> <a href="#chat" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chat</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.1</td> </tr> </table> <div class="item-description"> Called whenever a player chats. Use <a href='./expressions.html#ExprChatFormat'>chat format</a> to change message format. Use <a href='./expressions.html#ExprChatRecipients'>chat recipients</a> to edit chat recipients. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player has permission "owner": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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]" <br>&nbsp;&nbsp;&nbsp;&nbsp;else if player has permission "admin": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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]" <br>&nbsp;&nbsp;&nbsp;&nbsp;else: #default message format <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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]" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chunk_generate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chunk Generate</h1> <a href="#chunk_generate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chunk (generat|populat)(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called after a new chunk was generated. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chunk generate: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chunk_load" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chunk Load</h1> <a href="#chunk_load" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chunk load[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a chunk loads. The chunk might or might not contain mobs when it's loaded. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chunk load: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chunk_unload" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chunk Unload</h1> <a href="#chunk_unload" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chunk unload[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a chunk is unloaded due to not being near any player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chunk unload: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="click" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Click</h1> <a href="#click" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [(right|left)[( |-)]][mouse[( |-)]]click[ing] [on %<a href='./classes.html#entitydata'>entity type</a>/<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#blockdata'>block data</a>%] [(with|using|holding) %<a href='./classes.html#itemtype'>item type</a>%]</li> <li class="skript-code-block">[on] [(right|left)[( |-)]][mouse[( |-)]]click[ing] (with|using|holding) %<a href='./classes.html#itemtype'>item type</a>% on %<a href='./classes.html#entitydata'>entity type</a>/<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#blockdata'>block data</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, INSERT VERSION (blockdata)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on click: <br>on rightclick holding a fishing rod: <br>on leftclick on a stone or obsidian: <br>on rightclick on a creeper: <br>on click with a sword: <br>on click on chest[facing=north]: <br>on click on campfire[lit=true]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="combust" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Combust</h1> <a href="#combust" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] combust[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an entity is set on fire, e.g. by fire or lava, a fireball, or by standing in direct sunlight (zombies, skeletons). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on combust: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="command" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Command</h1> <a href="#command" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] command [%<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Called when a player enters a command (not necessarily a Skript command) but you can check if command is a skript command, see <a href='conditions.html#CondIsSkriptCommand'>Is a Skript command condition</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on command: <br>on command "/stop": <br>on command "pm Njol ": </div> </div> </div> </div> <div class="item-wrapper type-Event" id="connect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Connect</h1> <a href="#connect" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] connect[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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 <a href='#join'>on join</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on connect: <br>&nbsp;&nbsp;&nbsp;&nbsp;player doesn't have permission "VIP" <br>&nbsp;&nbsp;&nbsp;&nbsp;number of players is greater than 15 <br>&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "The last 5 slots are reserved for VIP players." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="consume" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Consume</h1> <a href="#consume" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] ((eat|drink)[ing]|consum(e|ing)) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Called when a player is done eating/drinking something, e.g. an apple, bread, meat, milk or a potion. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on consume: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="craft" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Craft</h1> <a href="#craft" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] craft[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Called when a player crafts an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on craft: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="creeper_power" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Creeper Power</h1> <a href="#creeper_power" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] creeper power</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a creeper is struck by lighting and gets powered. Cancel the event to prevent the creeper from being powered. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on creeper power: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Damage</h1> <a href="#damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] damag(e|ing) [of %<a href='./classes.html#entitydata'>entity type</a>%] [by %<a href='./classes.html#entitydata'>entity type</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.7 (by entity)</td> </tr> </table> <div class="item-description"> Called when an entity receives damage, e.g. by an attack from another entity, lava, fire, drowning, fall, suffocation, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage: <br>on damage of a player: <br>on damage of player by zombie: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="death" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Death</h1> <a href="#death" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] death [of %<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a living entity (including players) dies. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death: <br>on death of player: <br>on death of a wither or ender dragon: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A %entity% has been slain in %world%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="dispense" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Dispense</h1> <a href="#dispense" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] dispens(e|ing) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Called when a dispenser dispenses an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on dispense of iron block: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "that'd be 19.99 please!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="drop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Drop</h1> <a href="#drop" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player|entity] drop[ping] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1), 2.7 (entity)</td> </tr> </table> <div class="item-description"> Called when a player drops an item from their inventory, or an entity drops an item, such as a chicken laying an egg. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on drop: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-item is compass: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event <br> <br>on entity drop of an egg: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is a chicken: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set item of event-dropped item to a diamond </div> </div> </div> </div> <div class="item-wrapper type-Event" id="egg_throw" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Egg Throw</h1> <a href="#egg_throw" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] throw[ing] [of] [an] egg</li> <li class="skript-code-block">[on] [player] egg throw</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player throws an egg and it lands. You can just use the <a href='#shoot'>shoot event</a> in most cases. However, this event allows modification of properties like the hatched entity type and the number of entities to hatch. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on throw of an egg: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="enchant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enchant</h1> <a href="#enchant" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [item] enchant</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Called when a player successfully enchants an item. To get the enchanted item, see the <a href='expressions.html#ExprEnchantEventsEnchantItem'>enchant item expression</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant: <br>&nbsp;&nbsp;&nbsp;&nbsp;if the clicked button is 1: # offer 1 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the applied enchantments to sharpness 10 and unbreaking 10 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="enchant_prepare" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enchant Prepare</h1> <a href="#enchant_prepare" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [item] enchant prepare</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Called when a player puts an item into enchantment table. This event may be called multiple times. To get the enchant item, see the <a href='expressions.html#ExprEnchantEventsEnchantItem'>enchant item expression</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant prepare: <br>&nbsp;&nbsp;&nbsp;&nbsp;set enchant offer 1 to sharpness 1 <br>&nbsp;&nbsp;&nbsp;&nbsp;set the cost of enchant offer 1 to 10 levels </div> </div> </div> </div> <div class="item-wrapper type-Event" id="enderman_enrage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enderman Enrage</h1> <a href="#enderman_enrage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] enderman (enrage|anger)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Stops endermen from getting angry players with the permission "safeFrom.enderman" <br>on enderman enrage: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player has permission "safeFrom.enderman": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="endermansheepsilverfishfalling_block" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enderman/Sheep/Silverfish/Falling Block</h1> <a href="#endermansheepsilverfishfalling_block" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] enderman place</li> <li class="skript-code-block">[on] enderman pickup</li> <li class="skript-code-block">[on] sheep eat</li> <li class="skript-code-block">[on] silverfish enter</li> <li class="skript-code-block">[on] silverfish exit</li> <li class="skript-code-block">[on] falling block fall[ing]</li> <li class="skript-code-block">[on] falling block land[ing]</li> <li class="skript-code-block">[on] (entity|%*-entitydatas%) chang(e|ing) block[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i>, 2.5.2 (falling block), 2.8.0 (any entity support)</td> </tr> </table> <div class="item-description"> Called when an enderman places or picks up a block, a sheep eats grass, a silverfish boops into/out of a block or a falling block lands and turns into a block respectively. event-block represents the old block and event-blockdata represents the new replacement that'll be applied to the block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sheep eat: <br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A sheep stole some grass!" <br> <br>on falling block land: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity is a falling dirt <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_breed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Breed</h1> <a href="#entity_breed" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] breed[ing] [of %<a href='./classes.html#entitytype'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called whenever two animals begin to conceive a child. The type can be specified. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on breeding of llamas: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "When a %breeding mother% and %breeding father% love each other very much they make %offspring%" to breeder </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_dismount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Dismount</h1> <a href="#entity_dismount" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] dismount[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev13b</td> </tr> </table> <div class="item-description"> Called when an entity dismounts. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on dismount: <br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_jump" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Jump</h1> <a href="#entity_jump" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] entity jump[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.15.2+</td> </tr> </table> <div class="item-description"> Called when an entity jumps. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity jump: <br>&nbsp;&nbsp;&nbsp;&nbsp;if entity is a wither skeleton: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_mount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Mount</h1> <a href="#entity_mount" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] mount[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev13b</td> </tr> </table> <div class="item-description"> Called when entity starts riding another. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on mount: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_portal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Portal</h1> <a href="#entity_portal" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] entity portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.3</td> </tr> </table> <div class="item-description"> Called when an entity uses a nether or end portal. <a href='effects.html#EffCancelEvent'>Cancel the event</a> to prevent the entity from teleporting. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity portal: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A %type of event-entity% has entered a portal! </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_potion_effect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Potion Effect</h1> <a href="#entity_potion_effect" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] entity potion effect [modif[y|ication]] [[of] %<a href='./classes.html#potioneffecttype'>potion effect types</a>%] [due to %<a href='./classes.html#entitypotioncause'>entity potion cause</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when an entity's potion effect is modified. This modification can include adding, removing or changing their potion effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity potion effect modification: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A potion effect was added to %event-entity%!" <br> <br>on entity potion effect modification of night vision: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_transform" data-keywords="entity transform"> <div class="item-title"> <h1 style="display: inline-block">On Entity Transform</h1> <a href="#entity_transform" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (entit(y|ies)|%*-entitydatas%) transform[ing] [due to %<a href='./classes.html#transformreason'>transform reasons</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on a zombie transforming due to curing: <br>on mooshroom transforming: <br>on zombie, skeleton or slime transform: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="experience_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Experience Change</h1> <a href="#experience_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (level progress|[e]xp|experience) (change|update|increase|decrease)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Called when a player's experience changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on level progress change: <br>&nbsp;&nbsp;&nbsp;&nbsp;set {_xp} to event-experience <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%{_xp}%" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="experience_cooldown_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Experience Cooldown Change</h1> <a href="#experience_cooldown_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] player (experience|[e]xp) cooldown change</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when a player's experience cooldown changes. Experience cooldown is how long until a player can pick up another orb of experience. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player experience cooldown change: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-player <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-timespan <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast past event-timespan <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast xp cooldown change reason </div> </div> </div> </div> <div class="item-wrapper type-Event" id="experience_spawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Experience Spawn</h1> <a href="#experience_spawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [e]xp[erience] [orb] spawn</li> <li class="skript-code-block">[on] spawn of [a[n]] [e]xp[erience] [orb]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on xp spawn: <br>&nbsp;&nbsp;&nbsp;&nbsp;world is "minigame_world" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="explode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Explode</h1> <a href="#explode" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] explo(d(e|ing)|sion)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an entity (a primed TNT or a creeper) explodes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="explosion_prime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Explosion Prime</h1> <a href="#explosion_prime" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] explosion prime</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="fade" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Fade</h1> <a href="#fade" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] fad(e|ing) [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> Called when a block 'fades away', e.g. ice or snow melts. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fade of snow or ice: <br>on fade of snow[layers=2] </div> </div> </div> </div> <div class="item-wrapper type-Event" id="firework_explode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Firework Explode</h1> <a href="#firework_explode" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [a] firework explo(d(e|ing)|sion) [colo[u]red %<a href='./classes.html#color'>colors</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Called when a firework explodes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on firework explode <br>on firework exploding colored red, light green and black <br>on firework explosion colored light green: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A firework colored %colors% was exploded at %location%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="first_join" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On First Join</h1> <a href="#first_join" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] first (join|login)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.7</td> </tr> </table> <div class="item-description"> Called when a player joins the server for the first time. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on first join: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Welcome %player% to the server!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="fishing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Fishing</h1> <a href="#fishing" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] fish[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player fishes something. This is not of much use yet. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fish: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="flight_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Flight Toggle</h1> <a href="#flight_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] flight toggl(e|ing)</li> <li class="skript-code-block">[on] [player] toggl(e|ing) flight</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Called when a players stops/starts flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on flight toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;if {game::%player%::playing} exists: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="flow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Flow</h1> <a href="#flow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] flow[ing]</li> <li class="skript-code-block">[on] block mov(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a blocks flows or teleports to another block. This not only applies to water and lava, but teleporting dragon eggs as well. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block flow: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is water: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Build more dams! It's starting to get wet in here" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="form" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Form</h1> <a href="#form" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] form[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> 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 <a href='#spread'>spread event</a>). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on form of snow: <br>on form of a mushroom: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="fuel_burn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Fuel Burn</h1> <a href="#fuel_burn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] fuel burn[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a furnace burns an item from its <a href='expressions.html#ExprFurnaceSlot'>fuel slot</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fuel burning: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="gamemode_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Gamemode Change</h1> <a href="#gamemode_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] game[ ]mode change [to %<a href='./classes.html#gamemode'>gamemode</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player's <a href='./classes.html#gamemode'>gamemode</a> changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on gamemode change: <br>on gamemode change to adventure: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="gliding_state_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Gliding State Change</h1> <a href="#gliding_state_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (gliding state change|toggl(e|ing) gliding)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when an entity toggles glider on or off, or when server toggles gliding state of an entity forcibly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on toggling gliding: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event # bad idea, but you CAN do it! </div> </div> </div> </div> <div class="item-wrapper type-Event" id="grow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Grow</h1> <a href="#grow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] grow[th] [of (%<a href='./classes.html#structuretype'>tree types</a>%|%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%)]</li> <li class="skript-code-block">[on] grow[th] from %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> <li class="skript-code-block">[on] grow[th] [in]to (%<a href='./classes.html#structuretype'>tree types</a>%|%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%)</li> <li class="skript-code-block">[on] grow[th] from %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>% [in]to (%<a href='./classes.html#structuretype'>tree types</a>%|%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2-dev20 (plants), 2.8.0 (from, into, blockdata)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on grow: <br>on grow of tree: <br>on grow of wheat[age=7]: <br>on grow from a sapling: <br>on grow into tree: <br>on grow from a sapling into tree: <br>on grow of wheat, carrots, or potatoes: <br>on grow into tree, giant mushroom, cactus: <br>on grow from wheat[age=0] to wheat[age=1] or wheat[age=2]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="hand_item_swap" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Hand Item Swap</h1> <a href="#hand_item_swap" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] swap[ping of] [(hand|held)] item[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on swap hand items: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-player's tool is a diamond sword <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="heal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Heal</h1> <a href="#heal" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] heal[ing] [of %<a href='./classes.html#entitydata'>entity types</a>%] [(from|due to|by) %<a href='./classes.html#healreason'>heal reasons</a>%]</li> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity types</a>% heal[ing] [(from|due to|by) %<a href='./classes.html#healreason'>heal reasons</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.9.0 (by reason)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on heal: <br>on player healing from a regeneration potion: <br>on healing of a zombie, cow or a wither: <br>&nbsp;&nbsp;&nbsp;&nbsp;heal reason is healing potion <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="horse_jump" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Horse Jump</h1> <a href="#horse_jump" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] horse jump</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Called when a horse jumps. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on horse jump: <br>&nbsp;&nbsp;&nbsp;&nbsp;push event-entity upwards at speed 2 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="hunger_meter_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Hunger Meter Change</h1> <a href="#hunger_meter_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (food|hunger) (level|met(er|re)|bar) chang(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Called when the hunger bar of a player changes, i.e. either increases by eating or decreases over time. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on food bar change: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="ignition" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Ignition</h1> <a href="#ignition" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] ignit(e|ion)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a block starts burning, i.e. a fire block is placed next to it and this block is flammable. The <a href='#burn'>burn event</a> will be called when the block is about do be destroyed by the fire. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block ignite: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is a ladder: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_click" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Click</h1> <a href="#inventory_click" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] inventory(-| )click[ing] [[at] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> </table> <div class="item-description"> Called when clicking on inventory slot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-item is stone: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;give player 1 stone <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove 20$ from player's balance </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_close" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Close</h1> <a href="#inventory_close" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory clos(ing|e[d])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when player's currently viewed inventory is closed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory close: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player's location is {location}: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You exited the shop!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_drag" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Drag</h1> <a href="#inventory_drag" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory drag[ging]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Called when a player drags an item in their cursor across the inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory drag: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player's current inventory is {_gui}: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't drag your items here!" to player <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_item_move" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Item Move</h1> <a href="#inventory_item_move" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory item (move|transport)</li> <li class="skript-code-block">[on] inventory (mov(e|ing)|transport[ing]) [an] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory item move: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%holder of past event-inventory% is transporting %event-item% to %holder of event-inventory%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_open" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Open</h1> <a href="#inventory_open" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory open[ed]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when an inventory is opened for player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory open: <br>&nbsp;&nbsp;&nbsp;&nbsp;close player's inventory </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_pickup" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Pickup</h1> <a href="#inventory_pickup" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory pick[ ]up</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Called when an inventory (a hopper, a hopper minecart, etc.) picks up an item </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory pickup: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_slot_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Slot Change</h1> <a href="#inventory_slot_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] inventory slot chang(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19.2+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory slot change: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-item is a diamond: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You obtained a diamond!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_break" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Break</h1> <a href="#item_break" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] tool break[ing]</li> <li class="skript-code-block">[on] [player] break[ing] [(a|the)] tool</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1.1</td> </tr> </table> <div class="item-description"> Called when a player breaks their tool because its damage reached the maximum value. This event cannot be cancelled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on tool break: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Damage</h1> <a href="#item_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] item damag(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Called when an item is damaged. Most tools are damaged by using them; armor is damaged when the wearer takes damage. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item damage: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_despawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Despawn</h1> <a href="#item_despawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (item[ ][stack]|[item] %<a href='./classes.html#itemtype'>item types</a>%) despawn[ing]</li> <li class="skript-code-block">[on] [item[ ][stack]] despawn[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> </table> <div class="item-description"> Called when an item is about to be despawned from the world, usually 5 minutes after it was dropped. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item despawn of diamond: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Not my precious!" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_mend" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Mend</h1> <a href="#item_mend" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] item mend[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> Called when a player has an item repaired via the Mending enchantment. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item mend: <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 50%: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel the event <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Oops! Mending failed!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_merge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Merge</h1> <a href="#item_merge" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (item[ ][stack]|[item] %<a href='./classes.html#itemtype'>item types</a>%) merg(e|ing)</li> <li class="skript-code-block">[on] item[ ][stack] merg(e|ing) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item merge of gold blocks: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_spawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Spawn</h1> <a href="#item_spawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] item spawn[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item spawn of iron sword: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Someone dropped an iron sword!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="join" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Join</h1> <a href="#join" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (login|logging in|join[ing])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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 <a href='#connect'>on connect</a> over this event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join: <br>&nbsp;&nbsp;&nbsp;&nbsp;message "Welcome on our awesome server!" <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% just joined the server!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="jump" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Jump</h1> <a href="#jump" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] jump[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Called whenever a player jumps. This event requires PaperSpigot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on jump: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-player does not have permission "jump" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="kick" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Kick</h1> <a href="#kick" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (kick|being kicked)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player is kicked from the server. You can change the <a href='expressions.html#ExprMessage'>kick message</a> or <a href='effects.html#EffCancelEvent'>cancel the event</a> entirely. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on kick: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="language_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Language Change</h1> <a href="#language_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (language|locale) chang(e|ing)</li> <li class="skript-code-block">[on] [player] chang(e|ing) (language|locale)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Called after a player changed their language in the game settings. You can use the <a href='expressions.html#ExprLanguage'>language</a> expression to get the current language of the player. This event requires Minecraft 1.12+. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on language change: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player's language starts with "en": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Hello!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="leaves_decay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Leaves Decay</h1> <a href="#leaves_decay" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] leaves decay[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a leaf block decays due to not being connected to a tree. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on leaves decay: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="level_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Level Change</h1> <a href="#level_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] level (change|up|down)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.4 (level up/down)</td> </tr> </table> <div class="item-description"> Called when a player's <a href='expressions.html#ExprLevel'>level</a> changes, e.g. by gathering experience or by enchanting something. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on level change: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="lightning_strike" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Lightning Strike</h1> <a href="#lightning_strike" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] lightning [strike]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when lightning strikes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on lightning: <br>&nbsp;&nbsp;&nbsp;&nbsp;spawn a zombie at location of event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="loot_generate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Loot Generate</h1> <a href="#loot_generate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] loot generat(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.16+</td> </tr> </table> <div class="item-description"> Called when a loot table of an inventory is generated in the world. For example, when opening a shipwreck chest. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on loot generate: <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 10% <br>&nbsp;&nbsp;&nbsp;&nbsp;add 64 diamonds to the loot <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You hit the jackpot at %event-location%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="love_mode_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Love Mode Enter</h1> <a href="#love_mode_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] enter[s] love mode</li> <li class="skript-code-block">[on] [entity] love mode [enter]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called whenever an entity enters a state of being in love. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on love mode enter: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event # No one is allowed love here </div> </div> </div> </div> <div class="item-wrapper type-Event" id="move_rotate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Move / Rotate</h1> <a href="#move_rotate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity type</a>% (move|walk|step|(turn[ing] around|rotate))</li> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity type</a>% (move|walk|step) or (turn[ing] around|rotate)</li> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity type</a>% (turn[ing] around|rotate) or (move|walk|step)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6, 2.8.0 (turn around)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+ (entity move)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player move: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player does not have permission "player.can.move": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event <br>on skeleton move: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is not in world "world": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity <br>on player turning around: <br>&nbsp;&nbsp;&nbsp;&nbsp;send action bar "You are currently turning your head around!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="move_on" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Move On</h1> <a href="#move_on" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (step|walk)[ing] (on|over) %*<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on walking on dirt or grass: <br>on stepping on stone: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="physics" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Physics</h1> <a href="#physics" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] physics</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevents sand from falling <br>on block physics: <br>&nbsp;&nbsp;&nbsp;&nbsp;block is sand <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="pick_up" data-keywords="pickup"> <div class="item-title"> <h1 style="display: inline-block">On Pick Up</h1> <a href="#pick_up" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [(player|entity)] (pick[ ]up|picking up) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1), 2.5 (entity)</td> </tr> </table> <div class="item-description"> Called when a player/entity picks up an item. Please note that the item is still on the ground when this event is called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on pick up: <br>on entity pickup of wheat: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="pig_zap" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Pig Zap</h1> <a href="#pig_zap" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] pig[ ]zap</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a pig is stroke by lightning and transformed into a zombie pigman. Cancel the event to prevent the transformation. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on pig zap: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="piglin_barter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Piglin Barter</h1> <a href="#piglin_barter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] piglin (barter[ing]|trad(e|ing))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piglin barter: <br>&nbsp;&nbsp;&nbsp;&nbsp;if barter drops contain diamond: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Diamonds belong in the money pit!" to player <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="piston_extend" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Piston Extend</h1> <a href="#piston_extend" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] piston extend[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a piston is about to extend. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piston extend: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A piston is extending!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="piston_retract" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Piston Retract</h1> <a href="#piston_retract" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] piston retract[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a piston is about to retract. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piston retract: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A piston is retracting!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="place" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Place</h1> <a href="#place" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] (plac(e|ing)|build[ing]) [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> Called when a player places a block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on place: <br>on place of a furnace, workbench or chest: <br>on break of chest[type=right] or chest[type=left] </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_chunk_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Chunk Enter</h1> <a href="#player_chunk_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (enter[s] [a] chunk|chunk enter[ing])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Called when a player enters a chunk. Note that this event is based on 'player move' event, and may be called frequent internally. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player enters a chunk: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You entered a chunk: %past event-chunk% -&amp;amp;gt; %event-chunk%!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_deep_sleep" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Deep Sleep</h1> <a href="#player_deep_sleep" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] deep sleep[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player deep sleeping: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Zzzz.." to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_input" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Input</h1> <a href="#player_input" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (toggle|toggling|press[ing]|release|releasing) of (%<a href='./classes.html#inputkey'>input keys</a>%|(an|any) input key)</li> <li class="skript-code-block">[on] ([player] %<a href='./classes.html#inputkey'>input keys</a>%|[an|any [player]] input key) (toggle|toggling|press[ing]|release|releasing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.3+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player press any input key: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are pressing: %event-inputkeys%" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_pickup_arrow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Pickup Arrow</h1> <a href="#player_pickup_arrow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (pick[ing| ]up [an] arrow|arrow pick[ing| ]up)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14+ (event-projectile)</td> </tr> </table> <div class="item-description"> Called when a player picks up an arrow from the ground. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on arrow pickup: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event <br>&nbsp;&nbsp;&nbsp;&nbsp;teleport event-projectile to block 5 above event-projectile </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_trade" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Trade</h1> <a href="#player_trade" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] player trad(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+</td> </tr> </table> <div class="item-description"> Called when a player has traded with a villager. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player trade: <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 50%: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "The trade was somehow denied!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_world_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player World Change</h1> <a href="#player_world_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] world chang(ing|e[d])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> </table> <div class="item-description"> Called when a player enters a world. Does not work with other entities! </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player world change: <br>&nbsp;&nbsp;&nbsp;&nbsp;world is "city" <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Welcome to the City!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="portal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Portal</h1> <a href="#portal" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player uses a nether or end portal. <a href='effects.html#EffCancelEvent'>Cancel the event</a> to prevent the player from teleporting. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player portal: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="portal_create" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Portal Create</h1> <a href="#portal_create" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] portal creat(e|ion)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.5.3 (event-entity support)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14+ (event-entity support)</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprEntity'>the player</a> in this event. Please note that there may not always be a player (or other entity) in this event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal create: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="portal_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Portal Enter</h1> <a href="#portal_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] portal enter[ing]</li> <li class="skript-code-block">[on] entering [a] portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal enter: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="prepare_craft" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Prepare Craft</h1> <a href="#prepare_craft" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (preparing|beginning) craft[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> </table> <div class="item-description"> Called just before displaying crafting result to player. Note that setting the result item might or might not work due to Bukkit bugs. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on preparing craft of torch: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="pressure_plate_trip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Pressure Plate / Trip</h1> <a href="#pressure_plate_trip" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [step[ping] on] [a] [pressure] plate</li> <li class="skript-code-block">[on] (trip|[step[ping] on] [a] tripwire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (pressure plate), 1.4.4 (tripwire)</td> </tr> </table> <div class="item-description"> Called when a <i>player</i> steps on a pressure plate or tripwire respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on step on pressure plate: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="projectile_collide" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Projectile Collide</h1> <a href="#projectile_collide" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] projectile collide</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called when a projectile collides with an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on projectile collide: <br>&nbsp;&nbsp;&nbsp;&nbsp;teleport shooter of event-projectile to event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="projectile_hit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Projectile Hit</h1> <a href="#projectile_hit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] projectile hit</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a projectile hits an entity or a block. Use the <a href='#damage'>damage event</a> with a <a href='conditions.html#CondIsSet'>check</a> for a <a href='expressions.html#ExprEntity'>projectile</a> to be able to use the <a href='expressions.html#ExprAttacked'>entity that got hit</a> in the case when the projectile hit a living entity. A damage event will even be fired if the damage is 0, e.g. when throwing snowballs at non-nether mobs. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on projectile hit: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-projectile is arrow <br>&nbsp;&nbsp;&nbsp;&nbsp;delete event-projectile </div> </div> </div> </div> <div class="item-wrapper type-Event" id="quit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Quit</h1> <a href="#quit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (quit[ting]|disconnect[ing]|log[ ]out|logging out|leav(e|ing))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (simple disconnection)</td> </tr> </table> <div class="item-description"> Called when a player leaves the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on quit: <br>on disconnect: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="ready_arrow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Ready Arrow</h1> <a href="#ready_arrow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] ((ready|choose|draw|load) arrow|arrow (choose|draw|load))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player ready arrow: <br>&nbsp;&nbsp;&nbsp;&nbsp;selected bow's name is "Spectral Bow" <br>&nbsp;&nbsp;&nbsp;&nbsp;if selected arrow is not a spectral arrow: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="redstone" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Redstone</h1> <a href="#redstone" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] redstone [current] [chang(e|ing)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when the redstone current of a block changes. This event is of not much use yet. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on redstone change: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "someone is using redstone" to console </div> </div> </div> </div> <div class="item-wrapper type-Event" id="region_enterleave" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Region Enter/Leave</h1> <a href="#region_enterleave" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (enter[ing]|leav(e|ing)|exit[ing]) [of] ([a] region|[[the] region] %<a href='./classes.html#region'>regions</a>%)</li> <li class="skript-code-block">[on] region (enter[ing]|leav(e|ing)|exit[ing])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Called when a player enters or leaves a <a href='./classes.html#region'>region</a>. This event requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on region exit: <br>&nbsp;&nbsp;&nbsp;&nbsp;message "Leaving %region%." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="resource_pack_request_response" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Resource Pack Request Response</h1> <a href="#resource_pack_request_response" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] resource pack [request] response</li> <li class="skript-code-block">[on] resource pack [request] %<a href='./classes.html#resourcepackstate'>resource pack states</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Called when a player takes action on a resource pack request sent via the <a href='effects.html#EffSendResourcePack'>send resource pack</a> effect. The <a href='conditions.html#CondResourcePack'>resource pack</a> condition can be used to check the resource pack state.<p>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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on resource pack request response: <br>&nbsp;&nbsp;&nbsp;&nbsp;if the resource pack was declined or failed to download: <br> <br>on resource pack deny: <br>&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "You have to install the resource pack to play in this server!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="respawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Respawn</h1> <a href="#respawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] respawn[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player respawns. You should prefer this event over the <a href='#death'>death event</a> as the player is technically alive when this event is called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on respawn: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="resurrect_attempt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Resurrect Attempt</h1> <a href="#resurrect_attempt" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] resurrect[ion] [attempt]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> </table> <div class="item-description"> Called when an entity dies, always. If they are not holding a totem, this is cancelled - you can, however, uncancel it. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on resurrect attempt: <br>&nbsp;&nbsp;&nbsp;&nbsp;entity is player <br>&nbsp;&nbsp;&nbsp;&nbsp;entity has permission "admin.undying" <br>&nbsp;&nbsp;&nbsp;&nbsp;uncancel the event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="riptide" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Riptide</h1> <a href="#riptide" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [use of] riptide [enchant[ment]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on riptide: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are riptiding!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="script_loadunload" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Script Load/Unload</h1> <a href="#script_loadunload" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [async] [script] (load|init|enable)</li> <li class="skript-code-block">[on] [async] [script] (unload|stop|disable)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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, </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on load: <br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to true <br>on unload: <br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to false </div> </div> </div> </div> <div class="item-wrapper type-Event" id="send_command_list" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Send Command List</h1> <a href="#send_command_list" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] send[ing] [of [the]] [server] command[s] list</li> <li class="skript-code-block">[on] [server] command list send</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprSentCommands'>sent commands expression</a>. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on send command list: <br>&nbsp;&nbsp;&nbsp;&nbsp;set command list to command list where [input does not contain ":"] <br>&nbsp;&nbsp;&nbsp;&nbsp;remove "help" from command list </div> </div> </div> </div> <div class="item-wrapper type-Event" id="server_list_ping" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Server List Ping</h1> <a href="#server_list_ping" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] server [list] ping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprIP'>IP</a> 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).<p>Also you can use <a href='expressions.html#ExprMOTD'>MOTD</a>, <a href='expressions.html#ExprMaxPlayers'>Max Players</a>, <a href='expressions.html#ExprOnlinePlayersCount'>Online Players Count</a>, <a href='expressions.html#ExprProtocolVersion'>Protocol Version</a>, <a href='expressions.html#ExprVersionString'>Version String</a>, <a href='expressions.html#ExprHoverList'>Hover List</a> and <a href='expressions.html#ExprServerIcon'>Server Icon</a> expressions, and <a href='effects.html#EffPlayerInfoVisibility'>Player Info Visibility</a> and <a href='effects.html#EffHidePlayerFromServerList'>Hide Player from Server List</a> effects to modify the server list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping: <br>&nbsp;&nbsp;&nbsp;&nbsp;set the motd to "Welcome %{player-by-IP::%ip%}%! Join now!" if {player-by-IP::%ip%} is set, else "Join now!" <br>&nbsp;&nbsp;&nbsp;&nbsp;set the fake max players count to (online players count + 1) <br>&nbsp;&nbsp;&nbsp;&nbsp;set the shown icon to a random server icon out of {server-icons::*} </div> </div> </div> </div> <div class="item-wrapper type-Event" id="server_startstop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Server Start/Stop</h1> <a href="#server_startstop" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (server|skript) (start|load|enable)</li> <li class="skript-code-block">[on] (server|skript) (stop|unload|disable)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Called when the server starts or stops (actually, when Skript starts or stops, so a /reload will trigger these events as well). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on skript start: <br>on server stop: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sheep_regrow_wool" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sheep Regrow Wool</h1> <a href="#sheep_regrow_wool" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] sheep [re]grow[ing] wool</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when sheep regrows its sheared wool back. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sheep grow wool: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="shoot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Shoot</h1> <a href="#shoot" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [projectile] shoot</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called whenever a <a href='classes.html#projectile'>projectile</a> is shot. Use the <a href='expressions.html#ExprShooter'>shooter expression</a> to get who shot the projectile. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on shoot: <br>&nbsp;&nbsp;&nbsp;&nbsp;if projectile is an arrow: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "you shot an arrow!" to shooter </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sign_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sign Change</h1> <a href="#sign_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] sign (chang[e]|edit)[ing]</li> <li class="skript-code-block">[on] [player] (chang[e]|edit)[ing] [a] sign</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> As signs are placed empty, this event is called when a player is done editing a sign. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sign change: <br>&nbsp;&nbsp;&nbsp;&nbsp;line 2 is empty <br>&nbsp;&nbsp;&nbsp;&nbsp;set line 1 to "&amp;amp;amp;lt;red&amp;amp;amp;gt;%line 1%" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="slime_split" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Slime Split</h1> <a href="#slime_split" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] slime split[ting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev26</td> </tr> </table> <div class="item-description"> Called when a slime splits. Usually this happens when a big slime dies. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on slime split: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="smelt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Smelt</h1> <a href="#smelt" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [ore] smelt[ing]</li> <li class="skript-code-block">[on] smelt[ing] of ore</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a furnace smelts an item in its <a href='expressions.html#ExprFurnaceSlot'>ore slot</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on smelt: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sneak_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sneak Toggle</h1> <a href="#sneak_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] toggl(e|ing) sneak</li> <li class="skript-code-block">[on] [player] sneak toggl(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts or stops sneaking. Use <a href='conditions.html#CondIsSneaking'>is sneaking</a> to get whether the player was sneaking before the event was called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # make players that stop sneaking jump <br>on sneak toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;player is sneaking <br>&nbsp;&nbsp;&nbsp;&nbsp;push the player upwards at speed 0.5 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spawn</h1> <a href="#spawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] spawn[ing] [of %<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.5.1 (non-living entities)</td> </tr> </table> <div class="item-description"> Called when an entity spawns (excluding players). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of a zombie: <br>on spawn of an ender dragon: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A dragon has been sighted in %world%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spawn_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spawn Change</h1> <a href="#spawn_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [world] spawn change</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when the spawn point of a world changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn change: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "someone changed the spawn!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spectate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spectate</h1> <a href="#spectate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] stop spectating [(of|from) %*<a href='./classes.html#entitydata'>entity types</a>%]</li> <li class="skript-code-block">[on] [player] (swap|switch) spectating [(of|from) %*<a href='./classes.html#entitydata'>entity types</a>%]</li> <li class="skript-code-block">[on] [player] start spectating [of %*<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called with a player starts, stops or swaps spectating an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player start spectating of a zombie: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sponge_absorb" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sponge Absorb</h1> <a href="#sponge_absorb" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] sponge absorb</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> Called when a sponge absorbs blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sponge absorb: <br>&nbsp;&nbsp;&nbsp;&nbsp;loop absorbed blocks: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-block% was absorbed by a sponge"! </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spread" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spread</h1> <a href="#spread" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] spread[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a new block <a href='#form'>forms</a> as a result of a block that can spread, e.g. water or mushrooms. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spread: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sprint_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sprint Toggle</h1> <a href="#sprint_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] toggl(e|ing) sprint</li> <li class="skript-code-block">[on] [player] sprint toggl(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts or stops sprinting. Use <a href='conditions.html#CondIsSprinting'>is sprinting</a> to get whether the player was sprinting before the event was called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sprint toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;player is not sprinting <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Run!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="stonecutter_recipe_select" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Stonecutter Recipe Select</h1> <a href="#stonecutter_recipe_select" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] stonecutting [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Called when a player selects a recipe in a stonecutter. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on stonecutting stone slabs <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event <br> <br>on stonecutting: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% is using stonecutter to craft %event-item%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="stop_using_item" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Stop Using Item</h1> <a href="#stop_using_item" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (stop|end) (using item|item use)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.18.2+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player stop using item: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% used %event-item% for %event-timespan%." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="swim_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Swim Toggle</h1> <a href="#swim_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] toggl(e|ing) swim</li> <li class="skript-code-block">[on] [entity] swim toggl(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.13 or newer</td> </tr> </table> <div class="item-description"> Called when an entity swims or stops swimming. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on swim toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity does not have permission "swim" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="tame" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Tame</h1> <a href="#tame" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] tam(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player tames a wolf or ocelot. Can be cancelled to prevent the entity from being tamed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on tame: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="target" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Target</h1> <a href="#target" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] target</li> <li class="skript-code-block">[on] [entity] un[-]target</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a mob starts/stops following/attacking another entity, usually a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity target: <br>&nbsp;&nbsp;&nbsp;&nbsp;target is a player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="teleport" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Teleport</h1> <a href="#teleport" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [%<a href='./classes.html#entitytype'>entity types</a>%] teleport[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.9.0 (entity teleport)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on teleport: <br>on player teleport: <br>on creeper teleport: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="tool_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Tool Change</h1> <a href="#tool_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player['s]] (tool|item held|held item) chang(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called whenever a player changes their held item by selecting a different slot (e.g. the keys 1-9 or the mouse wheel), <i>not</i> by dropping or replacing the item in the current slot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player's held item change: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_create" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Create</h1> <a href="#vehicle_create" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle create</li> <li class="skript-code-block">[on] creat(e|ing|ion of) [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a new vehicle is created, e.g. when a player places a boat or minecart. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle create: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Damage</h1> <a href="#vehicle_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle damage</li> <li class="skript-code-block">[on] damag(e|ing) [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a vehicle gets damage. Too much damage will <a href='#vehicle_destroy'>destroy</a> the vehicle. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle damage: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_destroy" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Destroy</h1> <a href="#vehicle_destroy" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle destroy</li> <li class="skript-code-block">[on] destr(oy[ing]|uction of) [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a vehicle is destroyed. Any <a href='expressions.html#ExprPassenger'>passenger</a> will be ejected and the vehicle might drop some item(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle destroy: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Enter</h1> <a href="#vehicle_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle enter</li> <li class="skript-code-block">[on] enter[ing] [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an <a href='classes.html#entity'>entity</a> enters a vehicle, either deliberately (players) or by falling into them (mobs). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle enter: <br>&nbsp;&nbsp;&nbsp;&nbsp;entity is a player <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_exit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Exit</h1> <a href="#vehicle_exit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle exit</li> <li class="skript-code-block">[on] exit[ing] [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an entity exits a vehicle. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle exit: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is a spider: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="weather_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Weather Change</h1> <a href="#weather_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] weather change [to %<a href='./classes.html#weathertype'>weather types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a world's weather changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on weather change: <br>on weather change to sunny: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_init" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Init</h1> <a href="#world_init" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world init[ialization] [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world init of "world_the_end": </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_load" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Load</h1> <a href="#world_load" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world load[ing] [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world load of "world_nether": <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "The world %event-world% has been loaded!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_save" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Save</h1> <a href="#world_save" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world sav(e|ing) [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> Called when a world is saved to disk. Usually all worlds are saved simultaneously, but world management plugins could change this. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world save of "world": <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "The world %event-world% has been saved" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_unload" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Unload</h1> <a href="#world_unload" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world unload[ing] [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> Called when a world is unloaded. This event will never be called if you don't have a world management plugin. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world unload: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "the %event-world% has been unloaded!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="zombie_break_door" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Zombie Break Door</h1> <a href="#zombie_break_door" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] zombie break[ing] [a] [wood[en]] door</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a zombie is done breaking a wooden door. Can be cancelled to prevent the zombie from breaking the door. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on zombie breaking a wood door: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="periodical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Periodical</h1> <a href="#periodical" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] every %<a href='./classes.html#timespan'>time span</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An event that is called periodically. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> every 2 seconds: <br>every minecraft hour: <br>every tick: # can cause lag depending on the code inside the event <br>every minecraft days: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="eventperiodical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Periodical</h1> <a href="#eventperiodical" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] every %<a href='./classes.html#timespan'>time span</a>% in [world[s]] %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An event that is called periodically. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> every 2 seconds in "world": <br>every minecraft hour in "flatworld": <br>every tick in "world": # can cause lag depending on the code inside the event <br>every minecraft days in "plots": </div> </div> </div> </div> </div> </div> </body> </html> 
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href="#player_deep_sleep">On Player Deep Sleep</a> <a href="#player_input">On Player Input</a> <a href="#player_pickup_arrow">On Player Pickup Arrow</a> <a href="#player_trade">On Player Trade</a> <a href="#player_world_change">On Player World Change</a> <a href="#portal">On Portal</a> <a href="#portal_create">On Portal Create</a> <a href="#portal_enter">On Portal Enter</a> <a href="#prepare_craft">On Prepare Craft</a> <a href="#pressure_plate_trip">On Pressure Plate / Trip</a> <a href="#projectile_collide">On Projectile Collide</a> <a href="#projectile_hit">On Projectile Hit</a> <a href="#quit">On Quit</a> <a href="#ready_arrow">On Ready Arrow</a> <a href="#redstone">On Redstone</a> <a href="#region_enterleave">On Region Enter/Leave</a> <a href="#resource_pack_request_response">On Resource Pack Request Response</a> <a href="#respawn">On Respawn</a> <a href="#resurrect_attempt">On Resurrect Attempt</a> <a href="#riptide">On Riptide</a> <a href="#script_loadunload">On Script Load/Unload</a> <a href="#send_command_list">On Send Command List</a> <a href="#server_list_ping">On Server List Ping</a> <a href="#server_startstop">On Server Start/Stop</a> <a href="#sheep_regrow_wool">On Sheep Regrow Wool</a> <a href="#shoot">On Shoot</a> <a href="#sign_change">On Sign Change</a> <a href="#slime_split">On Slime Split</a> <a href="#smelt">On Smelt</a> <a href="#sneak_toggle">On Sneak Toggle</a> <a href="#spawn">On Spawn</a> <a href="#spawn_change">On Spawn Change</a> <a href="#spectate">On Spectate</a> <a href="#sponge_absorb">On Sponge Absorb</a> <a href="#spread">On Spread</a> <a href="#sprint_toggle">On Sprint Toggle</a> <a href="#stonecutter_recipe_select">On Stonecutter Recipe Select</a> <a href="#stop_using_item">On Stop Using Item</a> <a href="#swim_toggle">On Swim Toggle</a> <a href="#tame">On Tame</a> <a href="#target">On Target</a> <a href="#teleport">On Teleport</a> <a href="#tool_change">On Tool Change</a> <a href="#vehicle_create">On Vehicle Create</a> <a href="#vehicle_damage">On Vehicle Damage</a> <a href="#vehicle_destroy">On Vehicle Destroy</a> <a href="#vehicle_enter">On Vehicle Enter</a> <a href="#vehicle_exit">On Vehicle Exit</a> <a href="#weather_change">On Weather Change</a> <a href="#world_init">On World Init</a> <a href="#world_load">On World Load</a> <a href="#world_save">On World Save</a> <a href="#world_unload">On World Unload</a> <a href="#zombie_break_door">On Zombie Break Door</a> <a href="#periodical">Periodical</a> <a href="#eventperiodical">Periodical</a> </div> </nav> <h1 id="nav-title">Events</h1> <div id="content"> <p class="box-title-red">Note:</p> <p class="box-red" style="margin-bottom: 25px;"> You can specify the event priority after each event syntax using the following syntax <code>[with priority (lowest|low|normal|high|highest|monitor)]</code> e.g. <code>on spawn with priority lowest</code>.<br> Note that not all of the events support event priority feature and they will throw an error. </p> <div class="item-wrapper type-Event" id="at_time" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">At Time</h1> <a href="#at_time" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] at %<a href='./classes.html#time'>time</a>% [in %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> </table> <div class="item-description"> An event that occurs at a given <a href='./classes.html#time'>minecraft time</a> in every world or only in specific worlds. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> at 18:00 <br>at 7am in "world" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="anvil_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Anvil Damage</h1> <a href="#anvil_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] anvil damag(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called when an anvil is damaged/broken from being used to repair/rename items. Note: this does not include anvil damage from falling. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on anvil damage: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="anvil_prepare" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Anvil Prepare</h1> <a href="#anvil_prepare" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] anvil prepar(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on anvil prepare: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-item is set # result item <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 5%: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set repair cost to repair cost * 50% <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You're LUCKY! You got 50% discount." to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="aoe_cloud_effect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On AoE Cloud Effect</h1> <a href="#aoe_cloud_effect" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (area|AoE) [cloud] effect</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when area effect cloud applies its potion effect. This happens every 5 ticks by default. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on area cloud effect: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="arm_swing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Arm Swing</h1> <a href="#arm_swing" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] arm swing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Called when a player swings their arm. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on arm swing: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You swung your arm!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="armor_change" data-keywords="armour"> <div class="item-title"> <h1 style="display: inline-block">On Armor Change</h1> <a href="#armor_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] armo[u]r change[d]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called when armor pieces of a player are changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on armor change: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You equipped %event-item%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bed_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bed Enter</h1> <a href="#bed_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bed enter[ing]</li> <li class="skript-code-block">[on] [player] enter[ing] [a] bed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts sleeping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bed enter: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bed_leave" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bed Leave</h1> <a href="#bed_leave" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bed leav(e|ing)</li> <li class="skript-code-block">[on] [player] leav(e|ing) [a] bed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player leaves a bed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player leaving a bed: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bell_resonate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bell Resonate</h1> <a href="#bell_resonate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bell resonat(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> </table> <div class="item-description"> Called when a bell resonates, highlighting nearby raiders. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bell resonate: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;amp;lt;red&amp;amp;gt;Raiders are nearby!" to all players in radius 32 around event-block </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bell_ring" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bell Ring</h1> <a href="#bell_ring" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bell ring[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+ or Paper 1.16.5+ (no event-direction)</td> </tr> </table> <div class="item-description"> Called when a bell is rung. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bell ring: <br>&nbsp;&nbsp;&nbsp;&nbsp;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 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Damage</h1> <a href="#block_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] block damag(ing|e)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts to break a block. You can usually just use the leftclick event for this. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block damaging: <br>&nbsp;&nbsp;&nbsp;&nbsp;if block is log: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't break the holy log!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_drop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Drop</h1> <a href="#block_drop" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] block drop[ping] [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when a block broken by a player drops something. <ul> <li>event-player: The player that broke the block</li> <li>past event-block: The block that was broken</li> <li>event-block: The block after being broken</li> <li>event-items (or drops): The drops of the block</li> <li>event-entities: The entities of the dropped items</li> </ul><p>If the breaking of the block leads to others being broken, such as torches, they will appearin "event-items" and "event-entities". </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block drop: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-player <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast past event-block <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-block <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-items <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-entities <br>on block drop of oak log: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_fertilize" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Fertilize</h1> <a href="#block_fertilize" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] fertilize</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> Called when a player fertilizes blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block fertilize: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Fertilized %size of fertilized blocks% blocks got fertilized." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="block_growth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Block Growth</h1> <a href="#block_growth" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (plant|crop|block) grow[(th|ing)] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> </table> <div class="item-description"> Called when a crop grows. Alternative to new form of generic grow event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on crop growth: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="book_edit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Book Edit</h1> <a href="#book_edit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] book (edit|change|write)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> </table> <div class="item-description"> Called when a player edits a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book edit: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="book_sign" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Book Sign</h1> <a href="#book_sign" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] book sign[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> </table> <div class="item-description"> Called when a player signs a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="break_mine" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Break / Mine</h1> <a href="#break_mine" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] (break[ing]|min(e|ing)) [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (break), <i>unknown</i> (mine), 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on mine: <br>on break of stone: <br>on mine of any ore: <br>on break of chest[facing=north]: <br>on break of potatoes[age=7]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="broadcast" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Broadcast</h1> <a href="#broadcast" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] broadcast</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when a message is broadcasted. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on broadcast: <br>&nbsp;&nbsp;&nbsp;&nbsp;set broadcast-message to "&amp;amp;amp;c[BROADCAST] %broadcasted message%" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bucket_empty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bucket Empty</h1> <a href="#bucket_empty" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bucket empty[ing]</li> <li class="skript-code-block">[on] [player] empty[ing] [a] bucket</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player empties a bucket. You can also use the <a href='#place'>place event</a> with a check for water or lava. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on bucket empty: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="bucket_fill" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Bucket fill</h1> <a href="#bucket_fill" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] bucket fill[ing]</li> <li class="skript-code-block">[on] [player] fill[ing] [a] bucket</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player fills a bucket. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player filling a bucket: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="burn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Burn</h1> <a href="#burn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] burn[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> Called when a block is destroyed by fire. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on burn: <br>on burn of wood, fences, or chests: <br>on burn of oak_log[axis=y]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="can_build_check" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Can Build Check</h1> <a href="#can_build_check" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] can build check</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (basic), 2.0 ([un]cancellable)</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprDurability'>data value</a> of the block to be placed is not available in this event, only its <a href='expressions.html#ExprIdOf'>ID</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block can build check: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chat</h1> <a href="#chat" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chat</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.1</td> </tr> </table> <div class="item-description"> Called whenever a player chats. Use <a href='./expressions.html#ExprChatFormat'>chat format</a> to change message format. Use <a href='./expressions.html#ExprChatRecipients'>chat recipients</a> to edit chat recipients. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player has permission "owner": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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]" <br>&nbsp;&nbsp;&nbsp;&nbsp;else if player has permission "admin": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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]" <br>&nbsp;&nbsp;&nbsp;&nbsp;else: #default message format <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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]" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chunk_generate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chunk Generate</h1> <a href="#chunk_generate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chunk (generat|populat)(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called after a new chunk was generated. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chunk generate: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chunk_load" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chunk Load</h1> <a href="#chunk_load" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chunk load[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a chunk loads. The chunk might or might not contain mobs when it's loaded. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chunk load: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="chunk_unload" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Chunk Unload</h1> <a href="#chunk_unload" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] chunk unload[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a chunk is unloaded due to not being near any player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chunk unload: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="click" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Click</h1> <a href="#click" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [(right|left)[( |-)]][mouse[( |-)]]click[ing] [on %<a href='./classes.html#entitydata'>entity type</a>/<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#blockdata'>block data</a>%] [(with|using|holding) %<a href='./classes.html#itemtype'>item type</a>%]</li> <li class="skript-code-block">[on] [(right|left)[( |-)]][mouse[( |-)]]click[ing] (with|using|holding) %<a href='./classes.html#itemtype'>item type</a>% on %<a href='./classes.html#entitydata'>entity type</a>/<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#blockdata'>block data</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, INSERT VERSION (blockdata)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on click: <br>on rightclick holding a fishing rod: <br>on leftclick on a stone or obsidian: <br>on rightclick on a creeper: <br>on click with a sword: <br>on click on chest[facing=north]: <br>on click on campfire[lit=true]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="combust" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Combust</h1> <a href="#combust" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] combust[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an entity is set on fire, e.g. by fire or lava, a fireball, or by standing in direct sunlight (zombies, skeletons). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on combust: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="command" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Command</h1> <a href="#command" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] command [%<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Called when a player enters a command (not necessarily a Skript command) but you can check if command is a skript command, see <a href='conditions.html#CondIsSkriptCommand'>Is a Skript command condition</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on command: <br>on command "/stop": <br>on command "pm Njol ": </div> </div> </div> </div> <div class="item-wrapper type-Event" id="connect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Connect</h1> <a href="#connect" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] connect[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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 <a href='#join'>on join</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on connect: <br>&nbsp;&nbsp;&nbsp;&nbsp;player doesn't have permission "VIP" <br>&nbsp;&nbsp;&nbsp;&nbsp;number of players is greater than 15 <br>&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "The last 5 slots are reserved for VIP players." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="consume" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Consume</h1> <a href="#consume" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] ((eat|drink)[ing]|consum(e|ing)) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Called when a player is done eating/drinking something, e.g. an apple, bread, meat, milk or a potion. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on consume: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="craft" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Craft</h1> <a href="#craft" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] craft[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Called when a player crafts an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on craft: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="creeper_power" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Creeper Power</h1> <a href="#creeper_power" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] creeper power</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a creeper is struck by lighting and gets powered. Cancel the event to prevent the creeper from being powered. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on creeper power: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Damage</h1> <a href="#damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] damag(e|ing) [of %<a href='./classes.html#entitydata'>entity type</a>%] [by %<a href='./classes.html#entitydata'>entity type</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.7 (by entity)</td> </tr> </table> <div class="item-description"> Called when an entity receives damage, e.g. by an attack from another entity, lava, fire, drowning, fall, suffocation, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage: <br>on damage of a player: <br>on damage of player by zombie: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="death" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Death</h1> <a href="#death" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] death [of %<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a living entity (including players) dies. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on death: <br>on death of player: <br>on death of a wither or ender dragon: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A %entity% has been slain in %world%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="dispense" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Dispense</h1> <a href="#dispense" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] dispens(e|ing) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> Called when a dispenser dispenses an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on dispense of iron block: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "that'd be 19.99 please!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="drop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Drop</h1> <a href="#drop" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player|entity] drop[ping] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1), 2.7 (entity)</td> </tr> </table> <div class="item-description"> Called when a player drops an item from their inventory, or an entity drops an item, such as a chicken laying an egg. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on drop: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-item is compass: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event <br> <br>on entity drop of an egg: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is a chicken: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set item of event-dropped item to a diamond </div> </div> </div> </div> <div class="item-wrapper type-Event" id="egg_throw" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Egg Throw</h1> <a href="#egg_throw" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] throw[ing] [of] [an] egg</li> <li class="skript-code-block">[on] [player] egg throw</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player throws an egg and it lands. You can just use the <a href='#shoot'>shoot event</a> in most cases. However, this event allows modification of properties like the hatched entity type and the number of entities to hatch. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on throw of an egg: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="enchant" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enchant</h1> <a href="#enchant" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [item] enchant</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Called when a player successfully enchants an item. To get the enchanted item, see the <a href='expressions.html#ExprEnchantEventsEnchantItem'>enchant item expression</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant: <br>&nbsp;&nbsp;&nbsp;&nbsp;if the clicked button is 1: # offer 1 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the applied enchantments to sharpness 10 and unbreaking 10 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="enchant_prepare" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enchant Prepare</h1> <a href="#enchant_prepare" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [item] enchant prepare</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Called when a player puts an item into enchantment table. This event may be called multiple times. To get the enchant item, see the <a href='expressions.html#ExprEnchantEventsEnchantItem'>enchant item expression</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant prepare: <br>&nbsp;&nbsp;&nbsp;&nbsp;set enchant offer 1 to sharpness 1 <br>&nbsp;&nbsp;&nbsp;&nbsp;set the cost of enchant offer 1 to 10 levels </div> </div> </div> </div> <div class="item-wrapper type-Event" id="enderman_enrage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enderman Enrage</h1> <a href="#enderman_enrage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] enderman (enrage|anger)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Stops endermen from getting angry players with the permission "safeFrom.enderman" <br>on enderman enrage: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player has permission "safeFrom.enderman": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="endermansheepsilverfishfalling_block" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Enderman/Sheep/Silverfish/Falling Block</h1> <a href="#endermansheepsilverfishfalling_block" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] enderman place</li> <li class="skript-code-block">[on] enderman pickup</li> <li class="skript-code-block">[on] sheep eat</li> <li class="skript-code-block">[on] silverfish enter</li> <li class="skript-code-block">[on] silverfish exit</li> <li class="skript-code-block">[on] falling block fall[ing]</li> <li class="skript-code-block">[on] falling block land[ing]</li> <li class="skript-code-block">[on] (entity|%*-entitydatas%) chang(e|ing) block[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i>, 2.5.2 (falling block), 2.8.0 (any entity support)</td> </tr> </table> <div class="item-description"> Called when an enderman places or picks up a block, a sheep eats grass, a silverfish boops into/out of a block or a falling block lands and turns into a block respectively. event-block represents the old block and event-blockdata represents the new replacement that'll be applied to the block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sheep eat: <br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A sheep stole some grass!" <br> <br>on falling block land: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity is a falling dirt <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_breed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Breed</h1> <a href="#entity_breed" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] breed[ing] [of %<a href='./classes.html#entitytype'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called whenever two animals begin to conceive a child. The type can be specified. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on breeding of llamas: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "When a %breeding mother% and %breeding father% love each other very much they make %offspring%" to breeder </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_dismount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Dismount</h1> <a href="#entity_dismount" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] dismount[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev13b</td> </tr> </table> <div class="item-description"> Called when an entity dismounts. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on dismount: <br>&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_jump" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Jump</h1> <a href="#entity_jump" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] entity jump[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.15.2+</td> </tr> </table> <div class="item-description"> Called when an entity jumps. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity jump: <br>&nbsp;&nbsp;&nbsp;&nbsp;if entity is a wither skeleton: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_mount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Mount</h1> <a href="#entity_mount" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] mount[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev13b</td> </tr> </table> <div class="item-description"> Called when entity starts riding another. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on mount: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_portal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Portal</h1> <a href="#entity_portal" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] entity portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.3</td> </tr> </table> <div class="item-description"> Called when an entity uses a nether or end portal. <a href='effects.html#EffCancelEvent'>Cancel the event</a> to prevent the entity from teleporting. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity portal: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A %type of event-entity% has entered a portal! </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_potion_effect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Entity Potion Effect</h1> <a href="#entity_potion_effect" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] entity potion effect [modif[y|ication]] [[of] %<a href='./classes.html#potioneffecttype'>potion effect types</a>%] [due to %<a href='./classes.html#entitypotioncause'>entity potion cause</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when an entity's potion effect is modified. This modification can include adding, removing or changing their potion effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity potion effect modification: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A potion effect was added to %event-entity%!" <br> <br>on entity potion effect modification of night vision: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="entity_transform" data-keywords="entity transform"> <div class="item-title"> <h1 style="display: inline-block">On Entity Transform</h1> <a href="#entity_transform" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (entit(y|ies)|%*-entitydatas%) transform[ing] [due to %<a href='./classes.html#transformreason'>transform reasons</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on a zombie transforming due to curing: <br>on mooshroom transforming: <br>on zombie, skeleton or slime transform: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="experience_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Experience Change</h1> <a href="#experience_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (level progress|[e]xp|experience) (change|update|increase|decrease)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Called when a player's experience changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on level progress change: <br>&nbsp;&nbsp;&nbsp;&nbsp;set {_xp} to event-experience <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%{_xp}%" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="experience_cooldown_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Experience Cooldown Change</h1> <a href="#experience_cooldown_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] player (experience|[e]xp) cooldown change</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called when a player's experience cooldown changes. Experience cooldown is how long until a player can pick up another orb of experience. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player experience cooldown change: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-player <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast event-timespan <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast past event-timespan <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast xp cooldown change reason </div> </div> </div> </div> <div class="item-wrapper type-Event" id="experience_spawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Experience Spawn</h1> <a href="#experience_spawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [e]xp[erience] [orb] spawn</li> <li class="skript-code-block">[on] spawn of [a[n]] [e]xp[erience] [orb]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on xp spawn: <br>&nbsp;&nbsp;&nbsp;&nbsp;world is "minigame_world" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="explode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Explode</h1> <a href="#explode" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] explo(d(e|ing)|sion)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an entity (a primed TNT or a creeper) explodes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="explosion_prime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Explosion Prime</h1> <a href="#explosion_prime" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] explosion prime</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="fade" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Fade</h1> <a href="#fade" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] fad(e|ing) [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> Called when a block 'fades away', e.g. ice or snow melts. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fade of snow or ice: <br>on fade of snow[layers=2] </div> </div> </div> </div> <div class="item-wrapper type-Event" id="firework_explode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Firework Explode</h1> <a href="#firework_explode" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [a] firework explo(d(e|ing)|sion) [colo[u]red %<a href='./classes.html#color'>colors</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Called when a firework explodes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on firework explode <br>on firework exploding colored red, light green and black <br>on firework explosion colored light green: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A firework colored %colors% was exploded at %location%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="first_join" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On First Join</h1> <a href="#first_join" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] first (join|login)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.7</td> </tr> </table> <div class="item-description"> Called when a player joins the server for the first time. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on first join: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Welcome %player% to the server!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="fishing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Fishing</h1> <a href="#fishing" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] fish[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player fishes something. This is not of much use yet. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fish: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="flight_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Flight Toggle</h1> <a href="#flight_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] flight toggl(e|ing)</li> <li class="skript-code-block">[on] [player] toggl(e|ing) flight</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> </table> <div class="item-description"> Called when a players stops/starts flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on flight toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;if {game::%player%::playing} exists: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="flow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Flow</h1> <a href="#flow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] flow[ing]</li> <li class="skript-code-block">[on] block mov(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a blocks flows or teleports to another block. This not only applies to water and lava, but teleporting dragon eggs as well. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block flow: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is water: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Build more dams! It's starting to get wet in here" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="form" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Form</h1> <a href="#form" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] form[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> 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 <a href='#spread'>spread event</a>). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on form of snow: <br>on form of a mushroom: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="fuel_burn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Fuel Burn</h1> <a href="#fuel_burn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] fuel burn[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a furnace burns an item from its <a href='expressions.html#ExprFurnaceSlot'>fuel slot</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fuel burning: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="gamemode_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Gamemode Change</h1> <a href="#gamemode_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] game[ ]mode change [to %<a href='./classes.html#gamemode'>gamemode</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player's <a href='./classes.html#gamemode'>gamemode</a> changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on gamemode change: <br>on gamemode change to adventure: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="gliding_state_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Gliding State Change</h1> <a href="#gliding_state_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (gliding state change|toggl(e|ing) gliding)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when an entity toggles glider on or off, or when server toggles gliding state of an entity forcibly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on toggling gliding: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event # bad idea, but you CAN do it! </div> </div> </div> </div> <div class="item-wrapper type-Event" id="grow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Grow</h1> <a href="#grow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] grow[th] [of (%<a href='./classes.html#structuretype'>tree types</a>%|%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%)]</li> <li class="skript-code-block">[on] grow[th] from %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> <li class="skript-code-block">[on] grow[th] [in]to (%<a href='./classes.html#structuretype'>tree types</a>%|%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%)</li> <li class="skript-code-block">[on] grow[th] from %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>% [in]to (%<a href='./classes.html#structuretype'>tree types</a>%|%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2-dev20 (plants), 2.8.0 (from, into, blockdata)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on grow: <br>on grow of tree: <br>on grow of wheat[age=7]: <br>on grow from a sapling: <br>on grow into tree: <br>on grow from a sapling into tree: <br>on grow of wheat, carrots, or potatoes: <br>on grow into tree, giant mushroom, cactus: <br>on grow from wheat[age=0] to wheat[age=1] or wheat[age=2]: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="hand_item_swap" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Hand Item Swap</h1> <a href="#hand_item_swap" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] swap[ping of] [(hand|held)] item[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on swap hand items: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-player's tool is a diamond sword <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="heal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Heal</h1> <a href="#heal" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] heal[ing] [of %<a href='./classes.html#entitydata'>entity types</a>%] [(from|due to|by) %<a href='./classes.html#healreason'>heal reasons</a>%]</li> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity types</a>% heal[ing] [(from|due to|by) %<a href='./classes.html#healreason'>heal reasons</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.9.0 (by reason)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on heal: <br>on player healing from a regeneration potion: <br>on healing of a zombie, cow or a wither: <br>&nbsp;&nbsp;&nbsp;&nbsp;heal reason is healing potion <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="horse_jump" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Horse Jump</h1> <a href="#horse_jump" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] horse jump</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Called when a horse jumps. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on horse jump: <br>&nbsp;&nbsp;&nbsp;&nbsp;push event-entity upwards at speed 2 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="hunger_meter_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Hunger Meter Change</h1> <a href="#hunger_meter_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (food|hunger) (level|met(er|re)|bar) chang(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4</td> </tr> </table> <div class="item-description"> Called when the hunger bar of a player changes, i.e. either increases by eating or decreases over time. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on food bar change: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="ignition" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Ignition</h1> <a href="#ignition" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] ignit(e|ion)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a block starts burning, i.e. a fire block is placed next to it and this block is flammable. The <a href='#burn'>burn event</a> will be called when the block is about do be destroyed by the fire. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block ignite: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is a ladder: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_click" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Click</h1> <a href="#inventory_click" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] inventory(-| )click[ing] [[at] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> </table> <div class="item-description"> Called when clicking on inventory slot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-item is stone: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;give player 1 stone <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove 20$ from player's balance </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_close" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Close</h1> <a href="#inventory_close" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory clos(ing|e[d])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when player's currently viewed inventory is closed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory close: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player's location is {location}: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You exited the shop!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_drag" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Drag</h1> <a href="#inventory_drag" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory drag[ging]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Called when a player drags an item in their cursor across the inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory drag: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player's current inventory is {_gui}: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't drag your items here!" to player <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_item_move" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Item Move</h1> <a href="#inventory_item_move" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory item (move|transport)</li> <li class="skript-code-block">[on] inventory (mov(e|ing)|transport[ing]) [an] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory item move: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%holder of past event-inventory% is transporting %event-item% to %holder of event-inventory%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_open" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Open</h1> <a href="#inventory_open" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory open[ed]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when an inventory is opened for player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory open: <br>&nbsp;&nbsp;&nbsp;&nbsp;close player's inventory </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_pickup" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Pickup</h1> <a href="#inventory_pickup" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] inventory pick[ ]up</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> </table> <div class="item-description"> Called when an inventory (a hopper, a hopper minecart, etc.) picks up an item </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory pickup: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="inventory_slot_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Inventory Slot Change</h1> <a href="#inventory_slot_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] inventory slot chang(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19.2+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory slot change: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-item is a diamond: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You obtained a diamond!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_break" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Break</h1> <a href="#item_break" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] tool break[ing]</li> <li class="skript-code-block">[on] [player] break[ing] [(a|the)] tool</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1.1</td> </tr> </table> <div class="item-description"> Called when a player breaks their tool because its damage reached the maximum value. This event cannot be cancelled. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on tool break: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Damage</h1> <a href="#item_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] item damag(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> Called when an item is damaged. Most tools are damaged by using them; armor is damaged when the wearer takes damage. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item damage: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_despawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Despawn</h1> <a href="#item_despawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (item[ ][stack]|[item] %<a href='./classes.html#itemtype'>item types</a>%) despawn[ing]</li> <li class="skript-code-block">[on] [item[ ][stack]] despawn[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> </table> <div class="item-description"> Called when an item is about to be despawned from the world, usually 5 minutes after it was dropped. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item despawn of diamond: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Not my precious!" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_mend" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Mend</h1> <a href="#item_mend" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] item mend[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> Called when a player has an item repaired via the Mending enchantment. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item mend: <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 50%: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel the event <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Oops! Mending failed!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_merge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Merge</h1> <a href="#item_merge" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (item[ ][stack]|[item] %<a href='./classes.html#itemtype'>item types</a>%) merg(e|ing)</li> <li class="skript-code-block">[on] item[ ][stack] merg(e|ing) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item merge of gold blocks: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="item_spawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Item Spawn</h1> <a href="#item_spawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] item spawn[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item spawn of iron sword: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Someone dropped an iron sword!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="join" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Join</h1> <a href="#join" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (login|logging in|join[ing])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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 <a href='#connect'>on connect</a> over this event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join: <br>&nbsp;&nbsp;&nbsp;&nbsp;message "Welcome on our awesome server!" <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% just joined the server!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="jump" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Jump</h1> <a href="#jump" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] jump[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Called whenever a player jumps. This event requires PaperSpigot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on jump: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-player does not have permission "jump" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="kick" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Kick</h1> <a href="#kick" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (kick|being kicked)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player is kicked from the server. You can change the <a href='expressions.html#ExprMessage'>kick message</a> or <a href='effects.html#EffCancelEvent'>cancel the event</a> entirely. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on kick: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="language_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Language Change</h1> <a href="#language_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (language|locale) chang(e|ing)</li> <li class="skript-code-block">[on] [player] chang(e|ing) (language|locale)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> Called after a player changed their language in the game settings. You can use the <a href='expressions.html#ExprLanguage'>language</a> expression to get the current language of the player. This event requires Minecraft 1.12+. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on language change: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player's language starts with "en": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Hello!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="leaves_decay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Leaves Decay</h1> <a href="#leaves_decay" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] leaves decay[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a leaf block decays due to not being connected to a tree. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on leaves decay: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="level_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Level Change</h1> <a href="#level_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] level (change|up|down)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.4 (level up/down)</td> </tr> </table> <div class="item-description"> Called when a player's <a href='expressions.html#ExprLevel'>level</a> changes, e.g. by gathering experience or by enchanting something. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on level change: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="lightning_strike" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Lightning Strike</h1> <a href="#lightning_strike" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] lightning [strike]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when lightning strikes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on lightning: <br>&nbsp;&nbsp;&nbsp;&nbsp;spawn a zombie at location of event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="loot_generate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Loot Generate</h1> <a href="#loot_generate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] loot generat(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.16+</td> </tr> </table> <div class="item-description"> Called when a loot table of an inventory is generated in the world. For example, when opening a shipwreck chest. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on loot generate: <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 10% <br>&nbsp;&nbsp;&nbsp;&nbsp;add 64 diamonds to the loot <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You hit the jackpot at %event-location%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="love_mode_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Love Mode Enter</h1> <a href="#love_mode_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] enter[s] love mode</li> <li class="skript-code-block">[on] [entity] love mode [enter]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Called whenever an entity enters a state of being in love. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on love mode enter: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event # No one is allowed love here </div> </div> </div> </div> <div class="item-wrapper type-Event" id="move_rotate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Move / Rotate</h1> <a href="#move_rotate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity type</a>% (move|walk|step|(turn[ing] around|rotate))</li> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity type</a>% (move|walk|step) or (turn[ing] around|rotate)</li> <li class="skript-code-block">[on] %<a href='./classes.html#entitydata'>entity type</a>% (turn[ing] around|rotate) or (move|walk|step)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6, 2.8.0 (turn around)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+ (entity move)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player move: <br>&nbsp;&nbsp;&nbsp;&nbsp;if player does not have permission "player.can.move": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event <br>on skeleton move: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is not in world "world": <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity <br>on player turning around: <br>&nbsp;&nbsp;&nbsp;&nbsp;send action bar "You are currently turning your head around!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="move_on" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Move On</h1> <a href="#move_on" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (step|walk)[ing] (on|over) %*<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on walking on dirt or grass: <br>on stepping on stone: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="physics" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Physics</h1> <a href="#physics" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] physics</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevents sand from falling <br>on block physics: <br>&nbsp;&nbsp;&nbsp;&nbsp;block is sand <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="pick_up" data-keywords="pickup"> <div class="item-title"> <h1 style="display: inline-block">On Pick Up</h1> <a href="#pick_up" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [(player|entity)] (pick[ ]up|picking up) [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1), 2.5 (entity)</td> </tr> </table> <div class="item-description"> Called when a player/entity picks up an item. Please note that the item is still on the ground when this event is called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on pick up: <br>on entity pickup of wheat: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="pig_zap" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Pig Zap</h1> <a href="#pig_zap" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] pig[ ]zap</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a pig is stroke by lightning and transformed into a zombie pigman. Cancel the event to prevent the transformation. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on pig zap: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="piglin_barter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Piglin Barter</h1> <a href="#piglin_barter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] piglin (barter[ing]|trad(e|ing))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piglin barter: <br>&nbsp;&nbsp;&nbsp;&nbsp;if barter drops contain diamond: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Diamonds belong in the money pit!" to player <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="piston_extend" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Piston Extend</h1> <a href="#piston_extend" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] piston extend[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a piston is about to extend. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piston extend: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A piston is extending!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="piston_retract" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Piston Retract</h1> <a href="#piston_retract" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] piston retract[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a piston is about to retract. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piston retract: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A piston is retracting!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="place" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Place</h1> <a href="#place" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [block] (plac(e|ing)|build[ing]) [[of] %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#blockdata'>block datas</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6 (BlockData support)</td> </tr> </table> <div class="item-description"> Called when a player places a block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on place: <br>on place of a furnace, workbench or chest: <br>on break of chest[type=right] or chest[type=left] </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_chunk_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Chunk Enter</h1> <a href="#player_chunk_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (enter[s] [a] chunk|chunk enter[ing])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> </table> <div class="item-description"> Called when a player enters a chunk. Note that this event is based on 'player move' event, and may be called frequent internally. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player enters a chunk: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You entered a chunk: %past event-chunk% -&amp;amp;gt; %event-chunk%!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_deep_sleep" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Deep Sleep</h1> <a href="#player_deep_sleep" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] deep sleep[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player deep sleeping: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Zzzz.." to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_input" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Input</h1> <a href="#player_input" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (toggle|toggling|press[ing]|release|releasing) of (%<a href='./classes.html#inputkey'>input keys</a>%|(an|any) input key)</li> <li class="skript-code-block">[on] ([player] %<a href='./classes.html#inputkey'>input keys</a>%|[an|any [player]] input key) (toggle|toggling|press[ing]|release|releasing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.3+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on any input key press: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are pressing: %event-inputkeys%" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_pickup_arrow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Pickup Arrow</h1> <a href="#player_pickup_arrow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (pick[ing| ]up [an] arrow|arrow pick[ing| ]up)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14+ (event-projectile)</td> </tr> </table> <div class="item-description"> Called when a player picks up an arrow from the ground. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on arrow pickup: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event <br>&nbsp;&nbsp;&nbsp;&nbsp;teleport event-projectile to block 5 above event-projectile </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_trade" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player Trade</h1> <a href="#player_trade" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] player trad(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+</td> </tr> </table> <div class="item-description"> Called when a player has traded with a villager. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player trade: <br>&nbsp;&nbsp;&nbsp;&nbsp;chance of 50%: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "The trade was somehow denied!" to player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="player_world_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Player World Change</h1> <a href="#player_world_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] world chang(ing|e[d])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> </table> <div class="item-description"> Called when a player enters a world. Does not work with other entities! </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player world change: <br>&nbsp;&nbsp;&nbsp;&nbsp;world is "city" <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Welcome to the City!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="portal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Portal</h1> <a href="#portal" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player uses a nether or end portal. <a href='effects.html#EffCancelEvent'>Cancel the event</a> to prevent the player from teleporting. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player portal: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="portal_create" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Portal Create</h1> <a href="#portal_create" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] portal creat(e|ion)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.5.3 (event-entity support)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.14+ (event-entity support)</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprEntity'>the player</a> in this event. Please note that there may not always be a player (or other entity) in this event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal create: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="portal_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Portal Enter</h1> <a href="#portal_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] portal enter[ing]</li> <li class="skript-code-block">[on] entering [a] portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal enter: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="prepare_craft" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Prepare Craft</h1> <a href="#prepare_craft" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (preparing|beginning) craft[ing] [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> </table> <div class="item-description"> Called just before displaying crafting result to player. Note that setting the result item might or might not work due to Bukkit bugs. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on preparing craft of torch: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="pressure_plate_trip" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Pressure Plate / Trip</h1> <a href="#pressure_plate_trip" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [step[ping] on] [a] [pressure] plate</li> <li class="skript-code-block">[on] (trip|[step[ping] on] [a] tripwire)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (pressure plate), 1.4.4 (tripwire)</td> </tr> </table> <div class="item-description"> Called when a <i>player</i> steps on a pressure plate or tripwire respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on step on pressure plate: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="projectile_collide" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Projectile Collide</h1> <a href="#projectile_collide" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] projectile collide</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called when a projectile collides with an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on projectile collide: <br>&nbsp;&nbsp;&nbsp;&nbsp;teleport shooter of event-projectile to event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="projectile_hit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Projectile Hit</h1> <a href="#projectile_hit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] projectile hit</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a projectile hits an entity or a block. Use the <a href='#damage'>damage event</a> with a <a href='conditions.html#CondIsSet'>check</a> for a <a href='expressions.html#ExprEntity'>projectile</a> to be able to use the <a href='expressions.html#ExprAttacked'>entity that got hit</a> in the case when the projectile hit a living entity. A damage event will even be fired if the damage is 0, e.g. when throwing snowballs at non-nether mobs. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on projectile hit: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-projectile is arrow <br>&nbsp;&nbsp;&nbsp;&nbsp;delete event-projectile </div> </div> </div> </div> <div class="item-wrapper type-Event" id="quit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Quit</h1> <a href="#quit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (quit[ting]|disconnect[ing]|log[ ]out|logging out|leav(e|ing))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (simple disconnection)</td> </tr> </table> <div class="item-description"> Called when a player leaves the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on quit: <br>on disconnect: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="ready_arrow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Ready Arrow</h1> <a href="#ready_arrow" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] ((ready|choose|draw|load) arrow|arrow (choose|draw|load))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player ready arrow: <br>&nbsp;&nbsp;&nbsp;&nbsp;selected bow's name is "Spectral Bow" <br>&nbsp;&nbsp;&nbsp;&nbsp;if selected arrow is not a spectral arrow: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="redstone" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Redstone</h1> <a href="#redstone" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] redstone [current] [chang(e|ing)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when the redstone current of a block changes. This event is of not much use yet. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on redstone change: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "someone is using redstone" to console </div> </div> </div> </div> <div class="item-wrapper type-Event" id="region_enterleave" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Region Enter/Leave</h1> <a href="#region_enterleave" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (enter[ing]|leav(e|ing)|exit[ing]) [of] ([a] region|[[the] region] %<a href='./classes.html#region'>regions</a>%)</li> <li class="skript-code-block">[on] region (enter[ing]|leav(e|ing)|exit[ing])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> </table> <div class="item-description"> Called when a player enters or leaves a <a href='./classes.html#region'>region</a>. This event requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on region exit: <br>&nbsp;&nbsp;&nbsp;&nbsp;message "Leaving %region%." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="resource_pack_request_response" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Resource Pack Request Response</h1> <a href="#resource_pack_request_response" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] resource pack [request] response</li> <li class="skript-code-block">[on] resource pack [request] %<a href='./classes.html#resourcepackstate'>resource pack states</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> </table> <div class="item-description"> Called when a player takes action on a resource pack request sent via the <a href='effects.html#EffSendResourcePack'>send resource pack</a> effect. The <a href='conditions.html#CondResourcePack'>resource pack</a> condition can be used to check the resource pack state.<p>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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on resource pack request response: <br>&nbsp;&nbsp;&nbsp;&nbsp;if the resource pack was declined or failed to download: <br> <br>on resource pack deny: <br>&nbsp;&nbsp;&nbsp;&nbsp;kick the player due to "You have to install the resource pack to play in this server!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="respawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Respawn</h1> <a href="#respawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] respawn[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player respawns. You should prefer this event over the <a href='#death'>death event</a> as the player is technically alive when this event is called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on respawn: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="resurrect_attempt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Resurrect Attempt</h1> <a href="#resurrect_attempt" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] resurrect[ion] [attempt]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> </table> <div class="item-description"> Called when an entity dies, always. If they are not holding a totem, this is cancelled - you can, however, uncancel it. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on resurrect attempt: <br>&nbsp;&nbsp;&nbsp;&nbsp;entity is player <br>&nbsp;&nbsp;&nbsp;&nbsp;entity has permission "admin.undying" <br>&nbsp;&nbsp;&nbsp;&nbsp;uncancel the event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="riptide" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Riptide</h1> <a href="#riptide" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [use of] riptide [enchant[ment]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on riptide: <br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are riptiding!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="script_loadunload" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Script Load/Unload</h1> <a href="#script_loadunload" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [async] [script] (load|init|enable)</li> <li class="skript-code-block">[on] [async] [script] (unload|stop|disable)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> 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, </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on load: <br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to true <br>on unload: <br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to false </div> </div> </div> </div> <div class="item-wrapper type-Event" id="send_command_list" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Send Command List</h1> <a href="#send_command_list" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] send[ing] [of [the]] [server] command[s] list</li> <li class="skript-code-block">[on] [server] command list send</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprSentCommands'>sent commands expression</a>. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on send command list: <br>&nbsp;&nbsp;&nbsp;&nbsp;set command list to command list where [input does not contain ":"] <br>&nbsp;&nbsp;&nbsp;&nbsp;remove "help" from command list </div> </div> </div> </div> <div class="item-wrapper type-Event" id="server_list_ping" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Server List Ping</h1> <a href="#server_list_ping" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] server [list] ping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> </table> <div class="item-description"> 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 <a href='expressions.html#ExprIP'>IP</a> 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).<p>Also you can use <a href='expressions.html#ExprMOTD'>MOTD</a>, <a href='expressions.html#ExprMaxPlayers'>Max Players</a>, <a href='expressions.html#ExprOnlinePlayersCount'>Online Players Count</a>, <a href='expressions.html#ExprProtocolVersion'>Protocol Version</a>, <a href='expressions.html#ExprVersionString'>Version String</a>, <a href='expressions.html#ExprHoverList'>Hover List</a> and <a href='expressions.html#ExprServerIcon'>Server Icon</a> expressions, and <a href='effects.html#EffPlayerInfoVisibility'>Player Info Visibility</a> and <a href='effects.html#EffHidePlayerFromServerList'>Hide Player from Server List</a> effects to modify the server list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping: <br>&nbsp;&nbsp;&nbsp;&nbsp;set the motd to "Welcome %{player-by-IP::%ip%}%! Join now!" if {player-by-IP::%ip%} is set, else "Join now!" <br>&nbsp;&nbsp;&nbsp;&nbsp;set the fake max players count to (online players count + 1) <br>&nbsp;&nbsp;&nbsp;&nbsp;set the shown icon to a random server icon out of {server-icons::*} </div> </div> </div> </div> <div class="item-wrapper type-Event" id="server_startstop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Server Start/Stop</h1> <a href="#server_startstop" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] (server|skript) (start|load|enable)</li> <li class="skript-code-block">[on] (server|skript) (stop|unload|disable)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> </table> <div class="item-description"> Called when the server starts or stops (actually, when Skript starts or stops, so a /reload will trigger these events as well). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on skript start: <br>on server stop: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sheep_regrow_wool" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sheep Regrow Wool</h1> <a href="#sheep_regrow_wool" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] sheep [re]grow[ing] wool</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> </table> <div class="item-description"> Called when sheep regrows its sheared wool back. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sheep grow wool: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="shoot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Shoot</h1> <a href="#shoot" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [projectile] shoot</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called whenever a <a href='classes.html#projectile'>projectile</a> is shot. Use the <a href='expressions.html#ExprShooter'>shooter expression</a> to get who shot the projectile. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on shoot: <br>&nbsp;&nbsp;&nbsp;&nbsp;if projectile is an arrow: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "you shot an arrow!" to shooter </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sign_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sign Change</h1> <a href="#sign_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] sign (chang[e]|edit)[ing]</li> <li class="skript-code-block">[on] [player] (chang[e]|edit)[ing] [a] sign</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> As signs are placed empty, this event is called when a player is done editing a sign. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sign change: <br>&nbsp;&nbsp;&nbsp;&nbsp;line 2 is empty <br>&nbsp;&nbsp;&nbsp;&nbsp;set line 1 to "&amp;amp;amp;lt;red&amp;amp;amp;gt;%line 1%" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="slime_split" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Slime Split</h1> <a href="#slime_split" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] slime split[ting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev26</td> </tr> </table> <div class="item-description"> Called when a slime splits. Usually this happens when a big slime dies. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on slime split: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="smelt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Smelt</h1> <a href="#smelt" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [ore] smelt[ing]</li> <li class="skript-code-block">[on] smelt[ing] of ore</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a furnace smelts an item in its <a href='expressions.html#ExprFurnaceSlot'>ore slot</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on smelt: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sneak_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sneak Toggle</h1> <a href="#sneak_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] toggl(e|ing) sneak</li> <li class="skript-code-block">[on] [player] sneak toggl(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts or stops sneaking. Use <a href='conditions.html#CondIsSneaking'>is sneaking</a> to get whether the player was sneaking before the event was called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # make players that stop sneaking jump <br>on sneak toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;player is sneaking <br>&nbsp;&nbsp;&nbsp;&nbsp;push the player upwards at speed 0.5 </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spawn</h1> <a href="#spawn" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] spawn[ing] [of %<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.5.1 (non-living entities)</td> </tr> </table> <div class="item-description"> Called when an entity spawns (excluding players). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of a zombie: <br>on spawn of an ender dragon: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "A dragon has been sighted in %world%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spawn_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spawn Change</h1> <a href="#spawn_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [world] spawn change</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when the spawn point of a world changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn change: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "someone changed the spawn!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spectate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spectate</h1> <a href="#spectate" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] stop spectating [(of|from) %*<a href='./classes.html#entitydata'>entity types</a>%]</li> <li class="skript-code-block">[on] [player] (swap|switch) spectating [(of|from) %*<a href='./classes.html#entitydata'>entity types</a>%]</li> <li class="skript-code-block">[on] [player] start spectating [of %*<a href='./classes.html#entitydata'>entity types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> </table> <div class="item-description"> Called with a player starts, stops or swaps spectating an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player start spectating of a zombie: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sponge_absorb" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sponge Absorb</h1> <a href="#sponge_absorb" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] sponge absorb</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> </table> <div class="item-description"> Called when a sponge absorbs blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sponge absorb: <br>&nbsp;&nbsp;&nbsp;&nbsp;loop absorbed blocks: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-block% was absorbed by a sponge"! </div> </div> </div> </div> <div class="item-wrapper type-Event" id="spread" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Spread</h1> <a href="#spread" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] spread[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a new block <a href='#form'>forms</a> as a result of a block that can spread, e.g. water or mushrooms. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spread: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="sprint_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Sprint Toggle</h1> <a href="#sprint_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] toggl(e|ing) sprint</li> <li class="skript-code-block">[on] [player] sprint toggl(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player starts or stops sprinting. Use <a href='conditions.html#CondIsSprinting'>is sprinting</a> to get whether the player was sprinting before the event was called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on sprint toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;player is not sprinting <br>&nbsp;&nbsp;&nbsp;&nbsp;send "Run!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="stonecutter_recipe_select" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Stonecutter Recipe Select</h1> <a href="#stonecutter_recipe_select" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] stonecutting [[of] %<a href='./classes.html#itemtype'>item types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> </table> <div class="item-description"> Called when a player selects a recipe in a stonecutter. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on stonecutting stone slabs <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event <br> <br>on stonecutting: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% is using stonecutter to craft %event-item%!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="stop_using_item" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Stop Using Item</h1> <a href="#stop_using_item" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player] (stop|end) (using item|item use)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.18.2+</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player stop using item: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player% used %event-item% for %event-timespan%." </div> </div> </div> </div> <div class="item-wrapper type-Event" id="swim_toggle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Swim Toggle</h1> <a href="#swim_toggle" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] toggl(e|ing) swim</li> <li class="skript-code-block">[on] [entity] swim toggl(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.13 or newer</td> </tr> </table> <div class="item-description"> Called when an entity swims or stops swimming. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on swim toggle: <br>&nbsp;&nbsp;&nbsp;&nbsp;event-entity does not have permission "swim" <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="tame" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Tame</h1> <a href="#tame" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] tam(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a player tames a wolf or ocelot. Can be cancelled to prevent the entity from being tamed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on tame: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="target" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Target</h1> <a href="#target" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [entity] target</li> <li class="skript-code-block">[on] [entity] un[-]target</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a mob starts/stops following/attacking another entity, usually a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity target: <br>&nbsp;&nbsp;&nbsp;&nbsp;target is a player </div> </div> </div> </div> <div class="item-wrapper type-Event" id="teleport" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Teleport</h1> <a href="#teleport" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [%<a href='./classes.html#entitytype'>entity types</a>%] teleport[ing]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.9.0 (entity teleport)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on teleport: <br>on player teleport: <br>on creeper teleport: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="tool_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Tool Change</h1> <a href="#tool_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] [player['s]] (tool|item held|held item) chang(e|ing)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called whenever a player changes their held item by selecting a different slot (e.g. the keys 1-9 or the mouse wheel), <i>not</i> by dropping or replacing the item in the current slot. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player's held item change: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_create" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Create</h1> <a href="#vehicle_create" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle create</li> <li class="skript-code-block">[on] creat(e|ing|ion of) [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a new vehicle is created, e.g. when a player places a boat or minecart. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle create: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_damage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Damage</h1> <a href="#vehicle_damage" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle damage</li> <li class="skript-code-block">[on] damag(e|ing) [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a vehicle gets damage. Too much damage will <a href='#vehicle_destroy'>destroy</a> the vehicle. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle damage: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_destroy" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Destroy</h1> <a href="#vehicle_destroy" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle destroy</li> <li class="skript-code-block">[on] destr(oy[ing]|uction of) [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a vehicle is destroyed. Any <a href='expressions.html#ExprPassenger'>passenger</a> will be ejected and the vehicle might drop some item(s). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle destroy: <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_enter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Enter</h1> <a href="#vehicle_enter" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle enter</li> <li class="skript-code-block">[on] enter[ing] [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an <a href='classes.html#entity'>entity</a> enters a vehicle, either deliberately (players) or by falling into them (mobs). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle enter: <br>&nbsp;&nbsp;&nbsp;&nbsp;entity is a player <br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Event" id="vehicle_exit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Vehicle Exit</h1> <a href="#vehicle_exit" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] vehicle exit</li> <li class="skript-code-block">[on] exit[ing] [a] vehicle</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when an entity exits a vehicle. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on vehicle exit: <br>&nbsp;&nbsp;&nbsp;&nbsp;if event-entity is a spider: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kill event-entity </div> </div> </div> </div> <div class="item-wrapper type-Event" id="weather_change" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Weather Change</h1> <a href="#weather_change" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] weather change [to %<a href='./classes.html#weathertype'>weather types</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a world's weather changes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on weather change: <br>on weather change to sunny: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_init" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Init</h1> <a href="#world_init" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world init[ialization] [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world init of "world_the_end": </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_load" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Load</h1> <a href="#world_load" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world load[ing] [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world load of "world_nether": <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "The world %event-world% has been loaded!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_save" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Save</h1> <a href="#world_save" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world sav(e|ing) [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> Called when a world is saved to disk. Usually all worlds are saved simultaneously, but world management plugins could change this. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world save of "world": <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "The world %event-world% has been saved" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="world_unload" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On World Unload</h1> <a href="#world_unload" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] world unload[ing] [of %<a href='./classes.html#world'>worlds</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (defining worlds)</td> </tr> </table> <div class="item-description"> Called when a world is unloaded. This event will never be called if you don't have a world management plugin. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on world unload: <br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "the %event-world% has been unloaded!" </div> </div> </div> </div> <div class="item-wrapper type-Event" id="zombie_break_door" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">On Zombie Break Door</h1> <a href="#zombie_break_door" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] zombie break[ing] [a] [wood[en]] door</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Called when a zombie is done breaking a wooden door. Can be cancelled to prevent the zombie from breaking the door. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on zombie breaking a wood door: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="periodical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Periodical</h1> <a href="#periodical" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] every %<a href='./classes.html#timespan'>time span</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An event that is called periodically. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> every 2 seconds: <br>every minecraft hour: <br>every tick: # can cause lag depending on the code inside the event <br>every minecraft days: </div> </div> </div> </div> <div class="item-wrapper type-Event" id="eventperiodical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Periodical</h1> <a href="#eventperiodical" class="link-icon">&#128279;</a> <p class="item-type">Event</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[on] every %<a href='./classes.html#timespan'>time span</a>% in [world[s]] %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> An event that is called periodically. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> every 2 seconds in "world": <br>every minecraft hour in "flatworld": <br>every tick in "world": # can cause lag depending on the code inside the event <br>every minecraft days in "plots": </div> </div> </div> </div> </div> </div> </body> </html> 
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diff --git a/docs/nightly/feature/input-api/expressions.html b/docs/nightly/feature/input-api/expressions.html
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@@ -1 +1 @@
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Block/Entity/Inventory/Slot</a> <a href="#ExprColorOf">Color of</a> <a href="#ExprColoured">Colored / Uncolored</a> <a href="#ExprCommand">Command</a> <a href="#ExprCommandBlockCommand">Command Block Command</a> <a href="#ExprCommandInfo">Command Info</a> <a href="#ExprCommandSender">Command Sender</a> <a href="#ExprCompassTarget">Compass Target</a> <a href="#LitConsole">Console</a> <a href="#ExprCmdCooldownInfo">Cooldown Time/Remaining Time/Elapsed Time/Last Usage/Bypass Permission</a> <a href="#ExprCoordinate">Coordinate</a> <a href="#ExprEntity">Creature/Entity/Player/Projectile/Villager/Powered Creeper/etc.</a> <a href="#ExprCursorSlot">Cursor Slot</a> <a href="#ExprChestInventory">Custom Chest Inventory</a> <a href="#ExprCustomModelData">Custom Model Data</a> <a href="#ExprDamage">Damage</a> <a href="#ExprDamageCause">Damage Cause</a> <a href="#ExprDurability">Damage Value/Durability</a> <a href="#ExprDamagedItem">Damaged Item</a> <a href="#ExprDateAgoLater">Date Ago/Later</a> <a href="#ExprDefaultValue">Default Value</a> <a href="#ExprDifference">Difference</a> <a href="#ExprDifficulty">Difficulty</a> <a href="#ExprDirection">Direction</a> <a href="#ExprDisplayBillboard">Display Billboard</a> <a href="#ExprDisplayBrightness">Display Brightness</a> <a href="#ExprDisplayGlowOverride">Display Glow Color Override</a> <a href="#ExprDisplayHeightWidth">Display Height/Width</a> <a href="#ExprDisplayInterpolation">Display Interpolation Delay/Duration</a> <a href="#ExprDisplayShadow">Display Shadow Radius/Strength</a> <a href="#ExprDisplayTeleportDuration">Display Teleport Delay/Duration</a> <a href="#ExprDisplayTransformationRotation">Display Transformation Rotation</a> <a href="#ExprDisplayTransformationScaleTranslation">Display Transformation Scale/Translation</a> <a href="#ExprDisplayViewRange">Display View Range</a> <a href="#ExprDistance">Distance</a> <a href="#ExprDrops">Drops</a> <a href="#ExprDropsOfBlock">Drops Of Block</a> <a href="#ExprElement">Elements</a> <a href="#ExprEnchantItem">Enchant Item</a> <a href="#ExprEnchantingExpCost">Enchanting Experience Cost</a> <a href="#ExprEnchantmentBonus">Enchantment Bonus</a> <a href="#ExprEnchantmentLevel">Enchantment Level</a> <a href="#ExprEnchantmentOffer">Enchantment Offer</a> <a href="#ExprEnchantmentOfferCost">Enchantment Offer Cost</a> <a href="#ExprEnderChest">Ender Chest</a> <a href="#ExprEntities">Entities</a> <a href="#ExprAI">Entity AI</a> <a href="#ExprEntityAttribute">Entity Attribute</a> <a href="#ExprFireTicks">Entity Fire Burn Duration</a> <a href="#ExprEntityTamer">Entity Owner</a> <a href="#ExprEntitySound">Entity Sound</a> <a href="#ExprExhaustion">Exhaustion</a> <a href="#ExprExperience">Experience</a> <a href="#ExprExperienceCooldownChangeReason">Experience Cooldown Change Reason</a> <a href="#ExprExperienceCooldown">Experience Pickup Cooldown</a> <a href="#ExprExplodedBlocks">Exploded Blocks</a> <a href="#ExprExplosionBlockYield">Explosion Block Yield</a> <a href="#ExprExplosionYield">Explosion Yield</a> <a href="#ExprExplosiveYield">Explosive Yield</a> <a href="#ExprFacing">Facing</a> <a href="#ExprFallDistance">Fall Distance</a> <a href="#ExprFertilizedBlocks">Fertilized Blocks</a> <a href="#ExprFilter">Filter (Expression)</a> <a href="#ExprFinalDamage">Final Damage</a> <a href="#ExprFireworkEffect">Firework Effect</a> <a href="#ExprFlightMode">Flight Mode</a> <a href="#ExprFoodLevel">Food Level</a> <a href="#ExprFormatDate">Formatted Date</a> <a href="#ExprTimeState">Former/Future State</a> <a href="#ExprMemory">Free / Max / Total Memory</a> <a href="#ExprFreezeTicks">Freeze Time</a> <a href="#ExprFurnaceSlot">Furnace Slot</a> <a href="#ExprGameMode">Game Mode</a> <a href="#ExprGameRule">Gamerule Value</a> <a href="#ExprGlidingState">Gliding State</a> <a href="#ExprGlowing">Glowing</a> <a href="#ExprGravity">Gravity</a> <a href="#ExprGroup">Group</a> <a href="#ExprHanging">Hanging Entity/Remover</a> <a href="#ExprHash">Hash</a> <a href="#ExprHatchingType">Hatching Entity Type</a> <a href="#ExprHatchingNumber">Hatching Number</a> <a href="#ExprEyeLocation">Head location</a> <a href="#ExprHealAmount">Heal Amount</a> <a href="#ExprHealReason">Heal Reason</a> <a href="#ExprHealth">Health</a> <a href="#ExprHiddenPlayers">Hidden Players</a> <a href="#ExprDomestication">Horse Domestication</a> <a href="#ExprHostname">Hostname</a> <a href="#ExprHotbarButton">Hotbar Button</a> <a href="#ExprHotbarSlot">Hotbar Slot</a> <a href="#ExprHoverList">Hover List</a> <a href="#ExprHumidity">Humidity</a> <a href="#ExprIP">IP</a> <a href="#ExprIndexOf">Index Of</a> <a href="#ExprIndices">Indices of List</a> <a href="#ExprEvtInitiator">Initiator Inventory</a> <a href="#ExprInput">Input</a> <a href="#ExprInventory">Inventory</a> <a href="#ExprInventoryAction">Inventory Action</a> <a href="#ExprInventoryCloseReason">Inventory Close Reason</a> <a href="#ExprInventoryInfo">Inventory Holder/Viewers/Rows/Slots</a> <a href="#ExprInventorySlot">Inventory Slot</a> <a href="#ExprItem">Item</a> <a href="#ExprItemAmount">Item Amount</a> <a href="#ExprItemCooldown">Item Cooldown</a> <a href="#ExprItemDisplayTransform">Item Display Transform</a> <a href="#ExprEnchantments">Item Enchantments</a> <a href="#ExprItemOfEntity">Item of an Entity</a> <a href="#ExprItemWithCustomModelData">Item with CustomModelData</a> <a href="#ExprItemWithLore">Item with Lore</a> <a href="#ExprItems">Items</a> <a href="#ExprItemsIn">Items In</a> <a href="#ExprJoinSplit">Join & Split</a> <a href="#ExprLanguage">Language</a> <a href="#ExprLastAttacker">Last Attacker</a> <a href="#ExprLastColor">Last Color</a> <a href="#ExprLastDamage">Last Damage</a> <a href="#ExprLastDamageCause">Last Damage Cause</a> <a href="#ExprLastDeathLocation">Last Death Location</a> <a href="#ExprLastLoadedServerIcon">Last Loaded Server Icon</a> <a href="#ExprLastResourcePackResponse">Last Resource Pack Response</a> <a href="#ExprLastSpawnedEntity">Last Spawned Entity</a> <a href="#ExprLastLoginTime">Last/First Login Time</a> <a href="#ExprLeashHolder">Leash Holder</a> <a href="#ExprLength">Length</a> <a href="#ExprLevel">Level</a> <a href="#ExprLevelProgress">Level Progress</a> <a href="#ExprLightLevel">Light Level</a> <a href="#ExprPlugins">Loaded Plugins</a> <a href="#ExprLocation">Location</a> <a href="#ExprLocation-2">Location</a> <a href="#ExprLocationOf">Location</a> <a href="#ExprLocationAt">Location At</a> <a href="#ExprLoopIteration">Loop Iteration</a> <a href="#ExprLoopValue">Loop value</a> <a href="#ExprLoot">Loot</a> <a href="#ExprLore">Lore</a> <a href="#ExprLoveTime">Love Time</a> <a href="#ExprLowestHighestSolidBlock">Lowest/Highest Solid Block</a> <a href="#ExprMOTD">MOTD</a> <a href="#ExprMaxDurability">Max Durability</a> <a href="#ExprMaxHealth">Max Health</a> <a href="#ExprMaxItemUseTime">Max Item Use Time</a> <a href="#ExprMaxMinecartSpeed">Max Minecart Speed</a> <a href="#ExprMaxPlayers">Max Players</a> <a href="#ExprMaxFreezeTicks">Maximum Freeze Time</a> <a href="#ExprMaxStack">Maximum Stack Size</a> <a href="#ExprMe">Me</a> <a href="#ExprMendingRepairAmount">Mending Repair Amount</a> <a href="#ExprMessage">Message</a> <a href="#ExprMetadata">Metadata</a> <a href="#ExprMiddleOfLocation">Middle of Location</a> <a href="#ExprMinecartDerailedFlyingVelocity">Minecart Derailed / Flying Velocity</a> <a href="#ExprBalance">Money</a> <a href="#ExprMoonPhase">Moon Phase</a> <a href="#ExprPushedBlocks">Moved blocks</a> <a href="#ExprName">Name / Display Name / Tab List Name</a> <a href="#ExprName-2">Name / Display Name / Tab List Name</a> <a href="#ExprNamed">Named Item/Inventory</a> <a href="#ExprNearestEntity">Nearest Entity</a> <a href="#LitNewLine">New Line</a> <a href="#ExprNoDamageTicks">No Damage Ticks</a> <a href="#ExprNow">Now</a> <a href="#ExprNumberOfCharacters">Number of Characters</a> <a href="#ExprNumbers">Numbers</a> <a href="#ExprOfflinePlayers">Offline players</a> <a href="#ExprOnlinePlayersCount">Online Player Count</a> <a href="#ExprOpenedInventory">Opened Inventory</a> <a href="#ExprParse">Parse</a> <a href="#ExprParseError">Parse Error</a> <a href="#ExprPassenger">Passenger</a> <a href="#ExprPercent">Percent of</a> <a href="#LitPi">Pi</a> <a href="#ExprPickupDelay">Pickup Delay</a> <a href="#ExprPing">Ping</a> <a href="#ExprPlain">Plain Item</a> <a href="#ExprPlayerChatCompletions">Player Chat Completions</a> <a href="#ExprCurrentInputKeys">Player Input Keys</a> <a href="#ExprPlayerlistHeaderFooter">Player List Header and Footer</a> <a href="#ExprPlayerProtocolVersion">Player Protocol Version</a> <a href="#ExprSkull">Player Skull</a> <a href="#ExprPlayerWeather">Player Weather</a> <a href="#ExprPortal">Portal</a> <a href="#ExprPortalCooldown">Portal Cooldown</a> <a href="#ExprPotionEffect">Potion Effect</a> <a href="#ExprPotionEffectTier">Potion Effect Tier</a> <a href="#ExprPotionEffects">Potion Effects</a> <a href="#ExprPrefixSuffix">Prefix/Suffix</a> <a href="#ExprProjectileCriticalState">Projectile Critical State</a> <a href="#ExprProtocolVersion">Protocol Version</a> <a href="#ExprQuitReason">Quit Reason</a> <a href="#ExprRandom">Random</a> <a href="#ExprRandomCharacter">Random Character</a> <a href="#ExprRandomNumber">Random Numbers</a> <a href="#ExprRandomUUID">Random UUID</a> <a href="#ExprRawName">Raw Name</a> <a href="#ExprRawString">Raw String</a> <a href="#ExprReadiedArrow">Readied Arrow/Bow</a> <a href="#ExprRedstoneBlockPower">Redstone Block Power</a> <a href="#ExprRegion">Region</a> <a href="#ExprMembersOfRegion">Region Members & Owners</a> <a href="#ExprRegionsAt">Regions At</a> <a href="#ExprRemainingAir">Remaining Air</a> <a href="#ExprRepeat">Repeat String</a> <a href="#ExprResonatingTime">Resonating Time</a> <a href="#ExprCharges">Respawn Anchor Charges</a> <a href="#ExprRespawnLocation">Respawn location</a> <a href="#ExprReversedList">Reversed List</a> <a href="#ExprRingingTime">Ringing Time</a> <a href="#ExprRotate">Rotated Quaternion/Vector</a> <a href="#ExprQuaternionAxisAngle">Rotation Axis/Angle</a> <a href="#ExprRound">Rounding</a> <a href="#ExprSaturation">Saturation</a> <a href="#ExprScoreboardTags">Scoreboard Tags</a> <a href="#ExprScript">Script Name</a> <a href="#ExprSeaLevel">Sea Level</a> <a href="#ExprSeaPickles">Sea Pickles</a> <a href="#ExprSentCommands">Sent Command List</a> <a href="#ExprServerIcon">Server Icon</a> <a href="#ExprSets">Sets</a> <a href="#ExprShooter">Shooter</a> <a href="#ExprShuffledList">Shuffled List</a> <a href="#ExprSignText">Sign Text</a> <a href="#ExprSkullOwner">Skull Owner</a> <a href="#ExprSlotIndex">Slot Index</a> <a href="#ExprSortedList">Sorted List</a> <a href="#ExprSourceBlock">Source Block</a> <a href="#ExprSpawn">Spawn</a> <a href="#ExprSpawnReason">Spawn Reason</a> <a href="#ExprSpawnerType">Spawner Type</a> <a href="#ExprSpecialNumber">Special Number</a> <a href="#ExprSpectatorTarget">Spectator Target</a> <a href="#ExprSpeed">Speed</a> <a href="#ExprSubstring">Substring</a> <a href="#ExprTPS">TPS (ticks per second)</a> <a href="#ExprTamer">Tamer</a> <a href="#ExprTarget">Target</a> <a href="#ExprTargetedBlock">Targeted Block</a> <a href="#ExprTeleportCause">Teleport Cause</a> <a href="#ExprTemperature">Temperature</a> <a href="#ExprTernary">Ternary</a> <a href="#ExprTextDisplayAlignment">Text Display Alignment</a> <a href="#ExprTextDisplayLineWidth">Text Display Line Width</a> <a href="#ExprTextDisplayOpacity">Text Display Opacity</a> <a href="#ExprTextOf">Text Of</a> <a href="#ExprEgg">The Egg</a> <a href="#ExprTime">Time</a> <a href="#ExprTimePlayed">Time Played</a> <a href="#ExprTimeSince">Time Since/Until</a> <a href="#ExprTimespanDetails">Timespan Details</a> <a href="#ExprTool">Tool</a> <a href="#ExprTotalExperience">Total Experience</a> <a href="#ExprTransformReason">Transform Reason</a> <a href="#ExprTypeOf">Type of</a> <a href="#ExprUUID">UUID</a> <a href="#ExprUnbreakable">Unbreakable Items</a> <a href="#ExprUnixDate">Unix Date</a> <a href="#ExprUnixTicks">Unix Timestamp</a> <a href="#ExprValueWithin">Value Within</a> <a href="#ExprXYZComponent">Vector/Quaternion - WXYZ Component</a> <a href="#ExprVectorAngleBetween">Vectors - Angle Between</a> <a href="#ExprLocationFromVector">Vectors - Create Location from Vector</a> <a href="#ExprVectorFromDirection">Vectors - Create from Direction</a> <a href="#ExprVectorFromXYZ">Vectors - Create from XYZ</a> <a href="#ExprVectorCrossProduct">Vectors - Cross Product</a> <a href="#ExprVectorCylindrical">Vectors - Cylindrical Shape</a> <a href="#ExprVectorDotProduct">Vectors - Dot Product</a> <a href="#ExprVectorLength">Vectors - Length</a> <a href="#ExprLocationVectorOffset">Vectors - Location Vector Offset</a> <a href="#ExprVectorNormalize">Vectors - Normalized</a> <a href="#ExprVectorRandom">Vectors - Random Vector</a> <a href="#ExprVectorSpherical">Vectors - Spherical Shape</a> <a href="#ExprVectorSquaredLength">Vectors - Squared Length</a> <a href="#ExprVectorBetweenLocations">Vectors - Vector Between Locations</a> <a href="#ExprVectorProjection">Vectors - Vector Projection</a> <a href="#ExprVectorOfLocation">Vectors - Vector from Location</a> <a href="#ExprVectorFromYawAndPitch">Vectors - Vector from Pitch and Yaw</a> <a href="#ExprVelocity">Vectors - Velocity</a> <a href="#ExprVehicle">Vehicle</a> <a href="#ExprVersion">Version</a> <a href="#ExprVersionString">Version String</a> <a href="#ExprPlayerViewDistance">View Distance</a> <a href="#ExprClientViewDistance">View Distance of Client</a> <a href="#ExprWeather">Weather</a> <a href="#ExprWhether">Whether</a> <a href="#ExprWhitelist">Whitelist</a> <a href="#ExprWithFireResistance">With Fire Resistance</a> <a href="#ExprWorld">World</a> <a href="#ExprWorldEnvironment">World Environment</a> <a href="#ExprSeed">World Seed</a> <a href="#ExprWorldFromName">World from Name</a> <a href="#ExprWorlds">Worlds</a> <a href="#ExprTimes">X Times</a> <a href="#ExprXOf">X of Item</a> <a href="#ExprYawPitch">Yaw / Pitch</a> </div> </nav> <h1 id="nav-title">Expressions</h1> <div id="content"> <div class="item-wrapper type-Expression" id="ExprAbsorbedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Absorbed blocks</h1> <a href="#ExprAbsorbedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] absorbed blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#sponge_absorb">sponge absorb</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The blocks absorbed by a sponge block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the absorbed blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprActiveItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Active Item</h1> <a href="#ExprActiveItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (raised|active) (tool|item|weapon) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (raised|active) (tool|item|weapon)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> Returns the item the entities are currently using (ie: the food they're eating, the bow they're drawing back, etc.). This cannot be changed. If an entity is not using any item, this will return null. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim's active tool is a bow:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;interrupt player's active item use </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntityItemUseTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Active Item Use Time</h1> <a href="#ExprEntityItemUseTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [elapsed|remaining] (item|tool) us[ag]e time of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [elapsed|remaining] (item|tool) us[ag]e time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the time that the entities have either spent using an item, or the time left for them to finish using an item. If an entity is not using any item, this will return 0 seconds. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast player's remaining item use time<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast player's item use time </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAffectedEntities" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Affected Entities</h1> <a href="#ExprAffectedEntities" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] affected entities</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#livingentity">Living Entity</a></td> </tr> </table> <div class="item-description"> The affected entities in the <a href='events.html#aoe_cloud_effect'>area cloud effect</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on area cloud effect:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop affected entities:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if loop-value is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "WARNING: you've step on an area effect cloud!" to loop-value </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Age of Block/Entity</h1> <a href="#ExprAge" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [max[imum]] age of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%'[s] [max[imum]] age</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns the age or maximum age of blocks and age for entities (there in no maximum age for entities). For blocks, 'Age' represents the different growth stages that a crop-like block can go through. A value of 0 indicates that the crop was freshly planted, whilst a value equal to 'maximum age' indicates that the crop is ripe and ready to be harvested. For entities, 'Age' represents the time left for them to become adults and it's in minus increasing to be 0 which means they're adults, e.g. A baby cow needs 20 minutes to become an adult which equals to 24,000 ticks so their age will be -24000 once spawned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Set targeted crop to fully grown crop<br>set age of targeted block to maximum age of targeted block<br> <br># Spawn a baby cow that will only need 1 minute to become an adult<br>spawn a baby cow at player<br>set age of last spawned entity to -1200 # in ticks = 60 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAllBannedEntries" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Banned Players/IPs</h1> <a href="#ExprAllBannedEntries" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] banned (players|(ips|ip addresses))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Obtains the list of all banned players or IP addresses. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /banlist:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send all the banned players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAllGroups" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Groups</h1> <a href="#ExprAllGroups" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">all groups</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, a permission plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> All the groups a player can have. This expression requires Vault and a compatible permissions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /group &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if argument is "list":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "%all groups%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOps" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Operators</h1> <a href="#ExprOps" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] [server] [non(-| )]op[erator]s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> The list of operators on the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_ops::*} to all operators </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPermissions" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Permissions</h1> <a href="#ExprPermissions" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] permissions (from|of) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] %<a href='./classes.html#player'>players</a>%'[s] permissions</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev33</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all permissions of the defined player(s). Note that the modifications to resulting list do not actually change permissions. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_permissions::*} to all permissions of the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprScripts" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Scripts</h1> <a href="#ExprScripts" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [of the]|the] scripts [without ([subdirectory] paths|parents)]</li> <li class="skript-code-block">[all [of the]|the] (enabled|loaded) scripts [without ([subdirectory] paths|parents)]</li> <li class="skript-code-block">[all [of the]|the] (disabled|unloaded) scripts [without ([subdirectory] paths|parents)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all of the scripts, or just the enabled or disabled ones. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /scripts:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "All Scripts: %scripts%" to player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Loaded Scripts: %enabled scripts%" to player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Unloaded Scripts: %disabled scripts%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAllCommands" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All commands</h1> <a href="#ExprAllCommands" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the|all [of] the)] [registered] [script] commands</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all registered commands or all script commands. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "Number of all commands: %size of all commands%"<br>send "Number of all script commands: %size of all script commands%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAlphabetList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Alphabetical Sort</h1> <a href="#ExprAlphabetList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">alphabetically sorted %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev18b</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Sorts given strings in alphabetical order. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_list::*} to alphabetically sorted {_strings::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAltitude" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Altitude</h1> <a href="#ExprAltitude" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] altitude[s] of %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] altitude[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Effectively an alias of 'y-<a href='#ExprCoordinate'>coordinate</a> of …', it represents the height of some object above bedrock. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;altitude of the attacker is higher than the altitude of the victim<br>&nbsp;&nbsp;&nbsp;&nbsp;set damage to damage * 1.2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Amount</h1> <a href="#ExprAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (amount|number|size) of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] recursive (amount|number|size) of %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The amount of something. Please note that <code>amount of %items%</code> will not return the number of items, but the number of stacks, e.g. 1 for a stack of 64 torches. To get the amount of items in a stack, see the <a href='#ExprItemAmount'>item amount</a> expression.<p>Also, you can get the recursive size of a list, which will return the recursive size of the list with sublists included, e.g.<p><pre> {list::*} Structure<br> ├──── {list::1}: 1<br> ├──── {list::2}: 2<br> │ ├──── {list::2::1}: 3<br> │ │ └──── {list::2::1::1}: 4<br> │ └──── {list::2::2}: 5<br> └──── {list::3}: 6 </pre><p>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! </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "There are %number of all players% players online!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAmountOfItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Amount of Items</h1> <a href="#ExprAmountOfItems" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (amount|number) of %<a href='./classes.html#itemtype'>item types</a>% (in|of) %<a href='./classes.html#inventory'>inventories</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Counts how many of a particular <a href='./classes.html#itemtype'>item type</a> are in a given inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You have %number of ores in the player's inventory% ores in your inventory." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAnvilRepairCost" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Anvil Repair Cost</h1> <a href="#ExprAnvilRepairCost" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [anvil] [item] [max[imum]] repair cost [of %<a href='./classes.html#inventory'>inventories</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>%'[s] [anvil] [item] [max[imum]] repair cost</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns the experience cost (in levels) to complete the current repair or the maximum experience cost (in levels) to be allowed by the current repair. The default value of max cost set by vanilla Minecraft is 40. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {AnvilRepairSaleActive} = true:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;wait a tick # recommended, to avoid client bugs<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set anvil repair cost to anvil repair cost * 50%<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Anvil repair sale is ON!" to player<br><br>on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;player have permission "anvil.repair.max.bypass"<br>&nbsp;&nbsp;&nbsp;&nbsp;set max repair cost of event-inventory to 99999 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAnvilText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Anvil Text Input</h1> <a href="#ExprAnvilText" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] anvil [inventory] (rename|text) input of %<a href='./classes.html#inventory'>inventories</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>%'[s] anvil [inventory] (rename|text) input</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> An expression to get the name to be applied to an item in an anvil inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;type of event-inventory is anvil inventory<br>&nbsp;&nbsp;&nbsp;&nbsp;if the anvil text input of the event-inventory is "FREE OP":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ban player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAppliedEnchantments" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Applied Enchantments</h1> <a href="#ExprAppliedEnchantments" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] applied enchant[ment]s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant">enchant</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#enchantmenttype">Enchantment Type</a></td> </tr> </table> <div class="item-description"> The applied enchantments in an enchant event. Deleting or removing the applied enchantments will prevent the item's enchantment. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the applied enchantments to sharpness 10 and fire aspect 5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArgument" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Argument</h1> <a href="#ExprArgument" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last arg[ument]</li> <li class="skript-code-block">[the] arg[ument](-| )&lt;(\d+)&gt;</li> <li class="skript-code-block">[the] &lt;(\d*1)st|(\d*2)nd|(\d*3)rd|(\d*[4-90])th&gt; arg[ument][s]</li> <li class="skript-code-block">[(all [[of] the]|the)] arg[ument][s]</li> <li class="skript-code-block">[the] %*<a href='./classes.html#classinfo'>type</a>%( |-)arg[ument][( |-)&lt;\d+&gt;]</li> <li class="skript-code-block">[the] arg[ument]( |-)%*<a href='./classes.html#classinfo'>type</a>%[( |-)&lt;\d+&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.7 (support for command events)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Usable in script commands and command events. Holds the value of an argument given to the command, e.g. if the command "/tell &lt;player&gt; &lt;text&gt;" is used like "/tell Njol Hello Njol!" argument 1 is the player named "Njol" and argument 2 is "Hello Njol!". One can also use the type of the argument instead of its index to address the argument, e.g. in the above example 'player-argument' is the same as 'argument 1'. Please note that specifying the argument type is only supported in script commands. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give the item-argument to the player-argument<br>damage the player-argument by the number-argument<br>give a diamond pickaxe to the argument<br>add argument 1 to argument 2<br>heal the last argument </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArithmetic" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arithmetic</h1> <a href="#ExprArithmetic" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]+[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]+[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]+[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]+[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]-[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]-[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]-[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]-[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]*[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]*[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]*[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]*[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]/[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]/[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]/[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]/[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]^[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]^[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]^[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]^[ ]%<a href='./classes.html#object'>object</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Arithmetic expressions, e.g. 1 + 2, (health of player - 2) / 3, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's health to 10 - the player's health<br>loop (argument + 2) / 5 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Two useless numbers: %loop-num * 2 - 5%, %2^loop-num - 1%"<br>message "You have %health of player * 2% half hearts of HP!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArmorSlot" data-keywords="armor"> <div class="item-title"> <h1 style="display: inline-block">Armour Slot</h1> <a href="#ExprArmorSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (((boots|shoes)|leg[ging]s|chestplate[s]|helmet[s]) [(item|slot)]|armo[u]r[s]) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (((boots|shoes)|leg[ging]s|chestplate[s]|helmet[s]) [(item|slot)]|armo[u]r[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (Armour)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> Equipment of living entities, i.e. the boots, leggings, chestplate or helmet. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set chestplate of the player to a diamond chestplate<br>helmet of player is neither a helmet nor air # player is wearing a block, e.g. from another plugin </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttachedBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arrow Attached Block</h1> <a href="#ExprAttachedBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (attached|hit) block of %<a href='./classes.html#projectile'>projectiles</a>%</li> <li class="skript-code-block">%<a href='./classes.html#projectile'>projectiles</a>%'[s] (attached|hit) block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Returns the attached block of an arrow. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set hit block of last shot arrow to diamond block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArrowKnockbackStrength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arrow Knockback Strength</h1> <a href="#ExprArrowKnockbackStrength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] arrow knockback strength of %<a href='./classes.html#projectile'>projectiles</a>%</li> <li class="skript-code-block">%<a href='./classes.html#projectile'>projectiles</a>%'[s] arrow knockback strength</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> An arrow's knockback strength. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on shoot:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-projectile is an arrow<br>&nbsp;&nbsp;&nbsp;&nbsp;set arrow knockback strength of event-projectile to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArrowsStuck" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arrows Stuck</h1> <a href="#ExprArrowsStuck" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[number of] arrow[s] stuck in %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of arrows stuck in a living entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set arrows stuck in player to 5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttackCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attack Cooldown</h1> <a href="#ExprAttackCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] attack cooldown of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] attack cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns the current cooldown for a player's attack. This is used to calculate damage, with 1.0 representing a fully charged attack and 0.0 representing a non-charged attack. NOTE: Currently this can not be set to anything. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;if attack cooldown of attacker &lt; 1:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set damage to 0<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Your hit was too weak! wait until your weapon is fully charged next time." to attacker </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttacked" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attacked</h1> <a href="#ExprAttacked" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (attacked|damaged|victim) [&lt;(.+)&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3, 2.6.1 (projectile hit event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a>, <a href="events.html#death">death</a>, <a href="events.html#projectile_hit">projectile hit</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The victim of a damage event, e.g. when a player attacks a zombie this expression represents the zombie. When using Minecraft 1.11+, this also covers the hit entity in a projectile hit event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is a creeper<br>&nbsp;&nbsp;&nbsp;&nbsp;damage the attacked by 1 heart </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttacker" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attacker</h1> <a href="#ExprAttacker" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (attacker|damager)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a>, <a href="events.html#death">death</a>, <a href="events.html#destroy">destroy</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The attacker of a damage event, e.g. when a player attacks a zombie this expression represents the player. Please note that the attacker can also be a block, e.g. a cactus or lava, but this expression will not be set in these cases. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;attacker is a player<br>&nbsp;&nbsp;&nbsp;&nbsp;health of attacker is less than or equal to 2<br>&nbsp;&nbsp;&nbsp;&nbsp;damage victim by 1 heart </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBarterDrops" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Barter Drops</h1> <a href="#ExprBarterDrops" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [piglin] barter[ing] drops</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> The items dropped by the piglin in a piglin bartering event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piglin barter:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the bartering drops contain a jack-o-lantern:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove jack-o-lantern from bartering output<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "it's not halloween yet!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBarterInput" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Barter Input</h1> <a href="#ExprBarterInput" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [piglin] barter[ing] input</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> The item picked up by the piglin in a piglin bartering event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piglin barter:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the bartering input is a gold ingot:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "my precious..." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Bed</h1> <a href="#ExprBed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [((safe|valid)|(unsafe|invalid))] bed[s] [location[s]] of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] [((safe|valid)|(unsafe|invalid))] bed[s] [location[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.7 (offlineplayers, safe bed)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Returns the bed location of a player, i.e. the spawn point of a player if they ever slept in a bed and the bed still exists and is unobstructed however, you can set the unsafe bed location of players and they will respawn there even if it has been obstructed or doesn't exist anymore and that's the default behavior of this expression otherwise you will need to be specific i.e. <code>safe bed location</code>.<p>NOTE: Offline players can not have their bed location changed, only online players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if bed of player exists:<br>&nbsp;&nbsp;&nbsp;&nbsp;teleport player the the player's bed<br>else:<br>&nbsp;&nbsp;&nbsp;&nbsp;teleport the player to the world's spawn point<br><br>set the bed location of player to spawn location of world("world") # unsafe/invalid bed location<br>set the safe bed location of player to spawn location of world("world") # safe/valid bed location </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBiome" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Biome</h1> <a href="#ExprBiome" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] biome [(of|%<a href='./classes.html#direction'>direction</a>%) %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] biome</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4, 2.6.1 (3D biomes)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#biome">Biome</a></td> </tr> </table> <div class="item-description"> The biome at a certain location. Please note that biomes are only defined for x/z-columns (i.e. the <a href='#ExprAltitude'>altitude</a> (y-coordinate) doesn't matter), up until Minecraft 1.15.x. As of Minecraft 1.16, biomes are now 3D (per block vs column). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # damage player in deserts constantly<br>every real minute:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;biome at loop-player is desert<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;damage the loop-player by 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block</h1> <a href="#ExprBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block is ore<br>set block below to air<br>spawn a creeper above the block<br>loop blocks in radius 4:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-block is obsidian<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to water<br>block is a chest:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the inventory of the block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlock-2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block</h1> <a href="#ExprBlock-2" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] block %<a href='./classes.html#direction'>direction</a>% [%<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block is ore<br>set block below to air<br>spawn a creeper above the block<br>loop blocks in radius 4:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-block is obsidian<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to water<br>block is a chest:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the inventory of the block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBreakSpeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Break Speed</h1> <a href="#ExprBreakSpeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] break speed[s] [of %<a href='./classes.html#block'>blocks</a>%] [for %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#block'>block</a>%'[s] break speed[s] [for %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.17+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Gets the speed at which the given player would break this block, taking into account tools, potion effects, whether or not the player is in water, enchantments, etc. The returned value is the amount of progress made in breaking the block each tick. When the total breaking progress reaches 1.0, the block is broken. Note that the break speed can change in the course of breaking a block, e.g. if a potion effect is applied or expires, or the player jumps/enters water. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on left click using diamond pickaxe:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-block is set<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Break Speed: %break speed for player%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Data</h1> <a href="#ExprBlockData" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] block[ ]data of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#display'>displays</a>%'[s] block[ ]data</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.5.2 (set), INSERT VERSION (block displays)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#blockdata">Block Data</a></td> </tr> </table> <div class="item-description"> Get the <a href='classes.html#blockdata'>block data</a> associated with a block. This data can also be used to set blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_data} to block data of target block<br>set block at player to {_data}<br><br>set block data of target block to oak_stairs[facing=south;waterlogged=true] </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockHardness" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Hardness</h1> <a href="#ExprBlockHardness" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [block] hardness of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [block] hardness</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Obtains the block's hardness level (also known as "strength"). This number is used to calculate the time required to break each block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_hard} to block hardness of target block<br>if block hardness of target block &gt; 5: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockSound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Sound</h1> <a href="#ExprBlockSound" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (break|fall|hit|place|step) sound[s] of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>/<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>/<a href='./classes.html#itemtype'>item types</a>%'[s] (break|fall|hit|place|step) sound[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Gets the sound that a given block, blockdata, or itemtype will use in a specific scenario. This will return a string in the form of "SOUND_EXAMPLE", which can be used in the play sound syntax.<p>Check out <a href="https://minecraft.wiki/w/Sounds.json">this website</a> for a list of sounds in Minecraft, or <a href="https://minecraft.wiki/w/Sound">this one</a> to go to the Sounds wiki page. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play sound (break sound of dirt) at all players<br>set {_sounds::*} to place sounds of dirt, grass block, blue wool and stone </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockSphere" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Sphere</h1> <a href="#ExprBlockSphere" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] blocks in radius %<a href='./classes.html#number'>number</a>% [(of|around) %<a href='./classes.html#location'>location</a>%]</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks around %<a href='./classes.html#location'>location</a>% in radius %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> All blocks in a sphere around a center, mostly useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop blocks in radius 5 around the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to air </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Blocks</h1> <a href="#ExprBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] blocks %<a href='./classes.html#direction'>direction</a>% [%<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks from %<a href='./classes.html#location'>location</a>% [on] %<a href='./classes.html#direction'>direction</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks from %<a href='./classes.html#location'>location</a>% to %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks between %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks (in|within) %<a href='./classes.html#chunk'>chunk</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.5.1 (within/cuboid/chunk)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Blocks relative to other blocks or between other blocks. Can be used to get blocks relative to other blocks or for looping. Blocks from/to and between will return a straight line whereas blocks within will return a cuboid. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop blocks above the player:<br>loop blocks between the block below the player and the targeted block:<br>set the blocks below the player, the victim and the targeted block to air<br>set all blocks within {loc1} and {loc2} to stone<br>set all blocks within chunk at player to air </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlocksInRegion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Blocks in Region</h1> <a href="#ExprBlocksInRegion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the)] blocks (in|of) [[the] region[s]] %<a href='./classes.html#region'>regions</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> All blocks in a <a href='./classes.html#region'>region</a>. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all blocks in the region {arena.%{faction.%player%}%}:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the loop-block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBookAuthor" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Book Author</h1> <a href="#ExprBookAuthor" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [book] (author|writer|publisher) of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [book] (author|writer|publisher)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The author of a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Title: %author of event-item%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBookPages" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Book Pages</h1> <a href="#ExprBookPages" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] [book] (pages|content) of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%'[s] [book] (pages|content)</li> <li class="skript-code-block">[book] page %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%'[s] [book] page %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31, 2.7 (changers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The pages of a book (Supports Skript's chat format) Note: In order to modify the pages of a new written book, you must have the title and author of the book set. Skript will do this for you, but if you want your own, please set those values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Pages: %pages of event-item%"<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Page 1: %page 1 of event-item%"<br><br>set page 1 of player's held item to "Book writing" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBookTitle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Book Title</h1> <a href="#ExprBookTitle" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] book (name|title) of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] book (name|title)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The title of a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Title: %title of event-item%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBreedingFamily" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Breeding Family</h1> <a href="#ExprBreedingFamily" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] breeding mother</li> <li class="skript-code-block">[the] breeding father</li> <li class="skript-code-block">[the] [bred] (offspring|child)</li> <li class="skript-code-block">[the] breeder</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#livingentity">Living Entity</a></td> </tr> </table> <div class="item-description"> Represents family members within a breeding event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on breeding:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "When a %breeding mother% and %breeding father% love each other very much, they make a %bred offspring%" to breeder </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBurnCookTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Burn/Cook Time</h1> <a href="#ExprBurnCookTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] burn[ing] time</li> <li class="skript-code-block">[the] (burn|cook)[ing] time of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (burn|cook)[ing] time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The time a furnace takes to burn an item in a <a href='events.html#fuel_burn'>fuel burn</a> event. Can also be used to change the burn/cook time of a placed furnace. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fuel burn:<br>&nbsp;&nbsp;&nbsp;&nbsp;if fuel slot is coal:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set burning time to 1 tick </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprStringCase" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Case Text</h1> <a href="#ExprStringCase" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in (upper|lower)[ ]case</li> <li class="skript-code-block">(upper|lower)[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">capitali(s|z)ed %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lenient|strict) ](proper|title)[ ]case</li> <li class="skript-code-block">[(lenient|strict) ](proper|title)[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lenient|strict) ]camel[ ]case</li> <li class="skript-code-block">[(lenient|strict) ]camel[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lenient|strict) ]pascal[ ]case</li> <li class="skript-code-block">[(lenient|strict) ]pascal[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lower|upper|capital|screaming)[ ]]snake[ ]case</li> <li class="skript-code-block">[(lower|upper|capital|screaming)[ ]]snake[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lower|upper|capital)[ ]]kebab[ ]case</li> <li class="skript-code-block">[(lower|upper|capital)[ ]]kebab[ ]case %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16 (lowercase and uppercase), 2.5 (advanced cases)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Copy of given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, and Kebab-Case </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> "Oops!" in lowercase # oops!<br>"oops!" in uppercase # OOPS!<br>"hellO i'm steve!" in proper case # HellO I'm Steve!<br>"hellO i'm steve!" in strict proper case # Hello I'm Steve!<br>"spAwn neW boSs ()" in camel case # spAwnNeWBoSs()<br>"spAwn neW boSs ()" in strict camel case # spawnNewBoss()<br>"geneRate ranDom numBer ()" in pascal case # GeneRateRanDomNumBer()<br>"geneRate ranDom numBer ()" in strict pascal case # GenerateRandomNumber()<br>"Hello Player!" in snake case # Hello_Player!<br>"Hello Player!" in lower snake case # hello_player!<br>"Hello Player!" in upper snake case # HELLO_PLAYER!<br>"What is your name?" in kebab case # What-is-your-name?<br>"What is your name?" in lower kebab case # what-is-your-name?<br>"What is your name?" in upper kebab case # WHAT-IS-YOUR-NAME? </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCodepoint" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Character Codepoint</h1> <a href="#ExprCodepoint" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [unicode|character] code([ ]point| position) of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>%'[s] [unicode|character] code([ ]point| position)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns the Unicode codepoint of a character </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function is_in_order(letters: strings) :: boolean:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop {_letters::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {_codepoint} to codepoint of lowercase loop-value<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false if {_codepoint} is not set # 'loop-value is not a single character'<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{_previous-codepoint} is set<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# if the codepoint of the current character is not<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1 more than the codepoint of the previous character<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# then the letters are not in order<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{_codepoint} - {_previous-codepoint} is not 1<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {_previous-codepoint} to {_codepoint}<br>&nbsp;&nbsp;&nbsp;&nbsp;return true </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCharacterFromCodepoint" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Character from Codepoint</h1> <a href="#ExprCharacterFromCodepoint" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">character (from|at|with) code([ ]point| position) %integer%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns the character at the specified codepoint </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function chars_between(lower: string, upper: string) :: strings:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_lower} to codepoint of {_lower}<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_none} if {_lower} is not set<br><br>&nbsp;&nbsp;&nbsp;&nbsp;set {_upper} to codepoint of {_upper}<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_none} if {_upper} is not set<br><br>&nbsp;&nbsp;&nbsp;&nbsp;loop integers between {_lower} and {_upper}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add character from codepoint loop-value to {_chars::*}<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_chars::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCharacters" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Characters Between</h1> <a href="#ExprCharacters" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] [alphanumeric] characters (between|from) %<a href='./classes.html#string'>text</a>% (and|to) %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> All characters between two given characters, useful for generating random strings. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. The <a href="https://www.asciitable.com/">ASCII table linked here</a> shows this ordering for the first 256 characters. If you would like only alphanumeric characters you can use the 'alphanumeric' option in the expression. If strings of more than one character are given, only the first character of each is used. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop characters from "a" to "f":<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-value%"<br><br># 0123456789:;&lt;=&gt;?@ABC... ...uvwxyz<br>send characters between "0" and "z"<br><br># 0123456789ABC... ...uvwxyz<br>send alphanumeric characters between "0" and "z" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChatFormat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chat Format</h1> <a href="#ExprChatFormat" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (message|chat) format[ting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Can be used to get/retrieve the chat format. The sender of a message is represented by [player] or [sender], and the message by [message] or [msg]. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the chat format to "&amp;lt;yellow&amp;gt;[player]&amp;lt;light gray&amp;gt;: &amp;lt;green&amp;gt;[message]" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChatRecipients" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chat Recipients</h1> <a href="#ExprChatRecipients" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[chat][( |-)]recipients</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-v7, 2.2-dev35 (clearing recipients)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> Recipients of chat events where this is called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> chat recipients </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChunk" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chunk</h1> <a href="#ExprChunk" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] chunk[s] (of|%<a href='./classes.html#direction'>directions</a>%) %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] chunk[s]</li> <li class="skript-code-block">[(all [[of] the]|the)] loaded chunks (of|in) %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.8.0 (loaded chunks)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#chunk">Chunk</a></td> </tr> </table> <div class="item-description"> Returns the <a href='./classes.html#chunk'>chunk</a> of a block, location or entity is in, or a list of the loaded chunks of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add the chunk at the player to {protected chunks::*}<br>set {_chunks::*} to the loaded chunks of the player's world </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprClicked" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Clicked Block/Entity/Inventory/Slot</h1> <a href="#ExprClicked" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (clicked [enchant[ment]] (button|option)|clicked (block|%*<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#entitydata'>entity type</a>%)|clicked slot|clicked inventory|click (type|action)|inventory action)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2-dev35 (more clickable things)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#click">click</a>, <a href="events.html#inventory_click">inventory click</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The clicked block, entity, inventory, inventory slot, inventory click type or inventory action. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You clicked on a %type of clicked entity%!"<br>if the clicked block is a chest:<br>&nbsp;&nbsp;&nbsp;&nbsp;show the inventory of the clicked block to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprColorOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Color of</h1> <a href="#ExprColorOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] colo[u]r[s] of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#fireworkeffect'>firework effects</a>/<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#fireworkeffect'>firework effects</a>/<a href='./classes.html#display'>displays</a>%'[s] colo[u]r[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2, INSERT VERSION (displays)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#color">Color</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#color'>color</a> of an item, entity, block, firework effect, or text display. This can also be used to color chat messages with "&lt;%color of ...%&gt;this text is colored!". Do note that firework effects support setting, adding, removing, resetting, and deleting; text displays support setting and resetting; and items, entities, and blocks only support setting, and only for very few items/blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on click on wool:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "This wool block is &lt;%color of block%&gt;%color of block%&lt;reset&gt;!"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the color of the block to black </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprColoured" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Colored / Uncolored</h1> <a href="#ExprColoured" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(colo[u]r-|colo[u]red )%<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">(format-|formatted )%<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">(un|non)[-](colo[u]r-|colo[u]red |format-|formatted )%<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Parses &lt;color&gt;s and, optionally, chat styles in a message or removes any colors <i>and</i> chat styles from the message. Parsing all chat styles requires this expression to be used in same line with the <a href=effects.html#EffSend>send effect</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;set message to colored message # Safe; only colors get parsed<br>command /fade &amp;lt;player&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set display name of the player-argument to uncolored display name of the player-argument<br>command /format &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message formatted text-argument # Safe, because we're sending to whoever used this command </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command</h1> <a href="#ExprCommand" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (full|complete|whole) command</li> <li class="skript-code-block">[the] command [(label|alias)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.7 (support for script commands)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#command">command</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The command that caused an 'on command' event (excluding the leading slash and all arguments) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevent any commands except for the /exit command during some game<br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {game::%player%::playing} is true:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if the command is not "exit":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "You're not allowed to use commands during the game"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommandBlockCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Block Command</h1> <a href="#ExprCommandBlockCommand" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [command[ ]block] command of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%'[s] [command[ ]block] command</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Gets or sets the command associated with a command block or minecart with command block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send command of {_block}<br>set command of {_cmdMinecart} to "say asdf" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommandInfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Info</h1> <a href="#ExprCommandInfo" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] main command [label|name] [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] main command [label|name]</li> <li class="skript-code-block">[the] description [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] description</li> <li class="skript-code-block">[the] label [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] label</li> <li class="skript-code-block">[the] usage [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] usage</li> <li class="skript-code-block">[(all|the|all [of] the)] aliases [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] aliases</li> <li class="skript-code-block">[the] permission [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] permission</li> <li class="skript-code-block">[the] permission message [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] permission message</li> <li class="skript-code-block">[the] plugin [owner] [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] plugin [owner]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Get information about a command. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> main command label of command "skript"<br>description of command "help"<br>label of command "pl"<br>usage of command "help"<br>aliases of command "bukkit:help"<br>permission of command "/op"<br>command "op"'s permission message<br>command "sk"'s plugin owner<br><br>command /greet &lt;player&gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;usage: /greet &lt;target&gt;<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if arg-1 is sender:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;cYou can't greet yourself! Usage: %the usage%"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "%sender% greets you!" to arg-1<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You greeted %arg-1%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommandSender" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Sender</h1> <a href="#ExprCommandSender" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [command['s]] (sender|executor)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#command">command</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#commandsender">Command Sender</a></td> </tr> </table> <div class="item-description"> The player or the console who sent a command. Mostly useful in <a href='commands'>commands</a> and <a href='events.html#command'>command events</a>. If the command sender is a command block, its location can be retrieved by using %block's location% </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make the command sender execute "/say hi!"<br><br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "%executor% used command /%command% %arguments%" to "commands.log" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCompassTarget" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Compass Target</h1> <a href="#ExprCompassTarget" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] compass target of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] compass target</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location a player's compass is pointing at. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # make all player's compasses target a player stored in {compass::target::%player%}<br>every 5 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the loop-player's compass target to location of {compass::target::%%loop-player%} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="LitConsole" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Console</h1> <a href="#LitConsole" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (console|server)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#commandsender">Command Sender</a></td> </tr> </table> <div class="item-description"> Represents the server's console which can receive messages and execute commands </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> execute console command "/stop"<br>send "message to console" to the console </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCmdCooldownInfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cooldown Time/Remaining Time/Elapsed Time/Last Usage/Bypass Permission</h1> <a href="#ExprCmdCooldownInfo" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] remaining [time] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> <li class="skript-code-block">[the] elapsed [time] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> <li class="skript-code-block">[the] ((cooldown|wait) time|[wait] time of [the] (cooldown|wait) [(of|for) [the] [current] command])</li> <li class="skript-code-block">[the] last usage [date] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> <li class="skript-code-block">[the] [cooldown] bypass perm[ission] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev33</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Only usable in command events. Represents the cooldown time, the remaining time, the elapsed time, the last usage date, or the cooldown bypass permission. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /home:<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown: 10 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown message: You last teleported home %elapsed time% ago, you may teleport home again in %remaining time%.<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;teleport player to {home::%player%} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCoordinate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Coordinate</h1> <a href="#ExprCoordinate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (x|y|z)(-| )(coord[inate]|pos[ition]|loc[ation])[s] of %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] (x|y|z)(-| )(coord[inate]|pos[ition]|loc[ation])[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Represents a given coordinate of a location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's y-coordinate is smaller than 40:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Watch out for lava!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Creature/Entity/Player/Projectile/Villager/Powered Creeper/etc.</h1> <a href="#ExprEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]&lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The entity involved in an event (an entity is a player, a creature or an inanimate object like ignited TNT, a dropped item or an arrow). You can use the specific type of the entity that's involved in the event, e.g. in a 'death of a creeper' event you can use 'the creeper' instead of 'the entity'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give a diamond sword of sharpness 3 to the player<br>kill the creeper<br>kill all powered creepers in the wolf's world<br>projectile is an arrow </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCursorSlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cursor Slot</h1> <a href="#ExprCursorSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] cursor slot of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] cursor slot</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev17</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> The item which the player has on their inventory cursor. This slot is always empty if player has no inventory open. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> cursor slot of player is dirt<br>set cursor slot of player to 64 diamonds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChestInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Custom Chest Inventory</h1> <a href="#ExprChestInventory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] chest inventory (named|with name) %<a href='./classes.html#string'>text</a>% [with %<a href='./classes.html#number'>number</a>% row[s]]</li> <li class="skript-code-block">[a] [new] chest inventory with %<a href='./classes.html#number'>number</a>% row[s] [(named|with name) %<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34, 2.8.0 (chat format)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+ (chat format)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> Returns a chest inventory with the given amount of rows and the name. Use the <a href=effects.html#EffOpenInventory>open inventory</a> effect to open it. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open chest inventory with 1 row named "test" to player<br><br>set {_inventory} to a chest inventory with 1 row<br>set slot 4 of {_inventory} to a diamond named "example"<br>open {_inventory} to player<br><br>open chest inventory named "&lt;#00ff00&gt;hex coloured title!" with 6 rows to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCustomModelData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Custom Model Data</h1> <a href="#ExprCustomModelData" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [custom] model data of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [custom] model data</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.14+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Get/set the CustomModelData tag for an item. (Value is an integer between 0 and 99999999) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set custom model data of player's tool to 3<br>set {_model} to custom model data of player's tool </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDamage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage</h1> <a href="#ExprDamage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] damage</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.5, 2.8.0 (item damage event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Damage">Damage</a>, <a href="events.html#Vehicle_Damage">Vehicle Damage</a>, <a href="events.html#Item_Damage">Item Damage</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> How much damage is done in a entity/vehicle/item damage events. For entity damage events, possibly ignoring armour, criticals and/or enchantments (remember that in Skript '1' is one full heart, not half a heart). For items, it's the amount of durability damage the item will be taking. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-item is any tool<br>&nbsp;&nbsp;&nbsp;&nbsp;clear damage # unbreakable tools as the damage will be 0<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;increase the damage by 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDamageCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Cause</h1> <a href="#ExprDamageCause" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] damage (cause|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#damagecause">Damage Cause</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#damagecause'>damage cause</a> of a damage event. Please click on the link for more information. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> damage cause is lava, fire or burning </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDurability" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Value/Durability</h1> <a href="#ExprDurability" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (damage[s] [value[s]]|durabilit(y|ies)) of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%'[s] (damage[s] [value[s]]|durabilit(y|ies))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2, 2.7 (durability reversed)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The damage value/durability of an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set damage value of player's tool to 10<br>reset the durability of {_item}<br>set durability of player's held item to 0 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDamagedItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damaged Item</h1> <a href="#ExprDamagedItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with (damage|data) [value] %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% damaged by %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Directly damages an item. In MC versions 1.12.2 and lower, this can be used to apply data values to items/blocks </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give player diamond sword with damage value 100<br>set player's tool to diamond hoe damaged by 250<br>give player diamond sword with damage 700 named "BROKEN SWORD"<br>set {_item} to diamond hoe with damage value 50 named "SAD HOE"<br>set target block of player to wool with data value 1<br>set target block of player to potato plant with data value 7 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDateAgoLater" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Date Ago/Later</h1> <a href="#ExprDateAgoLater" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#timespan'>time span</a>% (ago|in the past|before [the] [date] %<a href='./classes.html#date'>date</a>%)</li> <li class="skript-code-block">%<a href='./classes.html#timespan'>time span</a>% (later|(from|after) [the] [date] %<a href='./classes.html#date'>date</a>%)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev33</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> A date the specified timespan before/after another date. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_yesterday} to 1 day ago<br>set {_hourAfter} to 1 hour after {someOtherDate}<br>set {_hoursBefore} to 5 hours before {someOtherDate} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDefaultValue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Default Value</h1> <a href="#ExprDefaultValue" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#object'>objects</a>% (otherwise|?) %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> A shorthand expression for giving things a default value. If the first thing isn't set, the second thing will be returned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast {score::%player's uuid%} otherwise "%player% has no score!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDifference" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Difference</h1> <a href="#ExprDifference" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">difference (between|of) %<a href='./classes.html#object'>object</a>% and %<a href='./classes.html#object'>object</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The difference between two values Supported types include <a href='./classes.html#number'>numbers</a>, <a href='./classes/#date'>dates</a> and <a href='./classes/#time'>times</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if difference between {command::%player%::lastuse} and now is smaller than a minute:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You have to wait a minute before using this command again!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDifficulty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Difficulty</h1> <a href="#ExprDifficulty" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] difficult(y|ies) of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] difficult(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#difficulty">Difficulty</a></td> </tr> </table> <div class="item-description"> The difficulty of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the difficulty of "world" to hard </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDirection" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Direction</h1> <a href="#ExprDirection" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(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) [%<a href='./classes.html#direction'>direction</a>%]</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] in [the] (direction|horizontal direction|facing|horizontal facing) of %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#block'>block</a>% [(of|from)]</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] in %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#block'>block</a>%'[s] (direction|horizontal direction|facing|horizontal facing) [(of|from)]</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] (in[ ]front [of]|forward[s]|behind|backwards|[to the] (right|left) [of])</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] horizontal[ly] (in[ ]front [of]|forward[s]|behind|backwards|to the (right|left) [of])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (basic), 2.0 (extended)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#direction">Direction</a></td> </tr> </table> <div class="item-description"> A helper expression for the <a href='classes.html#direction'>direction type</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> thrust the player upwards<br>set the block behind the player to water<br>loop blocks above the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_rand} to a random integer between 1 and 10<br>&nbsp;&nbsp;&nbsp;&nbsp;set the block {_rand} meters south east of the loop-block to stone<br>block in horizontal facing of the clicked entity from the player is air<br>spawn a creeper 1.5 meters horizontally behind the player<br>spawn a TNT 5 meters above and 2 meters horizontally behind the player<br>thrust the last spawned TNT in the horizontal direction of the player with speed 0.2<br>push the player upwards and horizontally forward at speed 0.5<br>push the clicked entity in in the direction of the player at speed -0.5<br>open the inventory of the block 2 blocks below the player to the player<br>teleport the clicked entity behind the player<br>grow a regular tree 2 meters horizontally behind the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayBillboard" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Billboard</h1> <a href="#ExprDisplayBillboard" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] bill[ |-]board[ing] [setting] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] bill[ |-]board[ing] [setting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#billboard">Display Billboard</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#billboard'>billboard</a> setting of <a href='classes.html#display'>displays</a>. This describes the axes/points around which the display can pivot. Displays spawn with the 'fixed' billboard by default. Resetting this expression will also set it to 'fixed'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set billboard of the last spawned text display to center </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayBrightness" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Brightness</h1> <a href="#ExprDisplayBrightness" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [block|sky] (light [level]|brightness) override[s] of %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] [block|sky] (light [level]|brightness) override[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns or changes the brightness override of <a href='classes.html#display'>displays</a>. Unmodified displays will not have a brightness override value set. Resetting or deleting this value will remove the override. Use the 'block' or 'sky' options to get/change specific values or get 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 will set both sky and block light to the given value. Make sure to set both block and sky levels to your desired values for the best results. Likewise, you can only clear the brightness override, you cannot clear/reset the sky/block values individually. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set sky light override of the last spawned text display to 7<br>subtract 3 from the block light level override of the last spawned text display<br>if sky light level override of {_display} is 5:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear brightness override of {_display} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayGlowOverride" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Glow Color Override</h1> <a href="#ExprDisplayGlowOverride" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] glow[ing] colo[u]r[s] override[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] glow[ing] colo[u]r[s] override[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#color">Color</a></td> </tr> </table> <div class="item-description"> Returns or changes the glowing color override of <a href='classes.html#display'>displays</a>. This overrides whatever color is already set for the scoreboard team of the displays. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set glow color override of the last spawned text display to blue </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayHeightWidth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Height/Width</h1> <a href="#ExprDisplayHeightWidth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] display (height|width) [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] display (height|width)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns or changes the height or width of <a href='classes.html#display'>displays</a>. The rendering culling bounding box spans horizontally width/2 from entity position, which determines the point at which the display will be frustum culled (no longer rendered because the game determines you are no longer able to see it). If set to 0, no culling will occur on both the vertical and horizontal directions. Default is 0.0. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set display height of the last spawned text display to 2.5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayInterpolation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Interpolation Delay/Duration</h1> <a href="#ExprDisplayInterpolation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] interpolation (delay|duration)[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] interpolation (delay|duration)[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns or changes the interpolation delay/duration of <a href='classes.html#display'>displays</a>. Interpolation duration is the amount of time a display will take to interpolate, or shift, between its current state and a new state. Interpolation delay is the amount of ticks before client-side interpolation will commence.Setting to 0 seconds will make it immediate. Resetting either value will return that value to 0. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set interpolation delay of the last spawned text display to 2 ticks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayShadow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Shadow Radius/Strength</h1> <a href="#ExprDisplayShadow" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] shadow (radius|strength) [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] shadow (radius|strength)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns or changes the shadow radius/strength of <a href='classes.html#display'>displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set shadow radius of the last spawned text display to 1.75 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayTeleportDuration" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Teleport Delay/Duration</h1> <a href="#ExprDisplayTeleportDuration" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] teleport[ation] duration[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] teleport[ation] duration[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.4+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The teleport duration of displays is the amount of time it takes to get between locations. 0 means that updates are applied immediately. 1 means that the display entity will move from current position to the updated one over one tick. Higher values spread the movement over multiple ticks. Max of 59 ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set teleport delay of the last spawned text display to 2 ticks<br>teleport last spawned text display to {_location}<br>wait 2 ticks<br>message "display entity has arrived at %{_location}%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayTransformationRotation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Transformation Rotation</h1> <a href="#ExprDisplayTransformationRotation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (left|right) [transformation] rotation [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] (left|right) [transformation] rotation</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quaternion">Quaternion</a></td> </tr> </table> <div class="item-description"> Returns or changes the transformation rotation of <a href='classes.html#display'>displays</a>. The left rotation is applied first, with the right rotation then being applied based on the rotated axis. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set left transformation rotation of last spawned block display to quaternion(1, 0, 0, 0) # reset block display </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayTransformationScaleTranslation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Transformation Scale/Translation</h1> <a href="#ExprDisplayTransformationScaleTranslation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (display|[display] transformation) (scale|translation) of %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] (display|[display] transformation) (scale|translation)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Returns or changes the transformation scale or translation of <a href='classes.html#display'>displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set transformation translation of display to vector from -0.5, -0.5, -0.5 # Center the display in the same position as a block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayViewRange" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display View Range</h1> <a href="#ExprDisplayViewRange" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [display] view (range|radius) [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] [display] view (range|radius)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns or changes the view range of <a href='classes.html#display'>displays</a>. Default value is 1.0. This value is then multiplied by 64 and the player's entity view distance setting to determine the actual range. For example, a player with 150% entity view distance will see a block display with a view range of 1.2 at 1.2 * 64 * 150% = 115.2 blocks away. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set view range of the last spawned text display to 2.9 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Distance</h1> <a href="#ExprDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] distance between %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The distance between two points. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the distance between the player and {home::%uuid of player%} is smaller than 20:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You're very close to your home!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDrops" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Drops</h1> <a href="#ExprDrops" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] drops</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#death">death</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Only works in death events. Holds the drops of the dying creature. Drops can be prevented by removing them with "remove ... from drops", e.g. "remove all pickaxes from the drops", or "clear drops" if you don't want any drops at all. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> clear drops<br>remove 4 planks from the drops </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDropsOfBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Drops Of Block</h1> <a href="#ExprDropsOfBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the|all [of] the)] drops of %<a href='./classes.html#block'>blocks</a>% [(using|with) %<a href='./classes.html#itemtype'>item type</a>% [(as %<a href='./classes.html#entity'>entity</a>%)]]</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'s drops [(using|with) %<a href='./classes.html#itemtype'>item type</a>% [(as %<a href='./classes.html#entity'>entity</a>%)]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15+ ('as %entity%')</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> A list of the items that will drop when a block is broken. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on break of block:<br>&nbsp;&nbsp;&nbsp;&nbsp;give drops of block using player's tool to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprElement" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Elements</h1> <a href="#ExprElement" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (first|last) element [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] (first|last) %integer% elements [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[a] random element [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] %integer%(st|nd|rd|th) [[to] last] element [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] elements (from|between) %integer% (to|and) %integer% [out] of %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.7 (relative to last element), 2.8.0 (range of elements)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The first, last, range or a random element of a set, e.g. a list variable. See also: <a href='#ExprRandom'>random expression</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast the first 3 elements of {top players::*}<br>set {_last} to last element of {top players::*}<br>set {_random player} to random element out of all players<br>send 2nd last element of {top players::*} to player<br>set {page2::*} to elements from 11 to 20 of {top players::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchant Item</h1> <a href="#ExprEnchantItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] enchant[ed] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant_prepare">enchant prepare</a>, <a href="events.html#enchant">enchant</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> The enchant item in an enchant prepare event or enchant event. It can be modified, but enchantments will still be applied in the enchant event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the enchanted item to a diamond chestplate<br>on enchant prepare:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the enchant item to a wooden sword </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantingExpCost" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchanting Experience Cost</h1> <a href="#ExprEnchantingExpCost" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [displayed] ([e]xp[erience]|enchanting) cost</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant">enchant</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The cost of enchanting in an enchant event. This is number that was displayed in the enchantment table, not the actual number of levels removed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Cost: %the displayed enchanting cost%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentBonus" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Bonus</h1> <a href="#ExprEnchantmentBonus" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] enchantment bonus</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant_prepare">enchant prepare</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The enchantment bonus in an enchant prepare event. This represents the number of bookshelves affecting/surrounding the enchantment table. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "There are %enchantment bonus% bookshelves surrounding this enchantment table!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Level</h1> <a href="#ExprEnchantmentLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [enchant[ment]] level[s] of %<a href='./classes.html#enchantment'>enchantments</a>% (on|of) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#enchantment'>enchantments</a>% [enchant[ment]] level[s] (on|of) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] %<a href='./classes.html#enchantment'>enchantments</a>% [enchant[ment]] level[s]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [enchant[ment]] level[s] of %<a href='./classes.html#enchantment'>enchantments</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The level of a particular <a href='classes.html#enchantment'>enchantment</a> on an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is a sword of sharpness:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You have a sword of sharpness %level of sharpness of the player's tool% equipped" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentOffer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Offer</h1> <a href="#ExprEnchantmentOffer" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [of]] [the] enchant[ment] offers</li> <li class="skript-code-block">enchant[ment] offer[s] %<a href='./classes.html#number'>numbers</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>%(st|nd|rd|th) enchant[ment] offer</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant_prepare">enchant prepare</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.11 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#enchantmentoffer">Enchantment Offer</a></td> </tr> </table> <div class="item-description"> The enchantment offer in enchant prepare events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant prepare:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your enchantment offers are: %the enchantment offers%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentOfferCost" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Offer Cost</h1> <a href="#ExprEnchantmentOfferCost" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [enchant[ment]] cost of %<a href='./classes.html#enchantmentoffer'>enchantment offers</a>%</li> <li class="skript-code-block">%<a href='./classes.html#enchantmentoffer'>enchantment offers</a>%'[s] [enchant[ment]] cost</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.11 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The cost of an enchantment offer. This is displayed to the right of an enchantment offer. If the cost is changed, it will always be at least 1. This changes how many levels are required to enchant, but does not change the number of levels removed. To change the number of levels removed, use the enchant event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set cost of enchantment offer 1 to 50 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnderChest" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ender Chest</h1> <a href="#ExprEnderChest" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ender[ ]chest[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] ender[ ]chest[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> The ender chest of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open the player's ender chest to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntities" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entities</h1> <a href="#ExprEntities" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] %*<a href='./classes.html#entitydata'>entity types</a>% [(in|of) ([world[s]] %<a href='./classes.html#world'>worlds</a>%|%<a href='./classes.html#chunk'>chunks</a>%)]</li> <li class="skript-code-block">[(all [[of] the]|the)] entities of type[s] %<a href='./classes.html#entitydata'>entity types</a>% [(in|of) ([world[s]] %<a href='./classes.html#world'>worlds</a>%|%<a href='./classes.html#chunk'>chunks</a>%)]</li> <li class="skript-code-block">[(all [[of] the]|the)] %*<a href='./classes.html#entitydata'>entity types</a>% (within|[with]in radius) %<a href='./classes.html#number'>number</a>% [(block[s]|met(er|re)[s])] (of|around) %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] entities of type[s] %<a href='./classes.html#entitydata'>entity types</a>% in radius %<a href='./classes.html#number'>number</a>% (of|around) %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] %*<a href='./classes.html#entitydata'>entity types</a>% within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] entities of type[s] %<a href='./classes.html#entitydata'>entity types</a>% within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2.1, 2.5 (chunks), INSERT VERSION (within)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> All entities in all worlds, in a specific world, in a chunk, in a radius around a certain location or within two locations. e.g. <code>all players</code>, <code>all creepers in the player's world</code>, or <code>players in radius 100 of the player</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> kill all creepers in the player's world<br>send "Psst!" to all players within 100 meters of the player<br>give a diamond to all ops<br>heal all tamed wolves in radius 2000 around {town center}<br>delete all monsters in chunk at player<br>size of all players within {_corner::1} and {_corner::2}} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAI" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity AI</h1> <a href="#ExprAI" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (ai|artificial intelligence) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (ai|artificial intelligence)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Returns whether an entity has AI. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set artificial intelligence of target entity to false </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntityAttribute" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Attribute</h1> <a href="#ExprEntityAttribute" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] %<a href='./classes.html#attributetype'>attribute type</a>% [((total|final|modified))] attribute [value] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] %<a href='./classes.html#attributetype'>attribute type</a>% [((total|final|modified))] attribute [value]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.6.1 (final attribute value)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The numerical value of an entity's particular attribute. Note that the movement speed attribute cannot be reliably used for players. For that purpose, use the speed expression instead. Resetting an entity's attribute is only available in Minecraft 1.11 and above. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are wounded!" to victim<br>&nbsp;&nbsp;&nbsp;&nbsp;set victim's attack speed attribute to 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFireTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Fire Burn Duration</h1> <a href="#ExprFireTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (burn[ing]|fire) (time|duration) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] (burn[ing]|fire) (time|duration)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> How much time an entity will be burning for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "You will stop burning in %fire time of player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntityTamer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Owner</h1> <a href="#ExprEntityTamer" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (owner|tamer) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (owner|tamer)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> The owner of a tameable entity, such as a horse or wolf. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set owner of target entity to player<br>delete owner of target entity<br>set {_t} to uuid of tamer of target entity </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntitySound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Sound</h1> <a href="#ExprEntitySound" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (damage|hurt) sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (damage|hurt) sound[s]</li> <li class="skript-code-block">[the] death sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] death sound[s]</li> <li class="skript-code-block">[the] [(tall|high)|(low|normal)] fall damage sound[s] [from [[a] height [of]] %<a href='./classes.html#number'>number</a>%] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [(tall|high)|(low|normal)] fall [damage] sound[s] [from [[a] height [of]] %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">[the] swim[ming] sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] swim[ming] sound[s]</li> <li class="skript-code-block">[the] [(fast|speedy)] splash sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [(fast|speedy)] splash sound[s]</li> <li class="skript-code-block">[the] eat[ing] sound[s] of %<a href='./classes.html#livingentity'>living entities</a>% [(with|using|[while] eating [a]) %<a href='./classes.html#itemtype'>item type</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] eat[ing] sound[s]</li> <li class="skript-code-block">[the] drink[ing] sound[s] of %<a href='./classes.html#livingentity'>living entities</a>% [(with|using|[while] drinking [a]) %<a href='./classes.html#itemtype'>item type</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] drink[ing] sound[s]</li> <li class="skript-code-block">[the] ambient sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] ambient sound[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Gets the sound that a given entity will make in a specific scenario. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play sound (hurt sound of player) at player<br>set {_sounds::*} to death sounds of (all mobs in radius 10 of player) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExhaustion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exhaustion</h1> <a href="#ExprExhaustion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] exhaustion of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] exhaustion</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The exhaustion of a player. This is mainly used to determine the rate of hunger depletion. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set exhaustion of all players to 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExperience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience</h1> <a href="#ExprExperience" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(spawned|dropped)] [e]xp[erience] [orb[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1, 2.5.3 (block break event), 2.7 (experience change event), INSERT VERSION (breeding event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#experience_spawn">experience spawn</a>, <a href="events.html#break_mine">break / mine</a>, <a href="events.html#experience_change">experience change</a>, <a href="events.html#entity_breeding">entity breeding</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#experience">Experience</a></td> </tr> </table> <div class="item-description"> How much experience was spawned in an experience spawn or block break event. Can be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on experience spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;add 5 to the spawned experience<br><br>on break of coal ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear dropped experience<br><br>on break of diamond ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;if tool of player = diamond pickaxe:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add 100 to dropped experience<br><br>on breed:<br>&nbsp;&nbsp;&nbsp;&nbsp;breeding father is a cow<br>&nbsp;&nbsp;&nbsp;&nbsp;set dropped experience to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExperienceCooldownChangeReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience Cooldown Change Reason</h1> <a href="#ExprExperienceCooldownChangeReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [the] (experience|[e]xp) cooldown change (reason|cause|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#experiencecooldownchangereason">Experience Cooldown Change Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#experiencechangereason'>experience change reason</a> within in an<a href='events.html#experience%20cooldown%20change%20event'>experience cooldown change event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player experience cooldown change:<br>&nbsp;&nbsp;&nbsp;&nbsp;if xp cooldown change reason is plugin:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#Changed by a plugin<br>&nbsp;&nbsp;&nbsp;&nbsp;else if xp cooldown change reason is orb pickup:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#Changed by picking up xp orb </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExperienceCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience Pickup Cooldown</h1> <a href="#ExprExperienceCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [the] (experience|[e]xp) [pickup|collection] cooldown of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [the] (experience|[e]xp) [pickup|collection] cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The experience cooldown of a player. Experience cooldown is how long until a player can pick up another orb of experience. The cooldown of a player must be 0 to pick up another orb of experience. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send experience cooldown of player<br>set the xp pickup cooldown of player to 1 hour<br>if exp collection cooldown of player &gt;= 10 minutes:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the experience pickup cooldown of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplodedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exploded Blocks</h1> <a href="#ExprExplodedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] exploded blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.8.6 (modify blocks)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#explode">explode</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Get all the blocks that were destroyed in an explode event. Supports add/remove/set/clear/delete blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop exploded blocks:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add loop-block to {exploded::blocks::*}<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop exploded blocks:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if loop-block is grass:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove loop-block from exploded blocks<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear exploded blocks<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;set exploded blocks to blocks in radius 10 around event-entity<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;add blocks above event-entity to exploded blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplosionBlockYield" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosion Block Yield</h1> <a href="#ExprExplosionBlockYield" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [explosion['s]] block (yield|amount)</li> <li class="skript-code-block">[the] percentage of blocks dropped</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#explosion">explosion</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The percentage of exploded blocks dropped in an explosion event. When changing the yield, a value greater than 1 will function the same as using 1. Attempting to change the yield to a value less than 0 will have no effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explode:<br>set the explosion's block yield to 10% </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplosionYield" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosion Yield</h1> <a href="#ExprExplosionYield" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] explosion (yield|radius|size)</li> <li class="skript-code-block">[the] (yield|radius|size) of [the] explosion</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#explosion_prime">explosion prime</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The yield of the explosion in an explosion prime event. This is how big the explosion is. When changing the yield, values less than 0 will be ignored. Read <a href='https://minecraft.wiki/w/Explosion'>this wiki page</a> for more information </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the yield of the explosion to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplosiveYield" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosive Yield</h1> <a href="#ExprExplosiveYield" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] explosive (yield|radius|size) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] explosive (yield|radius|size)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.12 or newer for creepers</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The yield of an explosive (creeper, primed tnt, fireball, etc.). This is how big of an explosion is caused by the entity. Read <a href='https://minecraft.wiki/w/Explosion'>this wiki page</a> for more information </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of a creeper:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the explosive yield of the event-entity to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFacing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Facing</h1> <a href="#ExprFacing" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(horizontal)] facing of %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#block'>blocks</a>%'[s] [(horizontal)] facing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#direction">Direction</a></td> </tr> </table> <div class="item-description"> The facing of an entity or block, i.e. exactly north, south, east, west, up or down (unlike <a href='#ExprDirection'>direction</a> which is the exact direction, e.g. '0.5 south and 0.7 east') </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # makes a bridge<br>loop blocks from the block below the player in the horizontal facing of the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to cobblestone </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFallDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Fall Distance</h1> <a href="#ExprFallDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] fall[en] (distance|height) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] fall[en] (distance|height)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The distance an entity has fallen for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set all entities' fall distance to 10<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%victim's fall distance%" to victim </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFertilizedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Fertilized Blocks</h1> <a href="#ExprFertilizedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all] [the] fertilized blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#block_fertilize">block fertilize</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The blocks fertilized in block fertilize events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the fertilized blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFilter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Filter (Expression)</h1> <a href="#ExprFilter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#object'>objects</a>% (where|that match) \[&lt;.+&gt;\]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Filters a list based on a condition. For example, if you ran 'broadcast "something" and "something else" where [string input is "something"]', only "something" would be broadcast as it is the only string that matched the condition. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "congrats on being staff!" to all players where [player input has permission "staff"] </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFinalDamage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Final Damage</h1> <a href="#ExprFinalDamage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] final damage</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev19</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> How much damage is done in a damage event, considering all types of damage reduction. Can NOT be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%final damage%" to victim </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFireworkEffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Firework Effect</h1> <a href="#ExprFireworkEffect" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(flickering|trailing|flickering trailing|trailing flickering)] %<a href='./classes.html#fireworktype'>firework type</a>% [firework [effect]] colo[u]red %<a href='./classes.html#color'>colors</a>%</li> <li class="skript-code-block">[(flickering|trailing|flickering trailing|trailing flickering)] %<a href='./classes.html#fireworktype'>firework type</a>% [firework [effect]] colo[u]red %<a href='./classes.html#color'>colors</a>% fad(e|ing) [to] %<a href='./classes.html#color'>colors</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#fireworkeffect">Firework Effect</a></td> </tr> </table> <div class="item-description"> Represents a 'firework effect' which can be used in the <a href='effects.html#EffFireworkLaunch'>launch firework</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> launch flickering trailing burst firework colored blue and green at player<br>launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity<br>launch ball large colored red, purple and white fading to light green and black at player's location with duration 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFlightMode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Flight Mode</h1> <a href="#ExprFlightMode" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] fl(y[ing]|ight) (mode|state) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] fl(y[ing]|ight) (mode|state)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Whether the player(s) are allowed to fly. Use <a href=effects.html#EffMakeFly>Make Fly</a> effect to force player(s) to fly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set flight mode of player to true<br>send "%flying state of all players%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFoodLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Food Level</h1> <a href="#ExprFoodLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (food|hunger)[[ ](level|met(er|re)|bar)] [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (food|hunger)[[ ](level|met(er|re)|bar)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The food level of a player from 0 to 10. Has several aliases: food/hunger level/meter/bar. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's food level to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFormatDate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Formatted Date</h1> <a href="#ExprFormatDate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>% formatted [human-readable] [(with|as) %<a href='./classes.html#string'>text</a>%]</li> <li class="skript-code-block">[human-readable] formatted %<a href='./classes.html#date'>dates</a>% [(with|as) %<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31, 2.7 (support variables in format)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Converts date to human-readable text format. By default, 'yyyy-MM-dd HH:mm:ss z' (e.g. '2018-03-30 16:03:12 +01') will be used. For reference, see this <a href="https://en.wikipedia.org/wiki/ISO_8601">Wikipedia article</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /date:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Full date: %now formatted human-readable%" to sender<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Short date: %now formatted as "yyyy-MM-dd"%" to sender </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimeState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Former/Future State</h1> <a href="#ExprTimeState" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (former|past|old) [state] [of] %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>% before [the event]</li> <li class="skript-code-block">[the] (future|to-be|new) [state] [of] %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>%(-to-be| after[(wards| the event)])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Represents the value of an expression before an event happened or the value it will have directly after the event, e.g. the old or new level respectively in a <a href='./events.html#level_change'>level change event</a>. Note: The past, future and present states of an expression are sometimes called 'time states' of an expression. Note 2: If you don't specify whether to use the past or future state of an expression that has different values, its default value will be used which is usually the value after the event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on teleport:<br>&nbsp;&nbsp;&nbsp;&nbsp;former world was "world_nether" # or 'world was'<br>&nbsp;&nbsp;&nbsp;&nbsp;world will be "world" # or 'world after the event is'<br>on tool change:<br>&nbsp;&nbsp;&nbsp;&nbsp;past tool is an axe<br>&nbsp;&nbsp;&nbsp;&nbsp;the tool after the event will be air<br>on weather change:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {weather::%world%::old} to past weather<br>&nbsp;&nbsp;&nbsp;&nbsp;set {weather::%world%::current} to the new weather </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMemory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Free / Max / Total Memory</h1> <a href="#ExprMemory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [server] (free|max[imum]|total) (memory|ram)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">double</a></td> </tr> </table> <div class="item-description"> The free, max or total memory of the server in Megabytes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> while player is online:<br>&nbsp;&nbsp;&nbsp;&nbsp;send action bar "Memory left: %free memory%/%max memory%MB" to player<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 5 ticks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFreezeTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Freeze Time</h1> <a href="#ExprFreezeTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] freeze time of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] freeze time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> How much time an entity has been in powdered snow for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's freeze time is less than 3 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "you're about to freeze!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFurnaceSlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Furnace Slot</h1> <a href="#ExprFurnaceSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (ore slot|fuel slot|result [slot])</li> <li class="skript-code-block">[the] (ore|fuel|result) slot[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (ore|fuel|result) slot[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (syntax rework)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#smelt">smelt</a>, <a href="events.html#fuel_burn">fuel burn</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> A slot of a furnace, i.e. either the ore, fuel or result slot. Remember to use '<a href='#ExprBlock'>block</a>' and not <code>furnace</code>, as <code>furnace</code> is not an existing expression. Note that <code>the result</code> and <code>the result slot</code> refer to separate things. <code>the result</code> is the product in a smelt event and <code>the result slot</code> is the output slot of a furnace (where <code>the result</code> will end up). Note that if the result in a smelt event is changed to an item that differs in type from the items currently in the result slot, the smelting will fail to complete (the item will attempt to smelt itself again). Note that if values other than <code>the result</code> are changed, event values may not accurately reflect the actual items in a furnace. Thus you may wish to use the event block in this case (e.g. <code>the fuel slot of the event-block</code>) to get accurate values if needed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the fuel slot of the clicked block to a lava bucket<br>set the block's ore slot to 64 iron ore<br>give the result of the block to the player<br>clear the result slot of the block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGameMode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Game Mode</h1> <a href="#ExprGameMode" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] game[ ]mode of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] game[ ]mode</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#gamemode">Game Mode</a></td> </tr> </table> <div class="item-description"> The gamemode of a player. (<a href="classes.html#gamemode">Gamemodes</a>) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's gamemode is survival<br>set the player's gamemode to creative </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGameRule" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gamerule Value</h1> <a href="#ExprGameRule" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] gamerule %<a href='./classes.html#gamerule'>gamerule</a>% of %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#gamerulevalue">Gamerule Value</a></td> </tr> </table> <div class="item-description"> The gamerule value of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the gamerule commandBlockOutput of world "world" to false </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGlidingState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gliding State</h1> <a href="#ExprGlidingState" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (gliding|glider) [state] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (gliding|glider) [state]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Sets of gets gliding state of player. It allows you to set gliding state of entity even if they do not have an <a href="https://minecraft.wiki/w/Elytra">Elytra</a> equipped. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set gliding of player to off </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGlowing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Glowing</h1> <a href="#ExprGlowing" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] glowing of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] glowing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev18</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Indicates if targeted entity is glowing (new 1.9 effect) or not. Glowing entities can be seen through walls. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set glowing of player to true </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGravity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gravity</h1> <a href="#ExprGravity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] gravity of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] gravity</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> If entity is affected by gravity or not, i.e. if it has Minecraft 1.10+ NoGravity flag. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set gravity of player off </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGroup" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Group</h1> <a href="#ExprGroup" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] group[s] of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] group[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, a permission plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The primary group or all groups of a player. This expression requires Vault and a compatible permissions plugin to be installed. If you have LuckPerms, ensure you have vault integration enabled in the luck perms configurations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%group of player%" # this is the player's primary group<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%groups of player%" # this is all of the player's groups </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHanging" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hanging Entity/Remover</h1> <a href="#ExprHanging" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hanging (entity|remover)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Returns the hanging entity or remover in hanging <a href='./events.html#break_mine'>break</a> and <a href='./events.html#place'>place</a> events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on break of item frame:<br>&nbsp;&nbsp;&nbsp;&nbsp;if item of hanging entity is diamond pickaxe:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if hanging remover is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't break that item frame!" to hanging remover </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHash" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hash</h1> <a href="#ExprHash" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% hash[ed] with (MD5|SHA-256)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev32 (SHA-256 algorithm)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Hashes the given text using the MD5 or SHA-256 algorithms. Each algorithm is suitable for different use cases.<p> MD5 is provided mostly for backwards compatibility, as it is outdated and not secure. SHA-256 is more secure, and can used to hash somewhat confidental data like IP addresses and even passwords. It is not <i>that</i> secure out of the box, so please consider using salt when dealing with passwords! When hashing data, you <strong>must</strong> specify algorithms that will be used for security reasons! <p>Please note that a hash cannot be reversed under normal circumstanses. You will not be able to get original value from a hash with Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /setpass &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {password::%uuid of player%} to text-argument hashed with SHA-256<br>command /login &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if text-argument hashed with SHA-256 is {password::%uuid of player%}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Login successful."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Wrong password!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHatchingType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hatching Entity Type</h1> <a href="#ExprHatchingType" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hatching entity [type]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entitydata">Entity Type</a></td> </tr> </table> <div class="item-description"> The type of the entity that will be hatched in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the hatching entity type to a primed tnt </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHatchingNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hatching Number</h1> <a href="#ExprHatchingNumber" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hatching number</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">byte</a></td> </tr> </table> <div class="item-description"> The number of entities that will be hatched in a Player Egg Throw event. Please note that no more than 127 entities can be hatched at once. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the hatching number to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEyeLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Head location</h1> <a href="#ExprEyeLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (head|eye[s]) [location[s]] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (head|eye[s]) [location[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location of an entity's head, mostly useful for players and e.g. looping blocks in the player's line of sight. Please note that this location is only accurate for entities whose head is exactly above their center, i.e. players, endermen, zombies, skeletons, etc., but not sheep, pigs or cows. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the block at the player's head to air<br>set the block in front of the player's eyes to glass<br>loop blocks in front of the player's head: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHealAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Heal Amount</h1> <a href="#ExprHealAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] heal[ing] amount</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#heal">heal</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">double</a></td> </tr> </table> <div class="item-description"> The amount of health healed in a <a href='/events.html#heal'>heal event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player healing:<br>&nbsp;&nbsp;&nbsp;&nbsp;increase the heal amount by 2<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 0.5 from the healing amount </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHealReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Heal Reason</h1> <a href="#ExprHealReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (regen|health regain|heal[ing]) (reason|cause)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#heal">heal</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#healreason">Heal Reason</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#healreason'>heal reason</a> of a <a href='./events.html#heal'>heal event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on heal:<br>&nbsp;&nbsp;&nbsp;&nbsp;heal reason is satiated<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You ate enough food and gained full health back!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHealth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Health</h1> <a href="#ExprHealth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] health of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] health</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The health of a creature, e.g. a player, mob, villager, etc. The minimum value is 0, and the maximum is the creature's max health (e.g. 10 for players). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You have %health% HP left." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHiddenPlayers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hidden Players</h1> <a href="#ExprHiddenPlayers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] hidden players (of|for) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] players hidden (from|for|by) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> The players hidden from a player that were hidden using the <a href='effects.html#EffEntityVisibility'>entity visibility</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "&amp;lt;light red&amp;gt;You are currently hiding: &amp;lt;light gray&amp;gt;%hidden players of the player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDomestication" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Horse Domestication</h1> <a href="#ExprDomestication" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [max[imum]] domestication level of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [max[imum]] domestication level</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Gets and/or sets the (max) domestication of a horse. The domestication of a horse is how close a horse is to becoming tame - the higher the domestication, the closer they are to becoming tame (must be between 1 and the max domestication level of the horse). The max domestication of a horse is how long it will take for a horse to become tame (must be greater than 0). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function domesticateAndTame(horse: entity, p: offline player, i: int = 10):<br>&nbsp;&nbsp;&nbsp;&nbsp;add {_i} to domestication level of {_horse}<br>&nbsp;&nbsp;&nbsp;&nbsp;if domestication level of {_horse} &gt;= max domestication level of {_horse}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tame {_horse}<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set tamer of {_horse} to {_p} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHostname" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hostname</h1> <a href="#ExprHostname" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (host|domain)[ ][name]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The hostname used by the connecting player to connect to the server in a <a href='events.html#connect'>connect</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on connect:<br>&nbsp;&nbsp;&nbsp;&nbsp;hostname is "testers.example.com"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Welcome back tester!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHotbarButton" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hotbar Button</h1> <a href="#ExprHotbarButton" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hotbar button</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The hotbar button clicked in an <a href='events.html#inventory_click'>inventory click</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You clicked the hotbar button %hotbar button%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHotbarSlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hotbar Slot</h1> <a href="#ExprHotbarSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [([currently] selected|current)] hotbar slot[s] [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [([currently] selected|current)] hotbar slot[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> The currently selected hotbar <a href='./classes.html#slot'>slot</a>. To retrieve its number use <a href='#ExprSlotIndex'>Slot Index</a> expression. Use future and past tense to grab the previous slot in an item change event, see example. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "%player's current hotbar slot%"<br>set player's selected hotbar slot to slot 4 of player<br><br>send "index of player's current hotbar slot = 1" # second slot from the left<br><br>on item held change:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the selected hotbar slot was a diamond:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the currently selected hotbar slot to slot 5 of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHoverList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hover List</h1> <a href="#ExprHoverList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [custom] [player|server] (hover|sample) ([message] list|message)</li> <li class="skript-code-block">[the] [custom] player [hover|sample] list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#server_list_ping">server list ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The list when you hover on the player counts of the server in the server list. This can be changed using texts or players in a <a href='events.html#server_list_ping'>server list ping</a> event only. Adding players to the list means adding the name of the players. And note that, for example if there are 5 online players (includes <a href='#ExprOnlinePlayersCount'>fake online count</a>) in the server and the hover list is set to 3 values, Minecraft will show "... and 2 more ..." at end of the list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the hover list<br>&nbsp;&nbsp;&nbsp;&nbsp;add "&amp;aWelcome to the &amp;6Minecraft &amp;aserver!" to the hover list<br>&nbsp;&nbsp;&nbsp;&nbsp;add "" to the hover list # A blank line<br>&nbsp;&nbsp;&nbsp;&nbsp;add "&amp;cThere are &amp;6%online players count% &amp;conline players!" to the hover list </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHumidity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Humidity</h1> <a href="#ExprHumidity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] humidit(y|ies) of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] humidit(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Humidity of given blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_humidity} to event-block's humidity </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprIP" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">IP</h1> <a href="#ExprIP" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">IP[s][( |-)address[es]] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] IP[s][( |-)address[es]]</li> <li class="skript-code-block">IP[( |-)address]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.2-dev26 (when used in connect event), 2.3 (when used in server list ping event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The IP address of a player, or the connected player in a <a href='events.html#connect'>connect</a> event, or the pinger in a <a href='events.html#server_list_ping'>server list ping</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ban the IP address of the player<br>broadcast "Banned the IP %IP of player%"<br><br>on connect:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "[%now%] %player% (%ip%) is connected to the server."<br><br>on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%IP-address%" to the console </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprIndexOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Index Of</h1> <a href="#ExprIndexOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(first|last)] index of %<a href='./classes.html#string'>text</a>% in %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The first or last index of a character (or text) in a text, or -1 if it doesn't occur in the text. Indices range from 1 to the <a href='#ExprIndexOf'>length</a> of the text. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_first} to the first index of "@" in the text argument<br>if {_s} contains "abc":<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_s} to the first (index of "abc" in {_s} + 3) characters of {_s} # removes everything after the first "abc" from {_s} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprIndices" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Indices of List</h1> <a href="#ExprIndices" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(the|all [[of] the])] (indexes|indices) of %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>%'[s] (indexes|indices)</li> <li class="skript-code-block">[sorted] (indices|indexes) of %~<a href='./classes.html#object'>objects</a>% in (ascending|descending) order</li> <li class="skript-code-block">[sorted] %~<a href='./classes.html#object'>objects</a>%'[s] (indices|indexes) in (ascending|descending) order</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4 (indices), 2.6.1 (sorting)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all the indices of a list variable, optionally sorted by their values. To sort the indices, all objects in the list must be comparable; Otherwise, this expression will just return the unsorted indices. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {l::*} to "some", "cool" and "values"<br>broadcast "%indices of {l::*}%" # result is 1, 2 and 3<br><br>set {_leader-board::first} to 17<br>set {_leader-board::third} to 30<br>set {_leader-board::second} to 25<br>set {_leader-board::fourth} to 42<br>set {_ascending-indices::*} to sorted indices of {_leader-board::*} in ascending order<br>broadcast "%{_ascending-indices::*}%" #result is first, second, third, fourth<br>set {_descending-indices::*} to sorted indices of {_leader-board::*} in descending order<br>broadcast "%{_descending-indices::*}%" #result is fourth, third, second, first </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEvtInitiator" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Initiator Inventory</h1> <a href="#ExprEvtInitiator" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]initiator[( |-)inventory]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Inventory_Item_Move">Inventory Item Move</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> Returns the initiator inventory in an on <a href="./events.html?search=#inventory_item_move">inventory item move</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory item move:<br>&nbsp;&nbsp;&nbsp;&nbsp;holder of event-initiator-inventory is a chest<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Item transport happening at %location at holder of event-initiator-inventory%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInput" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Input</h1> <a href="#ExprInput" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">input</li> <li class="skript-code-block">%*<a href='./classes.html#classinfo'>type</a>% input</li> <li class="skript-code-block">input index</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36, 2.9.0 (input index)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Represents the input in a filter expression or sort effect. For example, if you ran 'broadcast "something" and "something else" where [input is "something"] the condition would be checked twice, using "something" and "something else" as the inputs. The 'input index' pattern can be used when acting on a variable to access the index of the input. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "congrats on being staff!" to all players where [input has permission "staff"]<br>sort {_list::*} based on length of input index </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory</h1> <a href="#ExprInventory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] inventor(y|ies) of %inventoryholders/<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%inventoryholders/<a href='./classes.html#itemtype'>item types</a>%'[s] inventor(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The inventory of a block or player. You can usually omit this expression and can directly add or remove items to/from blocks or players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add a plank to the player's inventory<br>clear the player's inventory<br>remove 5 wool from the inventory of the clicked block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventoryAction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Action</h1> <a href="#ExprInventoryAction" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] inventory action</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventoryaction">Inventory Action</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#inventoryaction'>inventory action</a> of an inventory event. Please click on the link for more information. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> inventory action is pickup all </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventoryCloseReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Close Reason</h1> <a href="#ExprInventoryCloseReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] inventory clos(e|ing) (reason|cause)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Inventory_Close">Inventory Close</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventoryclosereason">Inventory Close Reasons</a></td> </tr> </table> <div class="item-description"> The <a href='/classes.html#inventoryclosereason'>inventory close reason</a> of an <a href='/events.html#inventory_close'>inventory close event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory close:<br>&nbsp;&nbsp;&nbsp;&nbsp;inventory close reason is teleport<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your inventory closed due to teleporting!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventoryInfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Holder/Viewers/Rows/Slots</h1> <a href="#ExprInventoryInfo" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(holder[s]|viewers|[amount of] rows|[amount of] slots) of %<a href='./classes.html#inventory'>inventories</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>%'[s] (holder[s]|viewers|[amount of] rows|[amount of] slots)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34, 2.5 (slots)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Gets the amount of rows/slots, viewers and holder of an inventory.<p>NOTE: 'Viewers' expression returns a list of players viewing the inventory. Note that a player is considered to be viewing their own inventory and internal crafting screen even when said inventory is not open. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> event-inventory's amount of rows<br>holder of player's top inventory<br>{_inventory}'s viewers </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventorySlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Slot</h1> <a href="#ExprInventorySlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] slot[s] %<a href='./classes.html#number'>numbers</a>% of %<a href='./classes.html#inventory'>inventory</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventory</a>%'[s] slot[s] %<a href='./classes.html#number'>numbers</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev24</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> Represents a slot in an inventory. It can be used to change the item in an inventory too. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if slot 0 of player is air:<br>&nbsp;&nbsp;&nbsp;&nbsp;set slot 0 of player to 2 stones<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 1 stone from slot 0 of player<br>&nbsp;&nbsp;&nbsp;&nbsp;add 2 stones to slot 0 of player<br>&nbsp;&nbsp;&nbsp;&nbsp;clear slot 1 of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item</h1> <a href="#ExprItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> The item involved in an event, e.g. in a drop, dispense, pickup or craft event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on dispense:<br>&nbsp;&nbsp;&nbsp;&nbsp;item is a clock<br>&nbsp;&nbsp;&nbsp;&nbsp;set the time to 6:00 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Amount</h1> <a href="#ExprItemAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item[[ ]stack] (amount|size|number) of %<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%'[s] item[[ ]stack] (amount|size|number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev24</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The amount of an <a href='classes.html#itemstack'>item stack</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "You have got %item amount of player's tool% %player's tool% in your hand!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Cooldown</h1> <a href="#ExprItemCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [item] cooldown of %<a href='./classes.html#itemtype'>item types</a>% for %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [item] cooldown for %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Change the cooldown of a specific material to a certain amount of <a href='./classes.html#timespan'>Timespan</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click using stick:<br>&nbsp;&nbsp;&nbsp;&nbsp;set item cooldown of player's tool for player to 1 minute<br>&nbsp;&nbsp;&nbsp;&nbsp;set item cooldown of stone and grass for all players to 20 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;reset item cooldown of cobblestone and dirt for all players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemDisplayTransform" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Display Transform</h1> <a href="#ExprItemDisplayTransform" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item [display] transform [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] item [display] transform</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemdisplaytransform">Item Display Transforms</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#itemdisplaytransform'>item display transform</a> of <a href='classes.html#display'>item displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the item transform of the last spawned item display to first person left handed<br>set the item transform of the last spawned item display to no transform # Reset to default </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantments" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Enchantments</h1> <a href="#ExprEnchantments" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] enchantments of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] enchantments</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#enchantmenttype">Enchantment Type</a></td> </tr> </table> <div class="item-description"> All the enchantments an <a href='classes.html#itemtype'>item type</a> has. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> clear enchantments of event-item </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemOfEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item of an Entity</h1> <a href="#ExprItemOfEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item [inside] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] item [inside]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35, 2.2-dev36 (improved), 2.5.2 (throwable projectiles), INSERT VERSION (item displays)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> An item associated with an entity. For dropped item entities, it gets the item that was dropped. For item frames, the item inside the frame is returned. For throwable projectiles (snowballs, enderpearls etc.) or item displays, it gets the displayed item. Other entities do not have items associated with them. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> item of event-entity<br><br>set the item inside of event-entity to a diamond sword named "Example" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemWithCustomModelData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item with CustomModelData</h1> <a href="#ExprItemWithCustomModelData" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with [custom] model data %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.14+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Get an item with a CustomModelData tag. (Value is an integer between 0 and 99999999) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give player a diamond sword with custom model data 2<br>set slot 1 of inventory of player to wooden hoe with custom model data 357 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemWithLore" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item with Lore</h1> <a href="#ExprItemWithLore" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with [(a|the)] lore %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Returns the given item type with the specified lore added to it. If multiple strings are passed, each of them will be a separate line in the lore. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_test} to stone with lore "line 1" and "line 2"<br>give {_test} to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Items</h1> <a href="#ExprItems" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] block[[ ]type]s</li> <li class="skript-code-block">every block[[ ]type]</li> <li class="skript-code-block">[all [[of] the]|the|every] block[s] of type[s] %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">[all [[of] the]|the|every] item[s] of type[s] %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 pre-5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Items or blocks of a specific type, useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop items of type ore and log:<br>&nbsp;&nbsp;&nbsp;&nbsp;block contains loop-item<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Theres at least one %loop-item% in this block"<br>drop all blocks at the player # drops one of every block at the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemsIn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Items In</h1> <a href="#ExprItemsIn" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]] items ([with]in|of|contained in|out of) [inventor(y|ies)] %<a href='./classes.html#inventory'>inventories</a>%</li> <li class="skript-code-block">all [[of] the] %<a href='./classes.html#itemtype'>item types</a>% ([with]in|of|contained in|out of) [inventor(y|ies)] %<a href='./classes.html#inventory'>inventories</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.8.0 (specific types of items)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> All items or specific type(s) of items in an inventory. Useful for looping or storing in a list variable. Please note that the positions of the items in the inventory are not saved, only their order is preserved. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all items in the player's inventory:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-item is enchanted<br>&nbsp;&nbsp;&nbsp;&nbsp;remove loop-item from the player<br>set {inventory::%uuid of player%::*} to items in the player's inventory </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprJoinSplit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Join & Split</h1> <a href="#ExprJoinSplit" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(concat[enate]|join) %<a href='./classes.html#string'>texts</a>% [(with|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>%]</li> <li class="skript-code-block">split %<a href='./classes.html#string'>text</a>% (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [with case sensitivity] [without [the] trailing [empty] (string|text)]</li> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% split (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [with case sensitivity] [without [the] trailing [empty] (string|text)]</li> <li class="skript-code-block">regex split %<a href='./classes.html#string'>text</a>% (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [without [the] trailing [empty] (string|text)]</li> <li class="skript-code-block">regex %<a href='./classes.html#string'>text</a>% split (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [without [the] trailing [empty] (string|text)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1, 2.5.2 (regex support), 2.7 (case sensitivity), INSERT VERSION (without trailing string)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Joins several texts with a common delimiter (e.g. ", "), or splits a text into multiple texts at a given delimiter. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "Online players: %join all players' names with "" | ""%" # %all players% would use the default "x, y, and z"<br>set {_s::*} to the string argument split at "," </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLanguage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Language</h1> <a href="#ExprLanguage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [([currently] selected|current)] [game] (language|locale) [setting] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [([currently] selected|current)] [game] (language|locale) [setting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Currently selected game language of a player. The value of the language is not defined properly. The vanilla Minecraft client will use lowercase language / country pairs separated by an underscore, but custom resource packs may use any format they wish. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message player's current language </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastAttacker" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Attacker</h1> <a href="#ExprLastAttacker" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last attacker of %<a href='./classes.html#entity'>entity</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entity</a>%'[s] last attacker</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The last block or entity that attacked an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%last attacker of event-entity%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastColor" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Color</h1> <a href="#ExprLastColor" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last color[s] of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>%'[s] last color[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The colors used at the end of a string. The colors of the returned string will be formatted with their symbols. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_color} to the last colors of "&lt;red&gt;hey&lt;blue&gt;yo" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastDamage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Damage</h1> <a href="#ExprLastDamage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last damage of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] last damage</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The last damage that was done to an entity. Note that changing it doesn't deal more/less damage. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set last damage of event-entity to 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastDamageCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Damage Cause</h1> <a href="#ExprLastDamageCause" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last damage (cause|reason|type) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] last damage (cause|reason|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#damagecause">Damage Cause</a></td> </tr> </table> <div class="item-description"> Cause of last damage done to an entity </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set last damage cause of event-entity to fire tick </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastDeathLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Death Location</h1> <a href="#ExprLastDeathLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last] death location[s] of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] [last] death location[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Gets the last death location of a player, or offline player, if available. Can also be set, reset, and deleted if the player is online. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to the last death location of player<br>teleport player to last death location of (random element out of all players) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastLoadedServerIcon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Loaded Server Icon</h1> <a href="#ExprLastLoadedServerIcon" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last[ly]] loaded server icon</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#cachedservericon">Server Icon</a></td> </tr> </table> <div class="item-description"> Returns the last loaded server icon with the <a href='effects.html#EffLoadServerIcon'>load server icon</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {server-icon} to the last loaded server icon </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastResourcePackResponse" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Resource Pack Response</h1> <a href="#ExprLastResourcePackResponse" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last] resource pack response[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [last] resource pack response[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.9 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#resourcepackstate">Resource Pack State</a></td> </tr> </table> <div class="item-description"> Returns the last resource pack response received from a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's last resource pack response is deny or download fail: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastSpawnedEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Spawned Entity</h1> <a href="#ExprLastSpawnedEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last[ly]] (spawned|shot) %*<a href='./classes.html#entitydata'>entity type</a>%</li> <li class="skript-code-block">[the] [last[ly]] dropped (item)</li> <li class="skript-code-block">[the] [last[ly]] (created|struck) (lightning)</li> <li class="skript-code-block">[the] [last[ly]] (launched|deployed) (firework)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3 (spawned entity), 2.0 (shot entity), 2.2-dev26 (dropped item), 2.7 (struck lightning, firework)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Holds the entity that was spawned most recently with the spawn effect (section), dropped with the <a href='../effects/#EffDrop'>drop effect</a>, shot with the <a href='../effects/#EffShoot'>shoot effect</a> or created with the <a href='../effects/#EffLightning'>lightning effect</a>. Please note that even though you can spawn multiple mobs simultaneously (e.g. with 'spawn 5 creepers'), only the last spawned mob is saved and can be used. If you spawn an entity, shoot a projectile and drop an item you can however access all them together. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn a priest<br>set {healer::%spawned priest%} to true<br>shoot an arrow from the last spawned entity<br>ignite the shot projectile<br>drop a diamond sword<br>push last dropped item upwards<br>teleport player to last struck lightning<br>delete last launched firework </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastLoginTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last/First Login Time</h1> <a href="#ExprLastLoginTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (last|first) login of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] (last|first) login</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> When a player last/first logged in the server. 'last login' requires paper to get the last login, otherwise it will get the last time they were seen on the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /onlinefor:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You have been online for %difference between player's last login and now%."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You first joined the server %difference between player's first login and now% ago." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLeashHolder" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Leash Holder</h1> <a href="#ExprLeashHolder" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] leash holder[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] leash holder[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The leash holder of a living entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_example} to the leash holder of the target mob </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Length</h1> <a href="#ExprLength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] length of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>%'[s] length</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The length of a text, in number of characters. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_l} to length of the string argument </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Level</h1> <a href="#ExprLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] level of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] level</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#level_change">level change</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The level of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> reduce the victim's level by 1<br>set the player's level to 0 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLevelProgress" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Level Progress</h1> <a href="#ExprLevelProgress" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] level progress of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] level progress</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#level_change">level change</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The player's progress in reaching the next level, this represents the experience bar in the game. Please note that this value is between 0 and 1 (e.g. 0.5 = half experience bar). Changing this value can cause the player's level to change if the resulting level progess is negative or larger than 1, e.g. <code>increase the player's level progress by 0.5</code> will make the player gain a level if their progress was more than 50%. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # use the exp bar as mana<br>on rightclick with a blaze rod:<br>&nbsp;&nbsp;&nbsp;&nbsp;player's level progress is larger than 0.2<br>&nbsp;&nbsp;&nbsp;&nbsp;shoot a fireball from the player<br>&nbsp;&nbsp;&nbsp;&nbsp;reduce the player's level progress by 0.2<br>every 2 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;level progress of loop-player is smaller than 0.9:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;increase level progress of the loop-player by 0.1<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set level progress of the loop-player to 0.99<br>on xp spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLightLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Light Level</h1> <a href="#ExprLightLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(sky|sun|block)[ ]]light[ ]level [(of|%<a href='./classes.html#direction'>direction</a>%) %<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">byte</a></td> </tr> </table> <div class="item-description"> Gets the light level at a certain location which ranges from 0 to 15. It can be separated into sunlight (15 = direct sunlight, 1-14 = indirect) and block light (torches, glowstone, etc.). The total light level of a block is the maximum of the two different light types. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # set vampire players standing in bright sunlight on fire<br>every 5 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{vampire::%uuid of loop-player%} is true<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sunlight level at the loop-player is greater than 10<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ignite the loop-player for 5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlugins" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loaded Plugins</h1> <a href="#ExprPlugins" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] [loaded] plugins</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> An expression to obtain a list of the names of the server's loaded plugins. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the loaded plugins contains "Vault":<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "This server uses Vault plugin!"<br><br>send "Plugins (%size of loaded plugins%): %plugins%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#ExprLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-](location|position)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location where an event happened (e.g. at an entity or block), or a location <a href='#ExprDirection'>relative</a> to another (e.g. 1 meter above another location). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> drop 5 apples at the event-location # exactly the same as writing 'drop 5 apples'<br>set {_loc} to the location 1 meter above the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocation-2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#ExprLocation-2" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (location|position) %<a href='./classes.html#direction'>directions</a>% [%<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location where an event happened (e.g. at an entity or block), or a location <a href='#ExprDirection'>relative</a> to another (e.g. 1 meter above another location). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> drop 5 apples at the event-location # exactly the same as writing 'drop 5 apples'<br>set {_loc} to the location 1 meter above the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#ExprLocationOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(location|position) of %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%'[s] (location|position)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location of a block or entity. This not only represents the x, y and z coordinates of the location but also includes the world and the direction an entity is looking (e.g. teleporting to a saved location will make the teleported entity face the same saved direction every time). Please note that the location of an entity is at it's feet, use <a href='#ExprEyeLocation'>head location</a> to get the location of the head. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {home::%uuid of player%} to the location of the player<br>message "You home was set to %player's location% in %player's world%." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationAt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location At</h1> <a href="#ExprLocationAt" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (location|position) [at] [\(][x[ ][=[ ]]]%<a href='./classes.html#number'>number</a>%, [y[ ][=[ ]]]%<a href='./classes.html#number'>number</a>%, [and] [z[ ][=[ ]]]%<a href='./classes.html#number'>number</a>%[\)] [[(in|of) [[the] world]] %<a href='./classes.html#world'>world</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Allows to create a <a href='./classes.html#location'>location</a> from three coordinates and a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to the location at arg-1, arg-2, arg-3 of the world arg-4<br>distance between the player and the location (0, 0, 0) is less than 200 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoopIteration" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loop Iteration</h1> <a href="#ExprLoopIteration" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] loop(-| )(counter|iteration)[-%*<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Returns the loop's current iteration count (for both normal and while loops). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> while player is online:<br>&nbsp;&nbsp;&nbsp;&nbsp;give player 1 stone<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 5 ticks<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-counter &gt; 30:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop loop<br><br>loop {top-balances::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-iteration &lt;= 10:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "#%loop-iteration% %loop-index% has $%loop-value%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoopValue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loop value</h1> <a href="#ExprLoopValue" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] loop-&lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (loop-counter)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Returns the currently looped value. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Countdown<br>loop 10 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "%11 - loop-number%"<br>&nbsp;&nbsp;&nbsp;&nbsp;wait a second<br><br># Generate a 10x10 floor made of randomly colored wool below the player<br>loop blocks from the block below the player to the block 10 east of the block below the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop blocks from the loop-block to the block 10 north of the loop-block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set loop-block-2 to any wool<br><br>loop {top-balances::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-iteration &lt;= 10<br>&nbsp;&nbsp;&nbsp;&nbsp;send "#%loop-iteration% %loop-index% has $%loop-value%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loot</h1> <a href="#ExprLoot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] loot</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.16+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> The loot that will be generated in a 'loot generate' event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on loot generate:<br>&nbsp;&nbsp;&nbsp;&nbsp;chance of %10<br>&nbsp;&nbsp;&nbsp;&nbsp;add 64 diamonds<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You hit the jackpot!!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLore" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lore</h1> <a href="#ExprLore" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] lore of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%'[s] lore</li> <li class="skript-code-block">[the] line %<a href='./classes.html#number'>number</a>% of [the] lore of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">[the] line %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%'[s] lore</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>%(st|nd|rd|th) line of [the] lore of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>%(st|nd|rd|th) line of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%'[s] lore</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> An item's lore. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the 1st line of the item's lore to "&amp;lt;orange&amp;gt;Excalibur 2.0" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoveTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Love Time</h1> <a href="#ExprLoveTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] love[d] time of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] love[d] time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time the animals have been in love for. Using a value of 30 seconds is equivalent to using an item to breed them. Only works on animals that can be bred and returns '0 seconds' for animals that can't be bred. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%event-entity% has been in love for %love time of event-entity% more than you!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLowestHighestSolidBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lowest/Highest Solid Block</h1> <a href="#ExprLowestHighestSolidBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (highest|lowest) [solid] block (at|of) %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] (highest|lowest) [solid] block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34, 2.9.0 (lowest solid block, 'non-air' option removed, additional syntax option)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> An expression to obtain the lowest or highest solid (impassable) block at a location. Note that the y-coordinate of the location is not taken into account for this expression. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> teleport the player to the block above the highest block at the player<br>set the highest solid block at the player's location to the lowest solid block at the player's location </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMOTD" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">MOTD</h1> <a href="#ExprMOTD" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(default)|(shown|displayed)] (MOTD|message of [the] day)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The message of the day in the server list. This can be changed in a <a href='events.html#server_list_ping'>server list ping</a> event only. 'default MOTD' returns the default MOTD always and can't be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the motd to "Join now!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxDurability" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Durability</h1> <a href="#ExprMaxDurability" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] (durabilit(y|ies)|damage) of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%'[s] max[imum] (durabilit(y|ies)|damage)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.9.0 (change)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.20.5+ (custom amount)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The maximum durability of an item. Changing requires Minecraft 1.20.5+ Note: 'delete' will remove the max durability from the item (making it a non-damageable item). Delete requires Paper 1.21+ </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> maximum durability of diamond sword<br>if max durability of player's tool is not 0: # Item is damageable<br>set max durability of player's tool to 5000<br>add 5 to max durability of player's tool<br>reset max durability of player's tool<br>delete max durability of player's tool </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxHealth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Health</h1> <a href="#ExprMaxHealth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] health of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] max[imum] health</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a>, <a href="events.html#death">death</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The maximum health of an entity, e.g. 10 for a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the maximum health of the player to 100<br>spawn a giant<br>set the last spawned entity's max health to 1000 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxItemUseTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Item Use Time</h1> <a href="#ExprMaxItemUseTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] [item] us(e|age) (time|duration) of %<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>%'[s] max[imum] [item] us(e|age) (time|duration)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the max duration an item can be used for before the action completes. E.g. it takes 1.6 seconds to drink a potion, or 1.4 seconds to load an unenchanted crossbow. Some items, like bows and shields, do not have a limit to their use. They will return 1 hour. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast max usage duration of player's tool </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxMinecartSpeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Minecart Speed</h1> <a href="#ExprMaxMinecartSpeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] minecart (speed|velocity) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] max[imum] minecart (speed|velocity)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The maximum speed of a minecart. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on minecart:<br>&nbsp;&nbsp;&nbsp;&nbsp;set max minecart speed of event-entity to 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxPlayers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Players</h1> <a href="#ExprMaxPlayers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(real|default)|(fake|shown|displayed)] max[imum] player[s] [count|amount|number|size]</li> <li class="skript-code-block">[the] [(real|default)|(fake|shown|displayed)] max[imum] (count|amount|number|size) of players</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, 2.7 (modify max real players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+ (modify max real players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The count of max players. This can be changed in a <a href='events.html#server_list_ping'>server list ping</a> event only. 'real max players' returns the real count of max players of the server and can be modified on Paper 1.16 or later. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the max players count to (online players count + 1) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxFreezeTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Maximum Freeze Time</h1> <a href="#ExprMaxFreezeTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] freeze time of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] max[imum] freeze time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The maximum amount of time an entity can spend in powdered snow before taking damage. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> difference between player's freeze time and player's max freeze time is less than 1 second:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "you're about to freeze!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxStack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Maximum Stack Size</h1> <a href="#ExprMaxStack" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] stack[[ ]size] of %<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>%'[s] max[imum] stack[[ ]size]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The maximum stack size of the specified material, e.g. 64 for torches, 16 for buckets, and 1 for swords. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "You can only pick up %max stack size of player's tool% of %type of (player's tool)%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMe" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Me</h1> <a href="#ExprMe" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">me</li> <li class="skript-code-block">my[self]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> A 'me' expression that can be used in players' effect commands only. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> !heal me<br>!kick myself<br>!give a diamond axe to me </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMendingRepairAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Mending Repair Amount</h1> <a href="#ExprMendingRepairAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [mending] repair amount</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of durability points an item is to be repaired in a mending event. Modifying the repair amount will affect how much experience is given to the player after mending. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item mend:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the mending repair amount to 100 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMessage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Message</h1> <a href="#ExprMessage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [chat( |-)]message</li> <li class="skript-code-block">[the] (join|log[ ]in)( |-)message</li> <li class="skript-code-block">[the] (quit|leave|log[ ]out|kick)( |-)message</li> <li class="skript-code-block">[the] death( |-)message</li> <li class="skript-code-block">[the] broadcast(-|[ed] )message</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6 (chat message), 1.4.9 (join & quit messages), 2.0 (death message), 2.9.0 (clear message), INSERT VERSION (broadcasted message)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#chat">chat</a>, <a href="events.html#join">join</a>, <a href="events.html#quit">quit</a>, <a href="events.html#death">death</a>, <a href="events.html#broadcast">broadcast</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The (chat) message of a chat event, the join message of a join event, the quit message of a quit event, the death message of a death event or the broadcasted message in a broadcast event. This expression is mostly useful for being changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has permission "admin"<br>&nbsp;&nbsp;&nbsp;&nbsp;set message to "&amp;c%message%"<br><br>on first join:<br>&nbsp;&nbsp;&nbsp;&nbsp;set join message to "Welcome %player% to our awesome server!"<br><br>on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has played before<br>&nbsp;&nbsp;&nbsp;&nbsp;set join message to "Welcome back, %player%!"<br><br>on quit:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {vanish::%player's uuid%} is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;clear quit message<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set quit message to "%player% left this awesome server!"<br><br>on death:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the death message to "%player% died!"<br><br>on broadcast:<br>&nbsp;&nbsp;&nbsp;&nbsp;set broadcast message to "&amp;a[BROADCAST] %broadcast message%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMetadata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Metadata</h1> <a href="#ExprMetadata" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">metadata [(value|tag)[s]] %<a href='./classes.html#string'>texts</a>% of %<a href='./classes.html#metadataholder'>metadata holders</a>%</li> <li class="skript-code-block">%<a href='./classes.html#metadataholder'>metadata holders</a>%'[s] metadata [(value|tag)[s]] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36, INSERT VERSION (add, remove)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Metadata is a way to store temporary data on entities, blocks and more that disappears after a server restart. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set metadata value "healer" of player to true<br>broadcast "%metadata value ""healer"" of player%"<br>clear metadata value "healer" of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMiddleOfLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Middle of Location</h1> <a href="#ExprMiddleOfLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (middle|center) [point] of %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%'[s] (middle|center) [point]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Returns the middle/center of a location. In other words, returns the middle of the X, Z coordinates and the floor value of the Y coordinate of a location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /stuck:<br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;teleport player to the center of player's location<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You're no longer stuck." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMinecartDerailedFlyingVelocity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Minecart Derailed / Flying Velocity</h1> <a href="#ExprMinecartDerailedFlyingVelocity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [minecart] (derailed|flying) velocity of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] [minecart] (derailed|flying) velocity</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> The velocity of a minecart as soon as it has been derailed or as soon as it starts flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on minecart:<br>&nbsp;&nbsp;&nbsp;&nbsp;set derailed velocity of event-entity to vector 2, 10, 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBalance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Money</h1> <a href="#ExprBalance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (money|balance|[bank] account) of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] (money|balance|[bank] account)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.5 (offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, an economy plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#money">Money</a></td> </tr> </table> <div class="item-description"> How much virtual money a player has (can be changed). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You have %player's money%" # the currency name will be added automatically<br>remove 20$ from the player's balance # replace '$' by whatever currency you use<br>add 200 to the player's account # or omit the currency altogether </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMoonPhase" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Moon Phase</h1> <a href="#ExprMoonPhase" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (lunar|moon) phase[s] of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] (lunar|moon) phase[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#moonphase">Moon Phase</a></td> </tr> </table> <div class="item-description"> The current moon phase of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if moon phase of player's world is full moon:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Watch for the wolves!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPushedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Moved blocks</h1> <a href="#ExprPushedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] moved blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev27</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Blocks which are moved in a piston event. Cannot be used outside of piston events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the moved blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprName" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Name / Display Name / Tab List Name</h1> <a href="#ExprName" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (name[s]|(display|nick|chat|custom)[ ]name[s]) of %<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#gamerule'>gamerules</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#gamerule'>gamerules</a>%'[s] (name[s]|(display|nick|chat|custom)[ ]name[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>before 2.1, 2.2-dev20 (inventory name), 2.4 (non-living entity support, changeable inventory name), 2.7 (worlds)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, gamerule or world.<p><ul> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Players</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> 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).</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Entities</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> 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'.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> The custom name of the entity. Can be changed, which will also enable <em>custom name visibility</em> of the entity so name tag of the entity will be visible always.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Items</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> The <em>custom</em> name of the item (not the Minecraft locale name). Can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Inventories</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> 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.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Gamerules (1.13+)</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the gamerule. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Worlds</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the world. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> </ul> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has permission "name.red"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's display name to "&amp;lt;red&amp;gt;[admin] &amp;lt;gold&amp;gt;%name of player%"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's tab list name to "&amp;lt;green&amp;gt;%player's name%"<br>set the name of the player's tool to "Legendary Sword of Awesomeness" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprName-2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Name / Display Name / Tab List Name</h1> <a href="#ExprName-2" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ((player|tab)[ ]list name[s]) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] ((player|tab)[ ]list name[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>before 2.1, 2.2-dev20 (inventory name), 2.4 (non-living entity support, changeable inventory name), 2.7 (worlds)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, gamerule or world.<p><ul> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Players</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> 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).</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Entities</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> 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'.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> The custom name of the entity. Can be changed, which will also enable <em>custom name visibility</em> of the entity so name tag of the entity will be visible always.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Items</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> The <em>custom</em> name of the item (not the Minecraft locale name). Can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Inventories</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> 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.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Gamerules (1.13+)</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the gamerule. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Worlds</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the world. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> </ul> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has permission "name.red"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's display name to "&amp;lt;red&amp;gt;[admin] &amp;lt;gold&amp;gt;%name of player%"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's tab list name to "&amp;lt;green&amp;gt;%player's name%"<br>set the name of the player's tool to "Legendary Sword of Awesomeness" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNamed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Named Item/Inventory</h1> <a href="#ExprNamed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#inventorytype'>inventory type</a>% (named|with name[s]) %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev34 (inventories)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Directly names an item/inventory, useful for defining a named item/inventory in a script. If you want to (re)name existing items/inventories you can either use this expression or use <code>set <a href='#ExprName'>name of &lt;item/inventory&gt;</a> to &lt;text&gt;</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give a diamond sword of sharpness 100 named "&amp;lt;gold&amp;gt;Excalibur" to the player<br>set tool of player to the player's tool named "&amp;lt;gold&amp;gt;Wand"<br>set the name of the player's tool to "&amp;lt;gold&amp;gt;Wand"<br>open hopper inventory named "Magic Hopper" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNearestEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Nearest Entity</h1> <a href="#ExprNearestEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] nearest %*<a href='./classes.html#entitydata'>entity types</a>% [[relative] to %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#location'>location</a>%]</li> <li class="skript-code-block">[the] %*<a href='./classes.html#entitydata'>entity types</a>% nearest [to %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Gets the entity nearest to a location or another entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> kill the nearest pig and cow relative to player<br>teleport player to the nearest cow relative to player<br>teleport player to the nearest entity relative to player<br><br>on click:<br>&nbsp;&nbsp;&nbsp;&nbsp;kill nearest pig </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="LitNewLine" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">New Line</h1> <a href="#LitNewLine" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">nl</li> <li class="skript-code-block">new[ ]line</li> <li class="skript-code-block">line[ ]break</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns a line break separator. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "Hello%nl%Goodbye!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNoDamageTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">No Damage Ticks</h1> <a href="#ExprNoDamageTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (invulnerability|invincibility|no damage) tick[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (invulnerability|invincibility|no damage) tick[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of ticks that an entity is invulnerable to damage for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;set victim's invulnerability ticks to 20 #Victim will not take damage for the next second </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Now</h1> <a href="#ExprNow" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">now</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> The current <a href='classes.html#date'>system time</a> of the server. Use <a href='#ExprTime'>time</a> to get the <a href='classes.html#time'>Minecraft time</a> of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Current server time: %now%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNumberOfCharacters" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Number of Characters</h1> <a href="#ExprNumberOfCharacters" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">number of upper[ ]case char(acters|s) in %<a href='./classes.html#string'>text</a>%</li> <li class="skript-code-block">number of lower[ ]case char(acters|s) in %<a href='./classes.html#string'>text</a>%</li> <li class="skript-code-block">number of digit char(acters|s) in %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of uppercase, lowercase, or digit characters in a string. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> #Simple Chat Filter<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;if number of uppercase chars in message / length of message &gt; 0.5<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;lt;red&amp;gt;Your message has to many caps!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNumbers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Numbers</h1> <a href="#ExprNumbers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] (numbers|integers|decimals) (between|from) %<a href='./classes.html#number'>number</a>% (and|to) %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6 (integers & numbers), 2.5.1 (decimals)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> All numbers between two given numbers, useful for looping. Use 'numbers' if your start is not an integer and you want to keep the fractional part of the start number constant, or use 'integers' if you only want to loop integers. You may also use 'decimals' if you want to use the decimal precision of the start number. You may want to use the 'times' expression instead, for instance 'loop 5 times:' </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop numbers from 2.5 to 5.5: # loops 2.5, 3.5, 4.5, 5.5<br>loop integers from 2.9 to 5.1: # same as '3 to 5', i.e. loops 3, 4, 5<br>loop decimals from 3.94 to 4: # loops 3.94, 3.95, 3.96, 3.97, 3.98, 3.99, 4 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOfflinePlayers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Offline players</h1> <a href="#ExprOfflinePlayers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] offline[ ]players</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> All players that have ever joined the server. This includes the players currently online. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "Size of all players who have joined the server: %size of all offline players%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOnlinePlayersCount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Online Player Count</h1> <a href="#ExprOnlinePlayersCount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [((real|default)|(fake|shown|displayed))] [online] player (count|amount|number)</li> <li class="skript-code-block">[the] [((real|default)|(fake|shown|displayed))] (count|amount|number|size) of online players</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper (fake count)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The amount of online players. This can be changed in a <a href='events.html#server_list_ping'>server list ping</a> event only to show fake online player amount. <code>real online player count</code> always return the real count of online players and can't be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;# This will make the max players count 5 if there are 4 players online.<br>&nbsp;&nbsp;&nbsp;&nbsp;set the fake max players count to (online player count + 1) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOpenedInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Opened Inventory</h1> <a href="#ExprOpenedInventory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (current|open|top) inventory [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (current|open|top) inventory</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev24, 2.2-dev35 (Just 'current inventory' works in player events)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> Return the currently opened inventory of a player. If no inventory is open, it returns the own player's crafting inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set slot 1 of player's current inventory to diamond sword </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprParse" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Parse</h1> <a href="#ExprParse" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% parsed as (%*<a href='./classes.html#classinfo'>type</a>%|"&lt;.*&gt;")</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Parses text as a given type, or as a given pattern. This expression can be used in two different ways: One which parses the entire text as a single instance of a type, e.g. as a number, and one that parses the text according to a pattern. If the given text could not be parsed, this expression will return nothing and the <a href='#ExprParseError'>parse error</a> will be set if some information is available. Some notes about parsing with a pattern: - The pattern must be a <a href='./patterns/'>Skript pattern</a>, e.g. percent signs are used to define where to parse which types, e.g. put a %number% or %items% in the pattern if you expect a number or some items there. - You <i>have to</i> save the expression's value in a list variable, e.g. <code>set {parsed::*} to message parsed as "..."</code>. - The list variable will contain the parsed values from all %types% in the pattern in order. If a type was plural, e.g. %items%, the variable's value at the respective index will be a list variable, e.g. the values will be stored in {parsed::1::*}, not {parsed::1}. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {var} to line 1 parsed as number<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {var::*} to message parsed as "buying %items% for %money%"<br>&nbsp;&nbsp;&nbsp;&nbsp;if parse error is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "%parse error%"<br>&nbsp;&nbsp;&nbsp;&nbsp;else if {var::*} is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove {var::2} from the player's balance<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;give {var::1::*} to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprParseError" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Parse Error</h1> <a href="#ExprParseError" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last] [parse] error</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The error which caused the last <a href='#ExprParse'>parse operation</a> to fail, which might not be set if a pattern was used and the pattern didn't match the provided text at all. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {var} to line 1 parsed as integer<br>if {var} is not set:<br>&nbsp;&nbsp;&nbsp;&nbsp;parse error is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "&amp;lt;red&amp;gt;Line 1 is invalid: %last parse error%"<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "&amp;lt;red&amp;gt;Please put an integer on line 1!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPassenger" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Passenger</h1> <a href="#ExprPassenger" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] passenger[s] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] passenger[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev26 (Multiple passengers for 1.11.2+)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The passenger of a vehicle, or the rider of a mob. For 1.11.2 and above, it returns a list of passengers and you can use all changers in it. See also: <a href='#ExprVehicle'>vehicle</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> #for 1.11 and lower<br>passenger of the minecart is a creeper or a cow<br>the saddled pig's passenger is a player<br>#for 1.11.2+<br>passengers of the minecart contains a creeper or a cow<br>the boat's passenger contains a pig<br>add a cow and a zombie to passengers of last spawned boat<br>set passengers of player's vehicle to a pig and a horse<br>remove all pigs from player's vehicle<br>clear passengers of boat </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPercent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Percent of</h1> <a href="#ExprPercent" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>number</a>%(\%| percent) of %<a href='./classes.html#number'>numbers</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns a percentage of one or more numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set damage to 10% of victim's health<br>set damage to 125 percent of damage<br>set {_result} to {_percent} percent of 999<br>set {_result::*} to 10% of {_numbers::*}<br>set experience to 50% of player's total experience </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="LitPi" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Pi</h1> <a href="#LitPi" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(pi|π)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">double</a></td> </tr> </table> <div class="item-description"> Returns the mathematical constant pi. (approx. 3.1415926535) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_tau} to pi * 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPickupDelay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Pickup Delay</h1> <a href="#ExprPickupDelay" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] pick[ ]up delay of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] pick[ ]up delay</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time before a dropped item can be picked up by an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> drop diamond sword at {_location} without velocity<br>set pickup delay of last dropped item to 5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ping</h1> <a href="#ExprPing" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ping of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] ping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Pings of players, as Minecraft server knows them. Note that they will almost certainly be different from the ones you'd get from using ICMP echo requests. This expression is only supported on some server software (PaperSpigot). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /ping &lt;player=%player%&gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "%arg-1%'s ping is %arg-1's ping%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlain" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Plain Item</h1> <a href="#ExprPlain" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a[n]] (plain|unmodified) %<a href='./classes.html#itemtype'>item type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> A plain item is an item with no modifications. It can be used to convert items to their default state or to match with other default items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player's tool is a plain diamond: # check if player's tool has no modifications<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are holding a plain diamond!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerChatCompletions" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Chat Completions</h1> <a href="#ExprPlayerChatCompletions" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [custom] chat completion[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [custom] chat completion[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The custom chat completion suggestions. You can add, set, remove, and clear them. Removing the names of online players with this expression is ineffective. This expression will not return anything due to Bukkit limitations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add "Skript" and "Njol" to chat completions of all players<br>remove "text" from {_p}'s chat completions<br>clear player's chat completions </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCurrentInputKeys" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Input Keys</h1> <a href="#ExprCurrentInputKeys" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [current] (inputs|input keys) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [current] (inputs|input keys)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inputkey">Input Key</a></td> </tr> </table> <div class="item-description"> Get the current input keys of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "%player% is pressing %current input keys of player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerlistHeaderFooter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player List Header and Footer</h1> <a href="#ExprPlayerlistHeaderFooter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (player|tab)[ ]list (header|footer) [(text|message)] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (player|tab)[ ]list (header|footer) [(text|message)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The message above and below the player list in the tab menu. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set all players' tab list header to "Welcome to the Server!"<br>send "%the player's tab list header%" to player<br>reset all players' tab list header </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerProtocolVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Protocol Version</h1> <a href="#ExprPlayerProtocolVersion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] protocol version of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] protocol version</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Player's protocol version. For more information and list of protocol versions <a href='https://wiki.vg/Protocol_version_numbers'>visit wiki.vg</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /protocolversion &amp;ltplayer&amp;gt:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Protocol version of %arg-1%: %protocol version of arg-1%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSkull" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Skull</h1> <a href="#ExprSkull" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (head|skull) of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] (head|skull)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Gets a skull item representing a player. Skulls for other entities are provided by the aliases. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give the victim's skull to the attacker<br>set the block at the entity to the entity's skull </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerWeather" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Weather</h1> <a href="#ExprPlayerWeather" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(client|custom)] weather of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [(client|custom)] weather</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#weathertype">Weather Type</a></td> </tr> </table> <div class="item-description"> The weather for a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set weather of arg-player to rainy<br>reset player's weather<br>if arg-player's weather is rainy </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPortal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Portal</h1> <a href="#ExprPortal" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] portal['s] blocks</li> <li class="skript-code-block">[the] blocks of [the] portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#portal_create">portal_create</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The blocks associated with a portal in the portal creation event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal creation:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop portal blocks:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-block% is part of a portal!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPortalCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Portal Cooldown</h1> <a href="#ExprPortalCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] portal cooldown of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] portal cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time before an entity can use a portal. By default, it is 15 seconds after exiting a nether portal or end gateway. Players in survival/adventure get a cooldown of 0.5 seconds, while those in creative get no cooldown. Resetting will set the cooldown back to the default 15 seconds for non-player entities and 0.5 seconds for players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal:<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 tick<br>&nbsp;&nbsp;&nbsp;&nbsp;set portal cooldown of event-entity to 5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPotionEffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect</h1> <a href="#ExprPotionEffect" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[new] potion effect of %<a href='./classes.html#potioneffecttype'>potion effect type</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without particles] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">[new] ambient potion effect of %<a href='./classes.html#potioneffecttype'>potion effect type</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without particles] [for %<a href='./classes.html#timespan'>time span</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#potioneffect">Potion Effect</a></td> </tr> </table> <div class="item-description"> Create a new potion effect to apply to an entity or item type. Do note that when applying potion effects to tipped arrows/lingering potions, Minecraft reduces the timespan. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to potion effect of speed of tier 1 without particles for 10 minutes<br>add {_p} to potion effects of player's tool<br>add {_p} to potion effects of target entity<br>add potion effect of speed 1 to potion effects of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPotionEffectTier" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect Tier</h1> <a href="#ExprPotionEffectTier" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [potion] (tier|amplifier|level) of %<a href='./classes.html#potioneffecttype'>potion effect types</a>% (of|for|on) %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> An expression to obtain the amplifier of a potion effect applied to an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the amplifier of haste of player &gt;= 3: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPotionEffects" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effects</h1> <a href="#ExprPotionEffects" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(all [[of] the]|the)] [active] potion effects of %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#itemtype'>item types</a>%'[s] [(all [[of] the]|the)] [active] potion effects</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#potioneffect">Potion Effect</a></td> </tr> </table> <div class="item-description"> Represents the active potion effects of entities and itemtypes. You can clear all potion effects of an entity/itemtype and add/remove a potion effect/type to/from an entity/itemtype. Do note you will not be able to clear the base potion effects of a potion item. In that case, just set the item to a water bottle. When adding a potion effect type (rather than a potion effect), it will default to 15 seconds with tier 1. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p::*} to active potion effects of player<br>clear all the potion effects of player<br>clear all the potion effects of player's tool<br>add potion effects of player to potion effects of player's tool<br>add speed to potion effects of target entity<br>remove speed and night vision from potion effects of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPrefixSuffix" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Prefix/Suffix</h1> <a href="#ExprPrefixSuffix" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [chat] (prefix|suffix) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [chat] (prefix|suffix)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, INSERT VERSION (delete)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, a chat plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The prefix or suffix as defined in the server's chat plugin. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player's prefix%%player's display name%%player's suffix%: %message%" to the player's world<br><br>set the player's prefix to "[&amp;lt;red&amp;gt;Admin&lt;reset&gt;] "<br><br>clear player's prefix </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprProjectileCriticalState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Projectile Critical State</h1> <a href="#ExprProjectileCriticalState" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (projectile|arrow) critical (state|ability|mode) of %<a href='./classes.html#projectile'>projectiles</a>%</li> <li class="skript-code-block">%<a href='./classes.html#projectile'>projectiles</a>%'[s] (projectile|arrow) critical (state|ability|mode)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> A projectile's critical state. The only currently accepted projectiles are arrows and tridents. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on shoot:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-projectile is an arrow<br>&nbsp;&nbsp;&nbsp;&nbsp;set projectile critical mode of event-projectile to true </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprProtocolVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Protocol Version</h1> <a href="#ExprProtocolVersion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [server] [(sent|required|fake)] protocol version [number]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#server_list_ping">server list ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The protocol version that will be sent as the protocol version of the server in a server list ping event. For more information and list of protocol versions <a href='https://wiki.vg/Protocol_version_numbers'>visit wiki.vg</a>. If this protocol version doesn't match with the protocol version of the client, the client will see the <a href='#ExprVersionString'>version string</a>. But please note that, this expression has no visual effect over the version string. For example if the server uses PaperSpigot 1.12.2, and you make the protocol version 107 (1.9), the version string will not be "Paper 1.9", it will still be "Paper 1.12.2". But then you can customize the <a href='#ExprVersionString'>version string</a> as you wish. Also if the protocol version of the player is higher than protocol version of the server, it will say "Server out of date!", and if vice-versa "Client out of date!" when you hover on the ping bars.<p>This can be set in a <a href='events.html#server_list_ping'>server list ping</a> event only (increase and decrease effects cannot be used because that wouldn't make sense). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the version string to "&amp;lt;light green&amp;gt;Version: &amp;lt;orange&amp;gt;%minecraft version%"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the protocol version to 0 # 13w41a (1.7) - so the player will see the custom version string almost always </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprQuitReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Quit Reason</h1> <a href="#ExprQuitReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (quit|disconnect) (cause|reason)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quitreason">Quit Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#quitreason'>quit reason</a> as to why a player disconnected in a <a href='events.html#quit'>quit</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on quit:<br>&nbsp;&nbsp;&nbsp;&nbsp;quit reason was kicked<br>&nbsp;&nbsp;&nbsp;&nbsp;player is banned<br>&nbsp;&nbsp;&nbsp;&nbsp;clear {server::player::%uuid of player%::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandom" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random</h1> <a href="#ExprRandom" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] random %*<a href='./classes.html#classinfo'>type</a>% [out] of %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.9</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Gets a random item out of a set, e.g. a random player out of all players online. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give a diamond to a random player out of all players<br>give a random item out of all items to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandomCharacter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random Character</h1> <a href="#ExprRandomCharacter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a|%integer%] random [alphanumeric] character[s] (from|between) %<a href='./classes.html#string'>text</a>% (to|and) %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> One or more random characters between two given characters. Use 'alphanumeric' if you want only alphanumeric characters. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. If strings of more than one character are given, only the first character of each is used. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_captcha} to join (5 random characters between "a" and "z") with ""<br>send 3 random alphanumeric characters between "0" and "z" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandomNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random Numbers</h1> <a href="#ExprRandomNumber" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a|%integer%] random (integer|number)[s] (from|between) %<a href='./classes.html#number'>number</a>% (to|and) %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, INSERT VERSION (Multiple random numbers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> A given amount of random numbers or integers between two given numbers. Use 'number' if you want any number with decimal parts, or use use 'integer' if you only want whole numbers. Please note that the order of the numbers doesn't matter, i.e. <code>random number between 2 and 1</code> will work as well as <code>random number between 1 and 2</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's health to a random number between 5 and 10<br>send "You rolled a %random integer from 1 to 6%!" to the player<br>set {_chances::*} to 5 random integers between 5 and 96<br>set {_decimals::*} to 3 random numbers between 2.7 and -1.5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandomUUID" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random UUID</h1> <a href="#ExprRandomUUID" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] random uuid</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns a random UUID. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_uuid} to random uuid </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRawName" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Raw Name</h1> <a href="#ExprRawName" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(raw|minecraft|vanilla) name[s] of %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>unknown (2.2)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The raw Minecraft material name of the given item. Note that this is not guaranteed to give same results on all servers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> raw name of tool of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRawString" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Raw String</h1> <a href="#ExprRawString" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">raw %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns the string without formatting (colors etc.) and without stripping them from it, e.g. <code>raw "&aHello There!"</code> would output <code>&aHello There!</code> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send raw "&amp;aThis text is unformatted!" to all players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprReadiedArrow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Readied Arrow/Bow</h1> <a href="#ExprReadiedArrow" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (readied|selected|drawn) (arrow|bow)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#ready_arrow">ready arrow</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> The bow or arrow in a <a href='events.html#ready_arrow'>Ready Arrow event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player ready arrow:<br>&nbsp;&nbsp;&nbsp;&nbsp;selected bow's name is "Spectral Bow"<br>&nbsp;&nbsp;&nbsp;&nbsp;if selected arrow is not a spectral arrow:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRedstoneBlockPower" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Redstone Block Power</h1> <a href="#ExprRedstoneBlockPower" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] redstone power of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] redstone power</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Power of a redstone block </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if redstone power of targeted block is 15:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This block is very powerful!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRegion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region</h1> <a href="#ExprRegion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]region</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#region">Region</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#region'>region</a> involved in an event. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on region enter:<br>&nbsp;&nbsp;&nbsp;&nbsp;region is {forbidden region}<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMembersOfRegion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region Members & Owners</h1> <a href="#ExprMembersOfRegion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the)] (members|owner[s]) of [[the] region[s]] %<a href='./classes.html#region'>regions</a>%</li> <li class="skript-code-block">[[the] region[s]] %<a href='./classes.html#region'>regions</a>%'[s] (members|owner[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> A list of members or owners of a <a href='./classes.html#region'>region</a>. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entering of a region:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You're entering %region% whose owners are %owners of region%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRegionsAt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Regions At</h1> <a href="#ExprRegionsAt" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] region[(s)] %<a href='./classes.html#direction'>direction</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#region">Region</a></td> </tr> </table> <div class="item-description"> All <a href='./classes.html#region'>regions</a> at a particular <a href='./classes/#location'>location</a>. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> On click on a sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;line 1 of the clicked block is "[region info]"<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_regions::*} to regions at the clicked block<br>&nbsp;&nbsp;&nbsp;&nbsp;if {_regions::*} is empty:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "No regions exist at this sign."<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Regions containing this sign: &amp;lt;gold&amp;gt;%{_regions::*}%&lt;r&gt;." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRemainingAir" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Remaining Air</h1> <a href="#ExprRemainingAir" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] remaining air of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] remaining air</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> How much time a player has left underwater before starting to drown. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player's remaining air is less than 3 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "hurry, get to the surface!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRepeat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Repeat String</h1> <a href="#ExprRepeat" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% repeated %integer% time[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Repeats inputted strings a given amount of times. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast nl and nl repeated 200 times<br>broadcast "Hello World " repeated 5 times<br>if "aa" repeated 2 times is "aaaa":<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Ahhhh" repeated 100 times </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprResonatingTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Resonating Time</h1> <a href="#ExprResonatingTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] resonat(e|ing) time of %<a href='./classes.html#block'>block</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>block</a>%'[s] resonat(e|ing) time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the resonating time of a bell. A bell will start resonating five game ticks after being rung, and will continue to resonate for 40 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "The bell has been resonating for %resonating time of target block%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCharges" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Respawn Anchor Charges</h1> <a href="#ExprCharges" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [max[imum]] charge[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] [max[imum]] charge[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The charges of a respawn anchor. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the charges of event-block to 3 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRespawnLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Respawn location</h1> <a href="#ExprRespawnLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] respawn location</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location that a player should respawn at. This is used within the respawn event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on respawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;set respawn location to {example::spawn} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprReversedList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Reversed List</h1> <a href="#ExprReversedList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">reversed %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Reverses given list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_list::*} to reversed {_list::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRingingTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ringing Time</h1> <a href="#ExprRingingTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ring[ing] time of %<a href='./classes.html#block'>block</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>block</a>%'[s] ring[ing] time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the ringing time of a bell. A bell typically rings for 50 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "The bell has been ringing for %ringing time of target block%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRotate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rotated Quaternion/Vector</h1> <a href="#ExprRotate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#vector'>vectors</a>% rotated around [the] [global] (x|y|z)(-| )axis by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>% rotated around [the|its|their] local (x|y|z)(-| )ax(i|e)s by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#vector'>vectors</a>% rotated around [the] %<a href='./classes.html#vector'>vector</a>% by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>% rotated by x %<a href='./classes.html#number'>number</a>%, y %<a href='./classes.html#number'>number</a>%(, [and]| and) z %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Rotates a quaternion or vector around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented.<p>Note that rotating a quaternion around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_new} to {_quaternion} rotated around x axis by 10 degrees<br>set {_new} to {_vector} rotated around vector(1, 1, 1) by 45<br>set {_new} to {_quaternion} rotated by x 45, y 90, z 135 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprQuaternionAxisAngle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rotation Axis/Angle</h1> <a href="#ExprQuaternionAxisAngle" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] rotation (angle|axis) of %<a href='./classes.html#quaternion'>quaternions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>%'[s] rotation (angle|axis)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Returns the axis or angle that a quaternion will rotate by/around. All quaternions can be represented by a rotation of some amount around some axis, so this expression provides the ability to get that angle/axis. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_quaternion} to axisAngle(45, vector(1, 2, 3))<br>send rotation axis of {_quaternion} # 1, 2, 3<br>send rotation angle of {_quaternion} # 45<br>set rotation angle of {_quaternion} to 135<br>set rotation axis of {_quaternion} to vector(0, 1, 0) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rounding</h1> <a href="#ExprRound" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(a|the)] round[ed] down %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">[(a|the)] round[ed] %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">[(a|the)] round[ed] up %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Rounds numbers normally, up (ceiling) or down (floor) respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {var} to rounded health of player<br>set line 1 of the block to rounded "%(1.5 * player's level)%"<br>add rounded down argument to the player's health </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSaturation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Saturation</h1> <a href="#ExprSaturation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] saturation of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] saturation</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-v10, 2.2-dev35 (fully modifiable), 2.6.2 (syntax pattern changed)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The saturation of a player. If used in a player event, it can be omitted and will default to event-player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set saturation of player to 20 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprScoreboardTags" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Scoreboard Tags</h1> <a href="#ExprScoreboardTags" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] scoreboard tags of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] scoreboard tags</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Scoreboard tags are simple list of texts stored directly in the data of an <a href='classes.html#entity'>entity</a>. So this is a Minecraft related thing, not Bukkit, so the tags will not get removed when the server stops. You can visit <a href='https://minecraft.wiki/w/Scoreboard#Tags'>visit Minecraft Wiki</a> for more info. This is changeable and valid for any type of entity. Also you can use use the <a href='conditions.html#CondHasScoreboardTag'>Has Scoreboard Tag</a> condition to check whether an entity has the given tags.<p>Requires Minecraft 1.11+ (actually added in 1.9 to the game, but added in 1.11 to Spigot). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of a monster:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the spawn reason is mob spawner:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add "spawned by a spawner" to the scoreboard tags of event-entity<br><br>on death of a monster:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the attacker is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if the victim doesn't have the scoreboard tag "spawned by a spawner":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add 1$ to attacker's balance </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprScript" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Script Name</h1> <a href="#ExprScript" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] script[['s] name]</li> <li class="skript-code-block">name of [the] script</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Script_Load_Unload">Script Load/Unload</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Holds the current script's name (the file name without '.sk'). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on script load:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to true<br>on script unload:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to false </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSeaLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sea Level</h1> <a href="#ExprSeaLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] sea level of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] sea level</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Gets the sea level of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "The sea level in your world is %sea level in player's world%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSeaPickles" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sea Pickles</h1> <a href="#ExprSeaPickles" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(min|max)[imum]] [sea] pickle(s| (count|amount)) of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] [(min|max)[imum]] [sea] pickle(s| (count|amount))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> An expression to obtain or modify data relating to the pickles of a sea pickle block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block break:<br>&nbsp;&nbsp;&nbsp;&nbsp;type of block is sea pickle<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Wow! This stack of sea pickles contained %event-block's sea pickle count% pickles!"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "It could've contained a maximum of %event-block's maximum sea pickle count% pickles!"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "It had to have contained at least %event-block's minimum sea pickle count% pickles!"<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;set event-block's sea pickle count to event-block's maximum sea pickle count<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This bad boy is going to hold so many pickles now!!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSentCommands" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sent Command List</h1> <a href="#ExprSentCommands" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [sent] [server] command[s] list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#send_command_list">send command list</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The commands that will be sent to the player in a <a href='events.html#send_command_list'>send commands to player event</a>. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on send command list:<br>&nbsp;&nbsp;&nbsp;&nbsp;set command list to command list where [input does not contain ":"]<br>&nbsp;&nbsp;&nbsp;&nbsp;remove "help" from command list </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprServerIcon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Server Icon</h1> <a href="#ExprServerIcon" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [((default)|(shown|sent))] [server] icon</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#cachedservericon">Server Icon</a></td> </tr> </table> <div class="item-description"> Icon of the server in the server list. Can be set to an icon that loaded using the <a href='effects.html#EffLoadServerIcon'>load server icon</a> effect, or can be reset to the default icon in a <a href='events.html#server_list_ping'>server list ping</a>. 'default server icon' returns the default server icon (server-icon.png) always and cannot be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on script load:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {server-icons::default} to the default server icon </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSets" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sets</h1> <a href="#ExprSets" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the|every] %*<a href='./classes.html#classinfo'>type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 pre-5, 2.7 (classinfo)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Returns a list of all the values of a type. Useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all attribute types:<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-value attribute of player to 10<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Set attribute %loop-value% to 10!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprShooter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shooter</h1> <a href="#ExprShooter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] shooter [of %<a href='./classes.html#projectile'>projectile</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#livingentity">Living Entity</a></td> </tr> </table> <div class="item-description"> The shooter of a projectile. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> shooter is a skeleton </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprShuffledList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shuffled List</h1> <a href="#ExprShuffledList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">shuffled %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Shuffles given list randomly. This is done by replacing indices by random numbers in resulting list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_list::*} to shuffled {_list::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSignText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sign Text</h1> <a href="#ExprSignText" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] line %<a href='./classes.html#number'>number</a>% [of %<a href='./classes.html#block'>block</a>%]</li> <li class="skript-code-block">[the] (1st|first|2nd|second|3rd|third|4th|fourth) line [of %<a href='./classes.html#block'>block</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> A line of text on a sign. Can be changed, but remember that there is a 16 character limit per line (including color codes that use 2 characters each). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on rightclick on sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;line 2 of the clicked block is "[Heal]":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;heal the player<br>&nbsp;&nbsp;&nbsp;&nbsp;set line 3 to "%player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSkullOwner" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Skull Owner</h1> <a href="#ExprSkullOwner" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (head|skull) owner of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (head|skull) owner</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> The skull owner of a player skull. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_owner} to the skull owner of event-block<br>set skull owner of {_block} to "Njol" parsed as offlineplayer </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSlotIndex" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Slot Index</h1> <a href="#ExprSlotIndex" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(raw|unique)] index of %<a href='./classes.html#slot'>slots</a>%</li> <li class="skript-code-block">%<a href='./classes.html#slot'>slots</a>%'[s] [(raw|unique)] index</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35, 2.8.0 (raw index)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Index of an an inventory slot. Other types of slots may or may not have indices. Note that comparing slots with numbers is also possible; if index of slot is same as the number, comparisonsucceeds. This expression is mainly for the cases where you must for some reason save the slot numbers.<p>Raw index of slot is unique for the view, see <a href="https://wiki.vg/Inventory">Minecraft Wiki</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if index of event-slot is 10:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You bought a pie!"<br><br>if display name of player's top inventory is "Custom Menu": # 3 rows inventory<br>&nbsp;&nbsp;&nbsp;&nbsp;if raw index of event-slot &gt; 27: # outside custom inventory<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSortedList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sorted List</h1> <a href="#ExprSortedList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sorted %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev19</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Sorts given list in natural order. All objects in list must be comparable; if they're not, this expression will return nothing. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_sorted::*} to sorted {_players::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSourceBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Source Block</h1> <a href="#ExprSourceBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] source block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Spread">Spread</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The source block in a spread event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spread:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the source block is a grass block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the source block to a dirt block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn</h1> <a href="#ExprSpawn" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] spawn[s] [(point|location)[s]] [of %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] spawn[s] [(point|location)[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The spawn point of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> teleport all players to spawn<br>set the spawn point of "world" to the player's location </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpawnReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn Reason</h1> <a href="#ExprSpawnReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] spawn[ing] reason</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#spawnreason">Spawn Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#spawnreason'>spawn reason</a> in a <a href='events.html#spawn'>spawn</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;spawn reason is reinforcements or breeding<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpawnerType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawner Type</h1> <a href="#ExprSpawnerType" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (spawner|entity|creature) type[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (spawner|entity|creature) type[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4, 2.9.2 (trial spawner)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entitydata">Entity Type</a></td> </tr> </table> <div class="item-description"> Retrieves, sets, or resets the spawner's entity type </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is spawner:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Spawner's type is %target block's entity type%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpecialNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Special Number</h1> <a href="#ExprSpecialNumber" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(NaN|[(-|minus)](infinity|∞)) value</li> <li class="skript-code-block">value of (NaN|[(-|minus)](infinity|∞))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32d</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Special number values, namely NaN, Infinity and -Infinity </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {_number} is infinity value: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpectatorTarget" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spectator Target</h1> <a href="#ExprSpectatorTarget" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">spectator target [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] spectator target</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4-alpha4, 2.7 (Paper Spectator Event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Grabs the spectator target entity of the players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player start spectating of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "&amp;c%spectator target% currently has %{game::kills::%spectator target%}% kills!" to the player<br><br>on player stop spectating:<br>&nbsp;&nbsp;&nbsp;&nbsp;past spectator target was a zombie<br>&nbsp;&nbsp;&nbsp;&nbsp;set spectator target to the nearest skeleton </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Speed</h1> <a href="#ExprSpeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (walk[ing]|fl(y[ing]|ight))[( |-)]speed of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (walk[ing]|fl(y[ing]|ight))[( |-)]speed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> A player's walking or flying speed. Both can be changed, but values must be between -1 and 1 (excessive values will be changed to -1 or 1 respectively). Negative values reverse directions. Please note that changing a player's speed will change their FOV just like potions do. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's walk speed to 1<br>increase the argument's fly speed by 0.1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSubstring" data-keywords="substring, subtext"> <div class="item-title"> <h1 style="display: inline-block">Substring</h1> <a href="#ExprSubstring" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (part|sub[ ](text|string)) of %<a href='./classes.html#string'>texts</a>% (between|from) [ind(ex|ices)|character[s]] %<a href='./classes.html#number'>number</a>% (and|to) [(index|character)] %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">[the] (first|last) [%<a href='./classes.html#number'>number</a>%] character[s] of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>% (first|last) characters of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">[the] character[s] at [(index|position|indexes|indices|positions)] %<a href='./classes.html#number'>numbers</a>% (in|of) %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1, 2.5.2 (character at, multiple strings support)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Extracts part of a text. You can either get the first &lt;x&gt; characters, the last &lt;x&gt; characters, the character at index &lt;x&gt;, or the characters between indices &lt;x&gt; and &lt;y&gt;. The indices &lt;x&gt; and &lt;y&gt; should be between 1 and the <a href='#ExprLength'>length</a> of the text (other values will be fit into this range). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_s} to the first 5 characters of the text argument<br>message "%subtext of {_s} from characters 2 to (the length of {_s} - 1)%" # removes the first and last character from {_s} and sends it to the player or console<br>set {_characters::*} to characters at 1, 2 and 7 in player's display name<br>send the last character of all players' names </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTPS" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">TPS (ticks per second)</h1> <a href="#ExprTPS" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">tps from [the] last ([1] minute|1[ ]m[inute])</li> <li class="skript-code-block">tps from [the] last 5[ ]m[inutes]</li> <li class="skript-code-block">tps from [the] last 15[ ]m[inutes]</li> <li class="skript-code-block">[the] tps</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the 3 most recent TPS readings, like the /tps command. This expression is only supported on some server software (PaperSpigot). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "%tps%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTamer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tamer</h1> <a href="#ExprTamer" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] tamer</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev25</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> The tamer of an entity. Can only be used in entity tame events. You can use 'event-entity' to refer tamed entity itself. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on tame:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the tamer is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "someone tamed something!" to console </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTarget" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Target</h1> <a href="#ExprTarget" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] target[[ed] %*<a href='./classes.html#entitydata'>entity type</a>%] [of %<a href='./classes.html#livingentity'>living entities</a>%] [ignoring blocks] [[with|at] ray[ ]size %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] target[[ed] %*<a href='./classes.html#entitydata'>entity type</a>%] [ignoring blocks] [[with|at] ray[ ]size %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.2, 2.7 (Reset), 2.8.0 (ignore blocks)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> For players this is the entity at the crosshair. For mobs and experience orbs this is the entity they are attacking/following (if any). Display entities have a hit box of 0, so you should use 'target display' to collect Display entities May grab entities in unloaded chunks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity target:<br>&nbsp;&nbsp;&nbsp;&nbsp;if entity's target is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You're being followed by an %entity%!" to target of entity<br><br>reset target of entity # Makes the entity target-less<br>delete targeted entity of player # for players it will delete the target<br>delete target of last spawned zombie # for entities it will make them target-less </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTargetedBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Targeted Block</h1> <a href="#ExprTargetedBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(actual[ly]|exact)] target[ed] block[s] [of %<a href='./classes.html#livingentity'>living entities</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [(actual[ly]|exact)] target[ed] block[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.9.0 (actual/exact)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The block at the crosshair. This regards all blocks that are not air as fully solid, e.g. torches will be like a solid stone block for this expression. The actual target block will regard the actual hit box of the block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set target block of player to stone<br>set target block of player to oak_stairs[waterlogged=true]<br>break target block of player using player's tool<br>give player 1 of type of target block<br>teleport player to location above target block<br>kill all entities in radius 3 around target block of player<br>set {_block} to actual target block of player<br>break actual target block of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTeleportCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Teleport Cause</h1> <a href="#ExprTeleportCause" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] teleport (cause|reason|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#teleportcause">Teleport Cause</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#teleportcause'>teleport cause</a> within a player <a href='events.html#teleport'>teleport</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on teleport:<br>&nbsp;&nbsp;&nbsp;&nbsp;teleport cause is nether portal, end portal or end gateway<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTemperature" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Temperature</h1> <a href="#ExprTemperature" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] temperature[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] temperature[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Temperature at given block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "%temperature of the targeted block%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTernary" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ternary</h1> <a href="#ExprTernary" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#object'>objects</a>% if &lt;.+&gt;[,] (otherwise|else) %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> A shorthand expression for returning something based on a condition. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {points} to 500 if {admin::%player's uuid%} is set else 100 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextDisplayAlignment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Alignment</h1> <a href="#ExprTextDisplayAlignment" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] text alignment[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text alignment[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#textalignment">Display Text Alignment</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#textalignment'>alignment</a> setting of <a href='classes.html#display'>text displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set text alignment of the last spawned text display to left </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextDisplayLineWidth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Line Width</h1> <a href="#ExprTextDisplayLineWidth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] line width [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] line width</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns or changes the line width of <a href='classes.html#display'>text displays</a>. Default is 200. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the line width of the last spawned text display to 300 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextDisplayOpacity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Opacity</h1> <a href="#ExprTextDisplayOpacity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [display] opacity [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] [display] opacity</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">byte</a></td> </tr> </table> <div class="item-description"> Returns or changes the opacity of <a href='classes.html#display'>text displays</a>. Values are between -127 and 127. The value of 127 represents it being completely opaque. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the opacity of the last spawned text display to -1 # Reset </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Of</h1> <a href="#ExprTextOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] text[s] of %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#string'>text/string</a> of <a href='classes.html#display'>displays</a>. Note that currently you can only use Skript chat codes when running Paper. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set text of the last spawned text display to "example" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEgg" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">The Egg</h1> <a href="#ExprEgg" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [thrown] egg</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#projectile">Projectile</a></td> </tr> </table> <div class="item-description"> The egg thrown in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn an egg at the egg </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time</h1> <a href="#ExprTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] time[s] [([with]in|of) %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] time[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#time">Time</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#time'>time</a> of a world. Use the "minecraft <a href='classes.html#timespan'>timespan</a>" syntax to change the time according to Minecraft's time intervals. Since Minecraft uses discrete intervals for time (ticks), changing the time by real-world minutes or real-world seconds only changes it approximately. Removing an amount of time from a world's time will move the clock forward a day. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set time of world "world" to 2:00<br>add 2 minecraft hours to time of world "world"<br>add 54 real seconds to time of world "world" # approximately 1 minecraft hour </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimePlayed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time Played</h1> <a href="#ExprTimePlayed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] time played of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] time played</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.7 (offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.15+ (offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time a player has played for on the server. This info is stored in the player's statistics in the main world's data folder. Changing this will also change the player's stats which can be views in the client's statistics menu. Using this expression on offline players on Minecraft 1.14 and below will return nothing <code>&lt;none&gt;</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_t} to time played of player<br>if player's time played is greater than 10 minutes:<br>&nbsp;&nbsp;&nbsp;&nbsp;give player a diamond sword<br><br>set player's time played to 0 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimeSince" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time Since/Until</h1> <a href="#ExprTimeSince" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] time since %<a href='./classes.html#date'>dates</a>%</li> <li class="skript-code-block">[the] (time [remaining]|remaining time) until %<a href='./classes.html#date'>dates</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (time until)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The time since a date has passed or the time until a date will pass. This expression will return 0 seconds if the time since or time until would be negative, e.g. if one tries to get the time since a future date. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%time since 5 minecraft days ago% has passed since 5 minecraft days ago!" to player<br>send "%time until {countdown::end}% until the game begins!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimespanDetails" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Timespan Details</h1> <a href="#ExprTimespanDetails" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ((tick|second|minute|hour|day|week|month|year))s of %<a href='./classes.html#timespan'>time spans</a>%</li> <li class="skript-code-block">%<a href='./classes.html#timespan'>time spans</a>%'[s] ((tick|second|minute|hour|day|week|month|year))s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Retrieve specific information of a <a href="/classes.html#timespan">timespan</a> such as hours/minutes/etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_t} to difference between now and {Payouts::players::%uuid of player%::last-date}<br>send "It has been %days of {_t}% day(s) since last payout." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTool" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tool</h1> <a href="#ExprTool" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ((tool|held item|weapon)|(off[ ]hand (tool|item))) [of %<a href='./classes.html#livingentity'>living entities</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] ((tool|held item|weapon)|(off[ ]hand (tool|item)))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> The item an entity is holding in their main or off hand. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is a pickaxe<br>player's off hand tool is a shield<br>set tool of all players to a diamond sword<br>set offhand tool of target entity to a bow </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTotalExperience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Total Experience</h1> <a href="#ExprTotalExperience" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [total] experience of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] [total] experience</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The total experience, in points, of players or experience orbs. Adding to a player's experience will trigger Mending, but setting their experience will not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set total experience of player to 100<br><br>add 100 to player's experience<br><br>if player's total experience is greater than 100:<br>&nbsp;&nbsp;&nbsp;&nbsp;set player's total experience to 0<br>&nbsp;&nbsp;&nbsp;&nbsp;give player 1 diamond </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTransformReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Transform Reason</h1> <a href="#ExprTransformReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] transform[ing] (cause|reason|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#transformreason">Transform Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#transformreason'>transform reason</a> within an entity <a href='events.html#entity transform'>entity transform</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity transform:<br>&nbsp;&nbsp;&nbsp;&nbsp;transform reason is infection, drowned or frozen </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTypeOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Type of</h1> <a href="#ExprTypeOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] type of %<a href='./classes.html#entitydata'>entity types</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#potioneffect'>potion effects</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entitydata'>entity types</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#potioneffect'>potion effects</a>/<a href='./classes.html#blockdata'>block datas</a>%'[s] type</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.5.2 (potion effect), 2.7 (block datas)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Type of a block, item, entity, inventory or potion effect. Types of items, blocks and block datas are item types similar to them but have amounts of one, no display names and, on Minecraft 1.13 and newer versions, are undamaged. Types of entities and inventories are entity types and inventory types known to Skript. Types of potion effects are potion effect types. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on rightclick on an entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "This is a %type of clicked entity%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUUID" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">UUID</h1> <a href="#ExprUUID" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] UUID of %<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#entity'>entities</a>%'[s] UUID</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1.2, 2.2 (offline players' UUIDs), 2.2-dev24 (other entities' UUIDs)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The UUID of a player, entity or world. In the future there will be an option to use a player's UUID instead of the name in variable names (i.e. when %player% is used), but for now this can be used. <em>Please note that this expression does not work for offline players if you are under 1.8!</em> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevents people from joining the server if they use the name of a player<br># who has played on this server at least once since this script has been added<br>on login:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {uuid::%name of player%} exists:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{uuid::%name of player%} is not uuid of player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kick player due to "Someone with your name has played on this server before"<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {uuid::%name of player%} to uuid of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUnbreakable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Unbreakable Items</h1> <a href="#ExprUnbreakable" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[un]breakable %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev13b, 2.9.0 (breakable)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Creates breakable or unbreakable copies of given items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_item} to unbreakable iron sword<br>give breakable {_weapon} to all players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUnixDate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Unix Date</h1> <a href="#ExprUnixDate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] unix date of %<a href='./classes.html#number'>numbers</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>%'[s] unix date</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> Converts given Unix timestamp to a date. The Unix timespan represents the number of seconds elapsed since 1 January 1970. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> unix date of 946684800 #1 January 2000 12:00 AM (UTC Time) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUnixTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Unix Timestamp</h1> <a href="#ExprUnixTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] unix timestamp of %<a href='./classes.html#date'>dates</a>%</li> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>%'[s] unix timestamp</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Converts given date to Unix timestamp. This is roughly how many seconds have elapsed since 1 January 1970. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> unix timestamp of now </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprValueWithin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Value Within</h1> <a href="#ExprValueWithin" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (%*<a href='./classes.html#classinfo'>type</a>%|value[s]) (within|in) %~<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Gets the value within objects. Usually used with variables to get the value they store rather than the variable itself, or with lists to get the values of a type. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_entity} to a random entity out of all entities<br>delete entity within {_entity} # This deletes the entity itself and not the value stored in the variable<br><br>set {_list::*} to "something", 10, "test" and a zombie<br>broadcast the strings within {_list::*} # "something", "test" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprXYZComponent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vector/Quaternion - WXYZ Component</h1> <a href="#ExprXYZComponent" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [vector|quaternion] (w|x|y|z) [component[s]] of %<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>%'[s] [vector|quaternion] (w|x|y|z) [component[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, INSERT VERSION (quaternions)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets or changes the W, X, Y or Z component of <a href='classes.html#vector'>vectors</a>/<a href='classes.html#quaternion'>quaternions</a>. You cannot use the W component with vectors; it is for quaternions only. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector 1, 2, 3<br>send "%x of {_v}%, %y of {_v}%, %z of {_v}%"<br>add 1 to x of {_v}<br>add 2 to y of {_v}<br>add 3 to z of {_v}<br>send "%x of {_v}%, %y of {_v}%, %z of {_v}%"<br>set x component of {_v} to 1<br>set y component of {_v} to 2<br>set z component of {_v} to 3<br>send "%x component of {_v}%, %y component of {_v}%, %z component of {_v}%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorAngleBetween" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Angle Between</h1> <a href="#ExprVectorAngleBetween" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] angle between [[the] vectors] %<a href='./classes.html#vector'>vector</a>% and %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets the angle between two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%the angle between vector 1, 0, 0 and vector 0, 1, 1%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationFromVector" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Create Location from Vector</h1> <a href="#ExprLocationFromVector" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% to location in %<a href='./classes.html#world'>world</a>%</li> <li class="skript-code-block">location (from|of) %<a href='./classes.html#vector'>vector</a>% in %<a href='./classes.html#world'>world</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% [to location] in %<a href='./classes.html#world'>world</a>% with yaw %<a href='./classes.html#number'>number</a>% and pitch %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">location (from|of) %<a href='./classes.html#vector'>vector</a>% in %<a href='./classes.html#world'>world</a>% with yaw %<a href='./classes.html#number'>number</a>% and pitch %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Creates a location from a vector in a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to {_v} to location in world "world"<br>set {_loc} to {_v} to location in world "world" with yaw 45 and pitch 90<br>set {_loc} to location of {_v} in "world" with yaw 45 and pitch 90 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorFromDirection" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Create from Direction</h1> <a href="#ExprVectorFromDirection" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vector[s] [from] %<a href='./classes.html#direction'>directions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#direction'>directions</a>% vector[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates vectors from given directions. Relative directions are relative to the origin, (0, 0, 0). Therefore, the vector from the direction 'forwards' is (0, 0, 1). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector from direction upwards<br>set {_v} to vector in direction of player<br>set {_v} to vector in horizontal direction of player<br>set {_v} to vector from facing of player<br>set {_v::*} to vectors from north, south, east, and west </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorFromXYZ" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Create from XYZ</h1> <a href="#ExprVectorFromXYZ" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] vector [(from|at|to)] %<a href='./classes.html#number'>number</a>%,[ ]%<a href='./classes.html#number'>number</a>%(,[ ]| and )%<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector from x, y and z values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector 0, 1, 0 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorCrossProduct" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Cross Product</h1> <a href="#ExprVectorCrossProduct" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% cross %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Gets the cross product between two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%vector 1, 0, 0 cross vector 0, 1, 0%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorCylindrical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Cylindrical Shape</h1> <a href="#ExprVectorCylindrical" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] cylindrical vector [from|with] [radius] %<a href='./classes.html#number'>number</a>%, [yaw] %<a href='./classes.html#number'>number</a>%(,[ and]| and) [height] %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Forms a 'cylindrical shaped' vector using yaw to manipulate the current point. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop 360 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_v} to cylindrical vector radius 1, yaw loop-value, height 2<br>set {_v} to cylindrical vector radius 1, yaw 90, height 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorDotProduct" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Dot Product</h1> <a href="#ExprVectorDotProduct" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% dot %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets the dot product between two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_dot} to {_v1} dot {_v2} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorLength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Length</h1> <a href="#ExprVectorLength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (vector|standard|normal) length[s] of %<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>%'[s] (vector|standard|normal) length[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets or sets the length of a vector. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%standard length of vector 1, 2, 3%"<br>set {_v} to vector 1, 2, 3<br>set standard length of {_v} to 2<br>send "%standard length of {_v}%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationVectorOffset" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Location Vector Offset</h1> <a href="#ExprLocationVectorOffset" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>% offset by [[the] vectors] %<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%[ ]~[~][ ]%<a href='./classes.html#vector'>vectors</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Returns the location offset by vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to {_loc} ~ {_v} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorNormalize" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Normalized</h1> <a href="#ExprVectorNormalize" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normalize[d] %<a href='./classes.html#vector'>vector</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% normalized</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Returns the same vector but with length 1. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to normalized {_v} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorRandom" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Random Vector</h1> <a href="#ExprVectorRandom" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] random vector</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, 2.7 (signed components)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a random unit vector. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to a random vector </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorSpherical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Spherical Shape</h1> <a href="#ExprVectorSpherical" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] spherical vector [(from|with)] [radius] %<a href='./classes.html#number'>number</a>%, [yaw] %<a href='./classes.html#number'>number</a>%(,[ and]| and) [pitch] %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Forms a 'spherical shaped' vector using yaw and pitch to manipulate the current point. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop 360 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_v} to spherical vector radius 1, yaw loop-value, pitch loop-value<br>set {_v} to spherical vector radius 1, yaw 45, pitch 90 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorSquaredLength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Squared Length</h1> <a href="#ExprVectorSquaredLength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] squared length[s] of %<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>%'[s] squared length[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets the squared length of a vector. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%squared length of vector 1, 2, 3%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorBetweenLocations" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector Between Locations</h1> <a href="#ExprVectorBetweenLocations" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] vector (from|between) %<a href='./classes.html#location'>location</a>% (to|and) %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector between two locations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector between {_loc1} and {_loc2} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorProjection" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector Projection</h1> <a href="#ExprVectorProjection" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[vector] projection [of] %<a href='./classes.html#vector'>vector</a>% on[to] %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> An expression to get the vector projection of two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_projection} to vector projection of vector(1, 2, 3) onto vector(4, 4, 4) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorOfLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector from Location</h1> <a href="#ExprVectorOfLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] vector (of|from|to) %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%'s vector</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector from a location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector of {_loc} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorFromYawAndPitch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector from Pitch and Yaw</h1> <a href="#ExprVectorFromYawAndPitch" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] vector (from|with) yaw %<a href='./classes.html#number'>number</a>% and pitch %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector from a yaw and pitch value. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector from yaw 45 and pitch 45 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVelocity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Velocity</h1> <a href="#ExprVelocity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] velocit(y|ies) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] velocit(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Gets or changes velocity of an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set player's velocity to {_v} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVehicle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vehicle</h1> <a href="#ExprVehicle" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] vehicle[s] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] vehicle[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The vehicle an entity is in, if any. This can actually be any entity, e.g. spider jockeys are skeletons that ride on a spider, so the spider is the 'vehicle' of the skeleton. See also: <a href='#ExprPassenger'>passenger</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> vehicle of the player is a minecart </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Version</h1> <a href="#ExprVersion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">([craft]bukkit|minecraft|skript)( |-)version</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The version of Bukkit, Minecraft or Skript respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "This server is running Minecraft %minecraft version% on Bukkit %bukkit version%"<br>message "This server is powered by Skript %skript version%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVersionString" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Version String</h1> <a href="#ExprVersionString" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [shown|custom] version [string|text]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Server_List_Ping">Server List Ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The text to show if the protocol version of the server doesn't match with protocol version of the client. You can check the <a href='#ExprProtocolVersion'>protocol version</a> expression for more information about this. This can only be set in a <a href='events.html#server_list_ping'>server list ping</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the protocol version to 0 # 13w41a (1.7), so it will show the version string always<br>&nbsp;&nbsp;&nbsp;&nbsp;set the version string to "&amp;lt;light green&amp;gt;Version: &amp;lt;orange&amp;gt;%minecraft version%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerViewDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">View Distance</h1> <a href="#ExprPlayerViewDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] view distance[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] view distance[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The view distance of a player as set by the server. Can be changed. NOTE: This is the view distance sent by the server to the player. This has nothing to do with client side view distance settings NOTE: This may not work on some versions (such as MC 1.14.x). The return value in this case will be the view distance set in system.properties. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set view distance of player to 10<br>set {_view} to view distance of player<br>reset view distance of all players<br>add 2 to view distance of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprClientViewDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">View Distance of Client</h1> <a href="#ExprClientViewDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] client view distance[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] client view distance[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.13.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The view distance of the client. Can not be changed. This differs from the server side view distance of player as this will retrieve the view distance the player has set on their client. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_clientView} to the client view distance of player<br>set view distance of player to client view distance of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWeather" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Weather</h1> <a href="#ExprWeather" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] weather [(in|of) %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] weather</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#weather_change">weather change</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#weathertype">Weather Type</a></td> </tr> </table> <div class="item-description"> The weather in the given or the current world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set weather to clear<br>weather in "world" is rainy </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWhether" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Whether</h1> <a href="#ExprWhether" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">whether &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> A shorthand for returning the result of a condition (true or false). This is functionally identical to using `true if <condition> else false`. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {fly} to whether player can fly<br>broadcast "Flying: %whether player is flying%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWhitelist" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Whitelist</h1> <a href="#ExprWhitelist" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] white[ ]list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2, 2.9.0 (delete)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> An expression for obtaining and modifying the server's whitelist. Players may be added and removed from the whitelist. The whitelist can be enabled or disabled by setting the whitelist to true or false respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the whitelist to false<br>add all players to whitelist<br>reset the whitelist </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWithFireResistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">With Fire Resistance</h1> <a href="#ExprWithFireResistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with[out] fire[ ]resistance</li> <li class="skript-code-block">fire resistant %<a href='./classes.html#itemtype'>item type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Creates a copy of an item with (or without) fire resistance. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_x} to diamond sword with fire resistance<br>equip player with netherite helmet without fire resistance<br>drop fire resistant stone at player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorld" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World</h1> <a href="#ExprWorld" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] world [of %<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#chunk'>chunk</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#chunk'>chunk</a>%'[s] world</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> The world the event occurred in. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> world is "world_nether"<br>teleport the player to the world's spawn<br>set the weather in the player's world to rain<br>set {_world} to world of event-chunk </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorldEnvironment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World Environment</h1> <a href="#ExprWorldEnvironment" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [world] environment of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] [world] environment</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#environment">World Environment</a></td> </tr> </table> <div class="item-description"> The environment of a world </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if environment of player's world is nether:<br>&nbsp;&nbsp;&nbsp;&nbsp;apply fire resistance to player for 10 minutes </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World Seed</h1> <a href="#ExprSeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] seed[s] (from|of) %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] seed[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The seed of given world. Note that it will be returned as Minecraft internally treats seeds, not as you specified it in world configuration. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Seed: %seed of player's world%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorldFromName" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World from Name</h1> <a href="#ExprWorldFromName" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] world [(named|with name)] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> Returns the world from a string. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> world named {game::world-name}<br>the world "world" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorlds" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Worlds</h1> <a href="#ExprWorlds" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] worlds</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> All worlds of the server, useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all worlds:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "You're in %loop-world%" to loop-world </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimes" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">X Times</h1> <a href="#ExprTimes" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>number</a>% time[s]</li> <li class="skript-code-block">once</li> <li class="skript-code-block">twice</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Integers between 1 and X, used in loops to loop X times. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop 20 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%21 - loop-number% seconds left.."<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprXOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">X of Item</h1> <a href="#ExprXOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entitytype'>entity type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> An expression to be able to use a certain amount of items where the amount can be any expression. Please note that this expression is not stable and might be replaced in the future. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give level of player of pickaxes to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprYawPitch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Yaw / Pitch</h1> <a href="#ExprYawPitch" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (yaw|pitch) of %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>/<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>/<a href='./classes.html#vector'>vectors</a>%'[s] (yaw|pitch)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev28 (vector yaw/pitch), 2.9.0 (entity changers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19+ (player changers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> The yaw or pitch of a location or vector. A yaw of 0 or 360 represents the positive z direction. Adding a positive number to the yaw of a player will rotate it clockwise. A pitch of 90 represents the negative y direction, or downward facing. A pitch of -90 represents upward facing. Adding a positive number to the pitch will rotate the direction downwards. Only Paper 1.19+ users may directly change the yaw/pitch of players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> log "%player%: %location of player%, %player's yaw%, %player's pitch%" to "playerlocs.log"<br>set {_yaw} to yaw of player<br>set {_p} to pitch of target entity<br>set pitch of player to -90 # Makes the player look upwards, Paper 1.19+ only<br>add 180 to yaw of target of player # Makes the target look behind themselves </div> </div> </div> </div> </div> </div> </body> </html> 
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href="#ExprBiome">Biome</a> <a href="#ExprBlock">Block</a> <a href="#ExprBlock-2">Block</a> <a href="#ExprBreakSpeed">Block Break Speed</a> <a href="#ExprBlockData">Block Data</a> <a href="#ExprBlockHardness">Block Hardness</a> <a href="#ExprBlockSound">Block Sound</a> <a href="#ExprBlockSphere">Block Sphere</a> <a href="#ExprBlocks">Blocks</a> <a href="#ExprBlocksInRegion">Blocks in Region</a> <a href="#ExprBookAuthor">Book Author</a> <a href="#ExprBookPages">Book Pages</a> <a href="#ExprBookTitle">Book Title</a> <a href="#ExprBreedingFamily">Breeding Family</a> <a href="#ExprBurnCookTime">Burn/Cook Time</a> <a href="#ExprStringCase">Case Text</a> <a href="#ExprCodepoint">Character Codepoint</a> <a href="#ExprCharacterFromCodepoint">Character from Codepoint</a> <a href="#ExprCharacters">Characters Between</a> <a href="#ExprChatFormat">Chat Format</a> <a href="#ExprChatRecipients">Chat Recipients</a> <a href="#ExprChunk">Chunk</a> <a href="#ExprClicked">Clicked Block/Entity/Inventory/Slot</a> <a href="#ExprColorOf">Color of</a> <a href="#ExprColoured">Colored / Uncolored</a> <a href="#ExprCommand">Command</a> <a href="#ExprCommandBlockCommand">Command Block Command</a> <a href="#ExprCommandInfo">Command Info</a> <a href="#ExprCommandSender">Command Sender</a> <a href="#ExprCompassTarget">Compass Target</a> <a href="#LitConsole">Console</a> <a href="#ExprCmdCooldownInfo">Cooldown Time/Remaining Time/Elapsed Time/Last Usage/Bypass Permission</a> <a href="#ExprCoordinate">Coordinate</a> <a href="#ExprEntity">Creature/Entity/Player/Projectile/Villager/Powered Creeper/etc.</a> <a href="#ExprCursorSlot">Cursor Slot</a> <a href="#ExprChestInventory">Custom Chest Inventory</a> <a href="#ExprCustomModelData">Custom Model Data</a> <a href="#ExprDamage">Damage</a> <a href="#ExprDamageCause">Damage Cause</a> <a href="#ExprDurability">Damage Value/Durability</a> <a href="#ExprDamagedItem">Damaged Item</a> <a href="#ExprDateAgoLater">Date Ago/Later</a> <a href="#ExprDefaultValue">Default Value</a> <a href="#ExprDifference">Difference</a> <a href="#ExprDifficulty">Difficulty</a> <a href="#ExprDirection">Direction</a> <a href="#ExprDisplayBillboard">Display Billboard</a> <a href="#ExprDisplayBrightness">Display Brightness</a> <a href="#ExprDisplayGlowOverride">Display Glow Color Override</a> <a href="#ExprDisplayHeightWidth">Display Height/Width</a> <a href="#ExprDisplayInterpolation">Display Interpolation Delay/Duration</a> <a href="#ExprDisplayShadow">Display Shadow Radius/Strength</a> <a href="#ExprDisplayTeleportDuration">Display Teleport Delay/Duration</a> <a href="#ExprDisplayTransformationRotation">Display Transformation Rotation</a> <a href="#ExprDisplayTransformationScaleTranslation">Display Transformation Scale/Translation</a> <a href="#ExprDisplayViewRange">Display View Range</a> <a href="#ExprDistance">Distance</a> <a href="#ExprDrops">Drops</a> <a href="#ExprDropsOfBlock">Drops Of Block</a> <a href="#ExprElement">Elements</a> <a href="#ExprEnchantItem">Enchant Item</a> <a href="#ExprEnchantingExpCost">Enchanting Experience Cost</a> <a href="#ExprEnchantmentBonus">Enchantment Bonus</a> <a href="#ExprEnchantmentLevel">Enchantment Level</a> <a href="#ExprEnchantmentOffer">Enchantment Offer</a> <a href="#ExprEnchantmentOfferCost">Enchantment Offer Cost</a> <a href="#ExprEnderChest">Ender Chest</a> <a href="#ExprEntities">Entities</a> <a href="#ExprAI">Entity AI</a> <a href="#ExprEntityAttribute">Entity Attribute</a> <a href="#ExprFireTicks">Entity Fire Burn Duration</a> <a href="#ExprEntityTamer">Entity Owner</a> <a href="#ExprEntitySound">Entity Sound</a> <a href="#ExprExhaustion">Exhaustion</a> <a href="#ExprExperience">Experience</a> <a href="#ExprExperienceCooldownChangeReason">Experience Cooldown Change Reason</a> <a href="#ExprExperienceCooldown">Experience Pickup Cooldown</a> <a href="#ExprExplodedBlocks">Exploded Blocks</a> <a href="#ExprExplosionBlockYield">Explosion Block Yield</a> <a href="#ExprExplosionYield">Explosion Yield</a> <a href="#ExprExplosiveYield">Explosive Yield</a> <a href="#ExprFacing">Facing</a> <a href="#ExprFallDistance">Fall Distance</a> <a href="#ExprFertilizedBlocks">Fertilized Blocks</a> <a href="#ExprFilter">Filter (Expression)</a> <a href="#ExprFinalDamage">Final Damage</a> <a href="#ExprFireworkEffect">Firework Effect</a> <a href="#ExprFlightMode">Flight Mode</a> <a href="#ExprFoodLevel">Food Level</a> <a href="#ExprFormatDate">Formatted Date</a> <a href="#ExprTimeState">Former/Future State</a> <a href="#ExprMemory">Free / Max / Total Memory</a> <a href="#ExprFreezeTicks">Freeze Time</a> <a href="#ExprFurnaceSlot">Furnace Slot</a> <a href="#ExprGameMode">Game Mode</a> <a href="#ExprGameRule">Gamerule Value</a> <a href="#ExprGlidingState">Gliding State</a> <a href="#ExprGlowing">Glowing</a> <a href="#ExprGravity">Gravity</a> <a href="#ExprGroup">Group</a> <a href="#ExprHanging">Hanging Entity/Remover</a> <a href="#ExprHash">Hash</a> <a href="#ExprHatchingType">Hatching Entity Type</a> <a href="#ExprHatchingNumber">Hatching Number</a> <a href="#ExprEyeLocation">Head location</a> <a href="#ExprHealAmount">Heal Amount</a> <a href="#ExprHealReason">Heal Reason</a> <a href="#ExprHealth">Health</a> <a href="#ExprHiddenPlayers">Hidden Players</a> <a href="#ExprDomestication">Horse Domestication</a> <a href="#ExprHostname">Hostname</a> <a href="#ExprHotbarButton">Hotbar Button</a> <a href="#ExprHotbarSlot">Hotbar Slot</a> <a href="#ExprHoverList">Hover List</a> <a href="#ExprHumidity">Humidity</a> <a href="#ExprIP">IP</a> <a href="#ExprIndexOf">Index Of</a> <a href="#ExprIndices">Indices of List</a> <a href="#ExprEvtInitiator">Initiator Inventory</a> <a href="#ExprInput">Input</a> <a href="#ExprInventory">Inventory</a> <a href="#ExprInventoryAction">Inventory Action</a> <a href="#ExprInventoryCloseReason">Inventory Close Reason</a> <a href="#ExprInventoryInfo">Inventory Holder/Viewers/Rows/Slots</a> <a href="#ExprInventorySlot">Inventory Slot</a> <a href="#ExprItem">Item</a> <a href="#ExprItemAmount">Item Amount</a> <a href="#ExprItemCooldown">Item Cooldown</a> <a href="#ExprItemDisplayTransform">Item Display Transform</a> <a href="#ExprEnchantments">Item Enchantments</a> <a href="#ExprItemOfEntity">Item of an Entity</a> <a href="#ExprItemWithCustomModelData">Item with CustomModelData</a> <a href="#ExprItemWithLore">Item with Lore</a> <a href="#ExprItems">Items</a> <a href="#ExprItemsIn">Items In</a> <a href="#ExprJoinSplit">Join & Split</a> <a href="#ExprLanguage">Language</a> <a href="#ExprLastAttacker">Last Attacker</a> <a href="#ExprLastColor">Last Color</a> <a href="#ExprLastDamage">Last Damage</a> <a href="#ExprLastDamageCause">Last Damage Cause</a> <a href="#ExprLastDeathLocation">Last Death Location</a> <a href="#ExprLastLoadedServerIcon">Last Loaded Server Icon</a> <a href="#ExprLastResourcePackResponse">Last Resource Pack Response</a> <a href="#ExprLastSpawnedEntity">Last Spawned Entity</a> <a href="#ExprLastLoginTime">Last/First Login Time</a> <a href="#ExprLeashHolder">Leash Holder</a> <a href="#ExprLength">Length</a> <a href="#ExprLevel">Level</a> <a href="#ExprLevelProgress">Level Progress</a> <a href="#ExprLightLevel">Light Level</a> <a href="#ExprPlugins">Loaded Plugins</a> <a href="#ExprLocation">Location</a> <a href="#ExprLocation-2">Location</a> <a href="#ExprLocationOf">Location</a> <a href="#ExprLocationAt">Location At</a> <a href="#ExprLoopIteration">Loop Iteration</a> <a href="#ExprLoopValue">Loop value</a> <a href="#ExprLoot">Loot</a> <a href="#ExprLore">Lore</a> <a href="#ExprLoveTime">Love Time</a> <a href="#ExprLowestHighestSolidBlock">Lowest/Highest Solid Block</a> <a href="#ExprMOTD">MOTD</a> <a href="#ExprMaxDurability">Max Durability</a> <a href="#ExprMaxHealth">Max Health</a> <a href="#ExprMaxItemUseTime">Max Item Use Time</a> <a href="#ExprMaxMinecartSpeed">Max Minecart Speed</a> <a href="#ExprMaxPlayers">Max Players</a> <a href="#ExprMaxFreezeTicks">Maximum Freeze Time</a> <a href="#ExprMaxStack">Maximum Stack Size</a> <a href="#ExprMe">Me</a> <a href="#ExprMendingRepairAmount">Mending Repair Amount</a> <a href="#ExprMessage">Message</a> <a href="#ExprMetadata">Metadata</a> <a href="#ExprMiddleOfLocation">Middle of Location</a> <a href="#ExprMinecartDerailedFlyingVelocity">Minecart Derailed / Flying Velocity</a> <a href="#ExprBalance">Money</a> <a href="#ExprMoonPhase">Moon Phase</a> <a href="#ExprPushedBlocks">Moved blocks</a> <a href="#ExprName">Name / Display Name / Tab List Name</a> <a href="#ExprName-2">Name / Display Name / Tab List Name</a> <a href="#ExprNamed">Named Item/Inventory</a> <a href="#ExprNearestEntity">Nearest Entity</a> <a href="#LitNewLine">New Line</a> <a href="#ExprNoDamageTicks">No Damage Ticks</a> <a href="#ExprNow">Now</a> <a href="#ExprNumberOfCharacters">Number of Characters</a> <a href="#ExprNumbers">Numbers</a> <a href="#ExprOfflinePlayers">Offline players</a> <a href="#ExprOnlinePlayersCount">Online Player Count</a> <a href="#ExprOpenedInventory">Opened Inventory</a> <a href="#ExprParse">Parse</a> <a href="#ExprParseError">Parse Error</a> <a href="#ExprPassenger">Passenger</a> <a href="#ExprPercent">Percent of</a> <a href="#LitPi">Pi</a> <a href="#ExprPickupDelay">Pickup Delay</a> <a href="#ExprPing">Ping</a> <a href="#ExprPlain">Plain Item</a> <a href="#ExprPlayerChatCompletions">Player Chat Completions</a> <a href="#ExprCurrentInputKeys">Player Input Keys</a> <a href="#ExprPlayerlistHeaderFooter">Player List Header and Footer</a> <a href="#ExprPlayerProtocolVersion">Player Protocol Version</a> <a href="#ExprSkull">Player Skull</a> <a href="#ExprPlayerWeather">Player Weather</a> <a href="#ExprPortal">Portal</a> <a href="#ExprPortalCooldown">Portal Cooldown</a> <a href="#ExprPotionEffect">Potion Effect</a> <a href="#ExprPotionEffectTier">Potion Effect Tier</a> <a href="#ExprPotionEffects">Potion Effects</a> <a href="#ExprPrefixSuffix">Prefix/Suffix</a> <a href="#ExprProjectileCriticalState">Projectile Critical State</a> <a href="#ExprProtocolVersion">Protocol Version</a> <a href="#ExprQuitReason">Quit Reason</a> <a href="#ExprRandom">Random</a> <a href="#ExprRandomCharacter">Random Character</a> <a href="#ExprRandomNumber">Random Numbers</a> <a href="#ExprRandomUUID">Random UUID</a> <a href="#ExprRawName">Raw Name</a> <a href="#ExprRawString">Raw String</a> <a href="#ExprReadiedArrow">Readied Arrow/Bow</a> <a href="#ExprRedstoneBlockPower">Redstone Block Power</a> <a href="#ExprRegion">Region</a> <a href="#ExprMembersOfRegion">Region Members & Owners</a> <a href="#ExprRegionsAt">Regions At</a> <a href="#ExprRemainingAir">Remaining Air</a> <a href="#ExprRepeat">Repeat String</a> <a href="#ExprResonatingTime">Resonating Time</a> <a href="#ExprCharges">Respawn Anchor Charges</a> <a href="#ExprRespawnLocation">Respawn location</a> <a href="#ExprReversedList">Reversed List</a> <a href="#ExprRingingTime">Ringing Time</a> <a href="#ExprRotate">Rotated Quaternion/Vector</a> <a href="#ExprQuaternionAxisAngle">Rotation Axis/Angle</a> <a href="#ExprRound">Rounding</a> <a href="#ExprSaturation">Saturation</a> <a href="#ExprScoreboardTags">Scoreboard Tags</a> <a href="#ExprScript">Script Name</a> <a href="#ExprSeaLevel">Sea Level</a> <a href="#ExprSeaPickles">Sea Pickles</a> <a href="#ExprSentCommands">Sent Command List</a> <a href="#ExprServerIcon">Server Icon</a> <a href="#ExprSets">Sets</a> <a href="#ExprShooter">Shooter</a> <a href="#ExprShuffledList">Shuffled List</a> <a href="#ExprSignText">Sign Text</a> <a href="#ExprSkullOwner">Skull Owner</a> <a href="#ExprSlotIndex">Slot Index</a> <a href="#ExprSortedList">Sorted List</a> <a href="#ExprSourceBlock">Source Block</a> <a href="#ExprSpawn">Spawn</a> <a href="#ExprSpawnReason">Spawn Reason</a> <a href="#ExprSpawnerType">Spawner Type</a> <a href="#ExprSpecialNumber">Special Number</a> <a href="#ExprSpectatorTarget">Spectator Target</a> <a href="#ExprSpeed">Speed</a> <a href="#ExprSubstring">Substring</a> <a href="#ExprTPS">TPS (ticks per second)</a> <a href="#ExprTamer">Tamer</a> <a href="#ExprTarget">Target</a> <a href="#ExprTargetedBlock">Targeted Block</a> <a href="#ExprTeleportCause">Teleport Cause</a> <a href="#ExprTemperature">Temperature</a> <a href="#ExprTernary">Ternary</a> <a href="#ExprTextDisplayAlignment">Text Display Alignment</a> <a href="#ExprTextDisplayLineWidth">Text Display Line Width</a> <a href="#ExprTextDisplayOpacity">Text Display Opacity</a> <a href="#ExprTextOf">Text Of</a> <a href="#ExprEgg">The Egg</a> <a href="#ExprTime">Time</a> <a href="#ExprTimePlayed">Time Played</a> <a href="#ExprTimeSince">Time Since/Until</a> <a href="#ExprTimespanDetails">Timespan Details</a> <a href="#ExprTool">Tool</a> <a href="#ExprTotalExperience">Total Experience</a> <a href="#ExprTransformReason">Transform Reason</a> <a href="#ExprTypeOf">Type of</a> <a href="#ExprUUID">UUID</a> <a href="#ExprUnbreakable">Unbreakable Items</a> <a href="#ExprUnixDate">Unix Date</a> <a href="#ExprUnixTicks">Unix Timestamp</a> <a href="#ExprValueWithin">Value Within</a> <a href="#ExprXYZComponent">Vector/Quaternion - WXYZ Component</a> <a href="#ExprVectorAngleBetween">Vectors - Angle Between</a> <a href="#ExprLocationFromVector">Vectors - Create Location from Vector</a> <a href="#ExprVectorFromDirection">Vectors - Create from Direction</a> <a href="#ExprVectorFromXYZ">Vectors - Create from XYZ</a> <a href="#ExprVectorCrossProduct">Vectors - Cross Product</a> <a href="#ExprVectorCylindrical">Vectors - Cylindrical Shape</a> <a href="#ExprVectorDotProduct">Vectors - Dot Product</a> <a href="#ExprVectorLength">Vectors - Length</a> <a href="#ExprLocationVectorOffset">Vectors - Location Vector Offset</a> <a href="#ExprVectorNormalize">Vectors - Normalized</a> <a href="#ExprVectorRandom">Vectors - Random Vector</a> <a href="#ExprVectorSpherical">Vectors - Spherical Shape</a> <a href="#ExprVectorSquaredLength">Vectors - Squared Length</a> <a href="#ExprVectorBetweenLocations">Vectors - Vector Between Locations</a> <a href="#ExprVectorProjection">Vectors - Vector Projection</a> <a href="#ExprVectorOfLocation">Vectors - Vector from Location</a> <a href="#ExprVectorFromYawAndPitch">Vectors - Vector from Pitch and Yaw</a> <a href="#ExprVelocity">Vectors - Velocity</a> <a href="#ExprVehicle">Vehicle</a> <a href="#ExprVersion">Version</a> <a href="#ExprVersionString">Version String</a> <a href="#ExprPlayerViewDistance">View Distance</a> <a href="#ExprClientViewDistance">View Distance of Client</a> <a href="#ExprWeather">Weather</a> <a href="#ExprWhether">Whether</a> <a href="#ExprWhitelist">Whitelist</a> <a href="#ExprWithFireResistance">With Fire Resistance</a> <a href="#ExprWorld">World</a> <a href="#ExprWorldEnvironment">World Environment</a> <a href="#ExprSeed">World Seed</a> <a href="#ExprWorldFromName">World from Name</a> <a href="#ExprWorlds">Worlds</a> <a href="#ExprTimes">X Times</a> <a href="#ExprXOf">X of Item</a> <a href="#ExprYawPitch">Yaw / Pitch</a> </div> </nav> <h1 id="nav-title">Expressions</h1> <div id="content"> <div class="item-wrapper type-Expression" id="ExprAbsorbedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Absorbed blocks</h1> <a href="#ExprAbsorbedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] absorbed blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#sponge_absorb">sponge absorb</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The blocks absorbed by a sponge block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the absorbed blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprActiveItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Active Item</h1> <a href="#ExprActiveItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (raised|active) (tool|item|weapon) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (raised|active) (tool|item|weapon)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> Returns the item the entities are currently using (ie: the food they're eating, the bow they're drawing back, etc.). This cannot be changed. If an entity is not using any item, this will return null. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;if victim's active tool is a bow:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;interrupt player's active item use </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntityItemUseTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Active Item Use Time</h1> <a href="#ExprEntityItemUseTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [elapsed|remaining] (item|tool) us[ag]e time of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [elapsed|remaining] (item|tool) us[ag]e time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the time that the entities have either spent using an item, or the time left for them to finish using an item. If an entity is not using any item, this will return 0 seconds. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast player's remaining item use time<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast player's item use time </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAffectedEntities" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Affected Entities</h1> <a href="#ExprAffectedEntities" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] affected entities</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#livingentity">Living Entity</a></td> </tr> </table> <div class="item-description"> The affected entities in the <a href='events.html#aoe_cloud_effect'>area cloud effect</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on area cloud effect:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop affected entities:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if loop-value is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "WARNING: you've step on an area effect cloud!" to loop-value </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAge" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Age of Block/Entity</h1> <a href="#ExprAge" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [max[imum]] age of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%'[s] [max[imum]] age</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns the age or maximum age of blocks and age for entities (there in no maximum age for entities). For blocks, 'Age' represents the different growth stages that a crop-like block can go through. A value of 0 indicates that the crop was freshly planted, whilst a value equal to 'maximum age' indicates that the crop is ripe and ready to be harvested. For entities, 'Age' represents the time left for them to become adults and it's in minus increasing to be 0 which means they're adults, e.g. A baby cow needs 20 minutes to become an adult which equals to 24,000 ticks so their age will be -24000 once spawned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Set targeted crop to fully grown crop<br>set age of targeted block to maximum age of targeted block<br> <br># Spawn a baby cow that will only need 1 minute to become an adult<br>spawn a baby cow at player<br>set age of last spawned entity to -1200 # in ticks = 60 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAllBannedEntries" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Banned Players/IPs</h1> <a href="#ExprAllBannedEntries" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] banned (players|(ips|ip addresses))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Obtains the list of all banned players or IP addresses. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /banlist:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send all the banned players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAllGroups" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Groups</h1> <a href="#ExprAllGroups" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">all groups</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, a permission plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> All the groups a player can have. This expression requires Vault and a compatible permissions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /group &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if argument is "list":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "%all groups%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOps" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Operators</h1> <a href="#ExprOps" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] [server] [non(-| )]op[erator]s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> The list of operators on the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_ops::*} to all operators </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPermissions" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Permissions</h1> <a href="#ExprPermissions" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] permissions (from|of) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] %<a href='./classes.html#player'>players</a>%'[s] permissions</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev33</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all permissions of the defined player(s). Note that the modifications to resulting list do not actually change permissions. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_permissions::*} to all permissions of the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprScripts" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All Scripts</h1> <a href="#ExprScripts" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [of the]|the] scripts [without ([subdirectory] paths|parents)]</li> <li class="skript-code-block">[all [of the]|the] (enabled|loaded) scripts [without ([subdirectory] paths|parents)]</li> <li class="skript-code-block">[all [of the]|the] (disabled|unloaded) scripts [without ([subdirectory] paths|parents)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all of the scripts, or just the enabled or disabled ones. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /scripts:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "All Scripts: %scripts%" to player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Loaded Scripts: %enabled scripts%" to player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Unloaded Scripts: %disabled scripts%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAllCommands" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">All commands</h1> <a href="#ExprAllCommands" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the|all [of] the)] [registered] [script] commands</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all registered commands or all script commands. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "Number of all commands: %size of all commands%"<br>send "Number of all script commands: %size of all script commands%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAlphabetList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Alphabetical Sort</h1> <a href="#ExprAlphabetList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">alphabetically sorted %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev18b</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Sorts given strings in alphabetical order. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_list::*} to alphabetically sorted {_strings::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAltitude" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Altitude</h1> <a href="#ExprAltitude" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] altitude[s] of %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] altitude[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Effectively an alias of 'y-<a href='#ExprCoordinate'>coordinate</a> of …', it represents the height of some object above bedrock. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;altitude of the attacker is higher than the altitude of the victim<br>&nbsp;&nbsp;&nbsp;&nbsp;set damage to damage * 1.2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Amount</h1> <a href="#ExprAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (amount|number|size) of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] recursive (amount|number|size) of %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The amount of something. Please note that <code>amount of %items%</code> will not return the number of items, but the number of stacks, e.g. 1 for a stack of 64 torches. To get the amount of items in a stack, see the <a href='#ExprItemAmount'>item amount</a> expression.<p>Also, you can get the recursive size of a list, which will return the recursive size of the list with sublists included, e.g.<p><pre> {list::*} Structure<br> ├──── {list::1}: 1<br> ├──── {list::2}: 2<br> │ ├──── {list::2::1}: 3<br> │ │ └──── {list::2::1::1}: 4<br> │ └──── {list::2::2}: 5<br> └──── {list::3}: 6 </pre><p>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! </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "There are %number of all players% players online!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAmountOfItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Amount of Items</h1> <a href="#ExprAmountOfItems" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (amount|number) of %<a href='./classes.html#itemtype'>item types</a>% (in|of) %<a href='./classes.html#inventory'>inventories</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Counts how many of a particular <a href='./classes.html#itemtype'>item type</a> are in a given inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You have %number of ores in the player's inventory% ores in your inventory." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAnvilRepairCost" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Anvil Repair Cost</h1> <a href="#ExprAnvilRepairCost" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [anvil] [item] [max[imum]] repair cost [of %<a href='./classes.html#inventory'>inventories</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>%'[s] [anvil] [item] [max[imum]] repair cost</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns the experience cost (in levels) to complete the current repair or the maximum experience cost (in levels) to be allowed by the current repair. The default value of max cost set by vanilla Minecraft is 40. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {AnvilRepairSaleActive} = true:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;wait a tick # recommended, to avoid client bugs<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set anvil repair cost to anvil repair cost * 50%<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Anvil repair sale is ON!" to player<br><br>on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;player have permission "anvil.repair.max.bypass"<br>&nbsp;&nbsp;&nbsp;&nbsp;set max repair cost of event-inventory to 99999 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAnvilText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Anvil Text Input</h1> <a href="#ExprAnvilText" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] anvil [inventory] (rename|text) input of %<a href='./classes.html#inventory'>inventories</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>%'[s] anvil [inventory] (rename|text) input</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> An expression to get the name to be applied to an item in an anvil inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;type of event-inventory is anvil inventory<br>&nbsp;&nbsp;&nbsp;&nbsp;if the anvil text input of the event-inventory is "FREE OP":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ban player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAppliedEnchantments" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Applied Enchantments</h1> <a href="#ExprAppliedEnchantments" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] applied enchant[ment]s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant">enchant</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#enchantmenttype">Enchantment Type</a></td> </tr> </table> <div class="item-description"> The applied enchantments in an enchant event. Deleting or removing the applied enchantments will prevent the item's enchantment. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the applied enchantments to sharpness 10 and fire aspect 5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArgument" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Argument</h1> <a href="#ExprArgument" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last arg[ument]</li> <li class="skript-code-block">[the] arg[ument](-| )&lt;(\d+)&gt;</li> <li class="skript-code-block">[the] &lt;(\d*1)st|(\d*2)nd|(\d*3)rd|(\d*[4-90])th&gt; arg[ument][s]</li> <li class="skript-code-block">[(all [[of] the]|the)] arg[ument][s]</li> <li class="skript-code-block">[the] %*<a href='./classes.html#classinfo'>type</a>%( |-)arg[ument][( |-)&lt;\d+&gt;]</li> <li class="skript-code-block">[the] arg[ument]( |-)%*<a href='./classes.html#classinfo'>type</a>%[( |-)&lt;\d+&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.7 (support for command events)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Usable in script commands and command events. Holds the value of an argument given to the command, e.g. if the command "/tell &lt;player&gt; &lt;text&gt;" is used like "/tell Njol Hello Njol!" argument 1 is the player named "Njol" and argument 2 is "Hello Njol!". One can also use the type of the argument instead of its index to address the argument, e.g. in the above example 'player-argument' is the same as 'argument 1'. Please note that specifying the argument type is only supported in script commands. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give the item-argument to the player-argument<br>damage the player-argument by the number-argument<br>give a diamond pickaxe to the argument<br>add argument 1 to argument 2<br>heal the last argument </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArithmetic" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arithmetic</h1> <a href="#ExprArithmetic" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]+[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]+[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]+[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]+[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]-[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]-[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]-[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]-[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]*[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]*[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]*[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]*[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]/[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]/[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]/[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]/[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]^[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">\(%<a href='./classes.html#object'>object</a>%\)[ ]^[ ]%<a href='./classes.html#object'>object</a>%</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]^[ ]\(%<a href='./classes.html#object'>object</a>%\)</li> <li class="skript-code-block">%<a href='./classes.html#object'>object</a>%[ ]^[ ]%<a href='./classes.html#object'>object</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Arithmetic expressions, e.g. 1 + 2, (health of player - 2) / 3, etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's health to 10 - the player's health<br>loop (argument + 2) / 5 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Two useless numbers: %loop-num * 2 - 5%, %2^loop-num - 1%"<br>message "You have %health of player * 2% half hearts of HP!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArmorSlot" data-keywords="armor"> <div class="item-title"> <h1 style="display: inline-block">Armour Slot</h1> <a href="#ExprArmorSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (((boots|shoes)|leg[ging]s|chestplate[s]|helmet[s]) [(item|slot)]|armo[u]r[s]) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (((boots|shoes)|leg[ging]s|chestplate[s]|helmet[s]) [(item|slot)]|armo[u]r[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (Armour)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> Equipment of living entities, i.e. the boots, leggings, chestplate or helmet. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set chestplate of the player to a diamond chestplate<br>helmet of player is neither a helmet nor air # player is wearing a block, e.g. from another plugin </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttachedBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arrow Attached Block</h1> <a href="#ExprAttachedBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (attached|hit) block of %<a href='./classes.html#projectile'>projectiles</a>%</li> <li class="skript-code-block">%<a href='./classes.html#projectile'>projectiles</a>%'[s] (attached|hit) block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Returns the attached block of an arrow. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set hit block of last shot arrow to diamond block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArrowKnockbackStrength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arrow Knockback Strength</h1> <a href="#ExprArrowKnockbackStrength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] arrow knockback strength of %<a href='./classes.html#projectile'>projectiles</a>%</li> <li class="skript-code-block">%<a href='./classes.html#projectile'>projectiles</a>%'[s] arrow knockback strength</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> An arrow's knockback strength. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on shoot:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-projectile is an arrow<br>&nbsp;&nbsp;&nbsp;&nbsp;set arrow knockback strength of event-projectile to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprArrowsStuck" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Arrows Stuck</h1> <a href="#ExprArrowsStuck" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[number of] arrow[s] stuck in %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of arrows stuck in a living entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set arrows stuck in player to 5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttackCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attack Cooldown</h1> <a href="#ExprAttackCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] attack cooldown of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] attack cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns the current cooldown for a player's attack. This is used to calculate damage, with 1.0 representing a fully charged attack and 0.0 representing a non-charged attack. NOTE: Currently this can not be set to anything. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;if attack cooldown of attacker &lt; 1:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set damage to 0<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Your hit was too weak! wait until your weapon is fully charged next time." to attacker </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttacked" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attacked</h1> <a href="#ExprAttacked" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (attacked|damaged|victim) [&lt;(.+)&gt;]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3, 2.6.1 (projectile hit event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a>, <a href="events.html#death">death</a>, <a href="events.html#projectile_hit">projectile hit</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The victim of a damage event, e.g. when a player attacks a zombie this expression represents the zombie. When using Minecraft 1.11+, this also covers the hit entity in a projectile hit event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;victim is a creeper<br>&nbsp;&nbsp;&nbsp;&nbsp;damage the attacked by 1 heart </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAttacker" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Attacker</h1> <a href="#ExprAttacker" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (attacker|damager)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a>, <a href="events.html#death">death</a>, <a href="events.html#destroy">destroy</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The attacker of a damage event, e.g. when a player attacks a zombie this expression represents the player. Please note that the attacker can also be a block, e.g. a cactus or lava, but this expression will not be set in these cases. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;attacker is a player<br>&nbsp;&nbsp;&nbsp;&nbsp;health of attacker is less than or equal to 2<br>&nbsp;&nbsp;&nbsp;&nbsp;damage victim by 1 heart </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBarterDrops" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Barter Drops</h1> <a href="#ExprBarterDrops" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [piglin] barter[ing] drops</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> The items dropped by the piglin in a piglin bartering event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piglin barter:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the bartering drops contain a jack-o-lantern:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove jack-o-lantern from bartering output<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "it's not halloween yet!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBarterInput" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Barter Input</h1> <a href="#ExprBarterInput" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [piglin] barter[ing] input</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> The item picked up by the piglin in a piglin bartering event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on piglin barter:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the bartering input is a gold ingot:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "my precious..." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Bed</h1> <a href="#ExprBed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [((safe|valid)|(unsafe|invalid))] bed[s] [location[s]] of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] [((safe|valid)|(unsafe|invalid))] bed[s] [location[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.7 (offlineplayers, safe bed)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Returns the bed location of a player, i.e. the spawn point of a player if they ever slept in a bed and the bed still exists and is unobstructed however, you can set the unsafe bed location of players and they will respawn there even if it has been obstructed or doesn't exist anymore and that's the default behavior of this expression otherwise you will need to be specific i.e. <code>safe bed location</code>.<p>NOTE: Offline players can not have their bed location changed, only online players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if bed of player exists:<br>&nbsp;&nbsp;&nbsp;&nbsp;teleport player the the player's bed<br>else:<br>&nbsp;&nbsp;&nbsp;&nbsp;teleport the player to the world's spawn point<br><br>set the bed location of player to spawn location of world("world") # unsafe/invalid bed location<br>set the safe bed location of player to spawn location of world("world") # safe/valid bed location </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBiome" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Biome</h1> <a href="#ExprBiome" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] biome [(of|%<a href='./classes.html#direction'>direction</a>%) %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] biome</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.4, 2.6.1 (3D biomes)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#biome">Biome</a></td> </tr> </table> <div class="item-description"> The biome at a certain location. Please note that biomes are only defined for x/z-columns (i.e. the <a href='#ExprAltitude'>altitude</a> (y-coordinate) doesn't matter), up until Minecraft 1.15.x. As of Minecraft 1.16, biomes are now 3D (per block vs column). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # damage player in deserts constantly<br>every real minute:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;biome at loop-player is desert<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;damage the loop-player by 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block</h1> <a href="#ExprBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block is ore<br>set block below to air<br>spawn a creeper above the block<br>loop blocks in radius 4:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-block is obsidian<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to water<br>block is a chest:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the inventory of the block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlock-2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block</h1> <a href="#ExprBlock-2" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] block %<a href='./classes.html#direction'>direction</a>% [%<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The block involved in the event, e.g. the clicked block or the placed block. Can optionally include a direction as well, e.g. 'block above' or 'block in front of the player'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> block is ore<br>set block below to air<br>spawn a creeper above the block<br>loop blocks in radius 4:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-block is obsidian<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to water<br>block is a chest:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the inventory of the block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBreakSpeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Break Speed</h1> <a href="#ExprBreakSpeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] break speed[s] [of %<a href='./classes.html#block'>blocks</a>%] [for %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#block'>block</a>%'[s] break speed[s] [for %<a href='./classes.html#player'>players</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.17+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Gets the speed at which the given player would break this block, taking into account tools, potion effects, whether or not the player is in water, enchantments, etc. The returned value is the amount of progress made in breaking the block each tick. When the total breaking progress reaches 1.0, the block is broken. Note that the break speed can change in the course of breaking a block, e.g. if a potion effect is applied or expires, or the player jumps/enters water. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on left click using diamond pickaxe:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-block is set<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Break Speed: %break speed for player%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Data</h1> <a href="#ExprBlockData" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] block[ ]data of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#display'>displays</a>%'[s] block[ ]data</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.5.2 (set), INSERT VERSION (block displays)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#blockdata">Block Data</a></td> </tr> </table> <div class="item-description"> Get the <a href='classes.html#blockdata'>block data</a> associated with a block. This data can also be used to set blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_data} to block data of target block<br>set block at player to {_data}<br><br>set block data of target block to oak_stairs[facing=south;waterlogged=true] </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockHardness" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Hardness</h1> <a href="#ExprBlockHardness" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [block] hardness of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [block] hardness</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Obtains the block's hardness level (also known as "strength"). This number is used to calculate the time required to break each block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_hard} to block hardness of target block<br>if block hardness of target block &gt; 5: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockSound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Sound</h1> <a href="#ExprBlockSound" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (break|fall|hit|place|step) sound[s] of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>/<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#blockdata'>block datas</a>/<a href='./classes.html#itemtype'>item types</a>%'[s] (break|fall|hit|place|step) sound[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Gets the sound that a given block, blockdata, or itemtype will use in a specific scenario. This will return a string in the form of "SOUND_EXAMPLE", which can be used in the play sound syntax.<p>Check out <a href="https://minecraft.wiki/w/Sounds.json">this website</a> for a list of sounds in Minecraft, or <a href="https://minecraft.wiki/w/Sound">this one</a> to go to the Sounds wiki page. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play sound (break sound of dirt) at all players<br>set {_sounds::*} to place sounds of dirt, grass block, blue wool and stone </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlockSphere" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Block Sphere</h1> <a href="#ExprBlockSphere" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] blocks in radius %<a href='./classes.html#number'>number</a>% [(of|around) %<a href='./classes.html#location'>location</a>%]</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks around %<a href='./classes.html#location'>location</a>% in radius %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> All blocks in a sphere around a center, mostly useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop blocks in radius 5 around the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to air </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Blocks</h1> <a href="#ExprBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] blocks %<a href='./classes.html#direction'>direction</a>% [%<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks from %<a href='./classes.html#location'>location</a>% [on] %<a href='./classes.html#direction'>direction</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks from %<a href='./classes.html#location'>location</a>% to %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks between %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] blocks (in|within) %<a href='./classes.html#chunk'>chunk</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.5.1 (within/cuboid/chunk)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Blocks relative to other blocks or between other blocks. Can be used to get blocks relative to other blocks or for looping. Blocks from/to and between will return a straight line whereas blocks within will return a cuboid. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop blocks above the player:<br>loop blocks between the block below the player and the targeted block:<br>set the blocks below the player, the victim and the targeted block to air<br>set all blocks within {loc1} and {loc2} to stone<br>set all blocks within chunk at player to air </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBlocksInRegion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Blocks in Region</h1> <a href="#ExprBlocksInRegion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the)] blocks (in|of) [[the] region[s]] %<a href='./classes.html#region'>regions</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> All blocks in a <a href='./classes.html#region'>region</a>. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all blocks in the region {arena.%{faction.%player%}%}:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the loop-block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBookAuthor" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Book Author</h1> <a href="#ExprBookAuthor" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [book] (author|writer|publisher) of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [book] (author|writer|publisher)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The author of a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Title: %author of event-item%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBookPages" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Book Pages</h1> <a href="#ExprBookPages" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] [book] (pages|content) of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%'[s] [book] (pages|content)</li> <li class="skript-code-block">[book] page %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%'[s] [book] page %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31, 2.7 (changers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The pages of a book (Supports Skript's chat format) Note: In order to modify the pages of a new written book, you must have the title and author of the book set. Skript will do this for you, but if you want your own, please set those values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Pages: %pages of event-item%"<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Page 1: %page 1 of event-item%"<br><br>set page 1 of player's held item to "Book writing" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBookTitle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Book Title</h1> <a href="#ExprBookTitle" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] book (name|title) of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] book (name|title)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The title of a book. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on book sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Book Title: %title of event-item%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBreedingFamily" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Breeding Family</h1> <a href="#ExprBreedingFamily" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] breeding mother</li> <li class="skript-code-block">[the] breeding father</li> <li class="skript-code-block">[the] [bred] (offspring|child)</li> <li class="skript-code-block">[the] breeder</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#livingentity">Living Entity</a></td> </tr> </table> <div class="item-description"> Represents family members within a breeding event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on breeding:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "When a %breeding mother% and %breeding father% love each other very much, they make a %bred offspring%" to breeder </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBurnCookTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Burn/Cook Time</h1> <a href="#ExprBurnCookTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] burn[ing] time</li> <li class="skript-code-block">[the] (burn|cook)[ing] time of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (burn|cook)[ing] time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The time a furnace takes to burn an item in a <a href='events.html#fuel_burn'>fuel burn</a> event. Can also be used to change the burn/cook time of a placed furnace. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on fuel burn:<br>&nbsp;&nbsp;&nbsp;&nbsp;if fuel slot is coal:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set burning time to 1 tick </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprStringCase" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Case Text</h1> <a href="#ExprStringCase" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in (upper|lower)[ ]case</li> <li class="skript-code-block">(upper|lower)[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">capitali(s|z)ed %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lenient|strict) ](proper|title)[ ]case</li> <li class="skript-code-block">[(lenient|strict) ](proper|title)[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lenient|strict) ]camel[ ]case</li> <li class="skript-code-block">[(lenient|strict) ]camel[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lenient|strict) ]pascal[ ]case</li> <li class="skript-code-block">[(lenient|strict) ]pascal[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lower|upper|capital|screaming)[ ]]snake[ ]case</li> <li class="skript-code-block">[(lower|upper|capital|screaming)[ ]]snake[ ]case %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% in [(lower|upper|capital)[ ]]kebab[ ]case</li> <li class="skript-code-block">[(lower|upper|capital)[ ]]kebab[ ]case %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16 (lowercase and uppercase), 2.5 (advanced cases)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Copy of given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, and Kebab-Case </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> "Oops!" in lowercase # oops!<br>"oops!" in uppercase # OOPS!<br>"hellO i'm steve!" in proper case # HellO I'm Steve!<br>"hellO i'm steve!" in strict proper case # Hello I'm Steve!<br>"spAwn neW boSs ()" in camel case # spAwnNeWBoSs()<br>"spAwn neW boSs ()" in strict camel case # spawnNewBoss()<br>"geneRate ranDom numBer ()" in pascal case # GeneRateRanDomNumBer()<br>"geneRate ranDom numBer ()" in strict pascal case # GenerateRandomNumber()<br>"Hello Player!" in snake case # Hello_Player!<br>"Hello Player!" in lower snake case # hello_player!<br>"Hello Player!" in upper snake case # HELLO_PLAYER!<br>"What is your name?" in kebab case # What-is-your-name?<br>"What is your name?" in lower kebab case # what-is-your-name?<br>"What is your name?" in upper kebab case # WHAT-IS-YOUR-NAME? </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCodepoint" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Character Codepoint</h1> <a href="#ExprCodepoint" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [unicode|character] code([ ]point| position) of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>%'[s] [unicode|character] code([ ]point| position)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns the Unicode codepoint of a character </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function is_in_order(letters: strings) :: boolean:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop {_letters::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {_codepoint} to codepoint of lowercase loop-value<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false if {_codepoint} is not set # 'loop-value is not a single character'<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{_previous-codepoint} is set<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# if the codepoint of the current character is not<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# 1 more than the codepoint of the previous character<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# then the letters are not in order<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{_codepoint} - {_previous-codepoint} is not 1<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;then:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return false<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {_previous-codepoint} to {_codepoint}<br>&nbsp;&nbsp;&nbsp;&nbsp;return true </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCharacterFromCodepoint" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Character from Codepoint</h1> <a href="#ExprCharacterFromCodepoint" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">character (from|at|with) code([ ]point| position) %integer%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns the character at the specified codepoint </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function chars_between(lower: string, upper: string) :: strings:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_lower} to codepoint of {_lower}<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_none} if {_lower} is not set<br><br>&nbsp;&nbsp;&nbsp;&nbsp;set {_upper} to codepoint of {_upper}<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_none} if {_upper} is not set<br><br>&nbsp;&nbsp;&nbsp;&nbsp;loop integers between {_lower} and {_upper}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add character from codepoint loop-value to {_chars::*}<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_chars::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCharacters" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Characters Between</h1> <a href="#ExprCharacters" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] [alphanumeric] characters (between|from) %<a href='./classes.html#string'>text</a>% (and|to) %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> All characters between two given characters, useful for generating random strings. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. The <a href="https://www.asciitable.com/">ASCII table linked here</a> shows this ordering for the first 256 characters. If you would like only alphanumeric characters you can use the 'alphanumeric' option in the expression. If strings of more than one character are given, only the first character of each is used. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop characters from "a" to "f":<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-value%"<br><br># 0123456789:;&lt;=&gt;?@ABC... ...uvwxyz<br>send characters between "0" and "z"<br><br># 0123456789ABC... ...uvwxyz<br>send alphanumeric characters between "0" and "z" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChatFormat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chat Format</h1> <a href="#ExprChatFormat" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (message|chat) format[ting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Can be used to get/retrieve the chat format. The sender of a message is represented by [player] or [sender], and the message by [message] or [msg]. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the chat format to "&amp;lt;yellow&amp;gt;[player]&amp;lt;light gray&amp;gt;: &amp;lt;green&amp;gt;[message]" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChatRecipients" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chat Recipients</h1> <a href="#ExprChatRecipients" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[chat][( |-)]recipients</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-v7, 2.2-dev35 (clearing recipients)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> Recipients of chat events where this is called. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> chat recipients </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChunk" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Chunk</h1> <a href="#ExprChunk" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] chunk[s] (of|%<a href='./classes.html#direction'>directions</a>%) %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] chunk[s]</li> <li class="skript-code-block">[(all [[of] the]|the)] loaded chunks (of|in) %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.8.0 (loaded chunks)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#chunk">Chunk</a></td> </tr> </table> <div class="item-description"> Returns the <a href='./classes.html#chunk'>chunk</a> of a block, location or entity is in, or a list of the loaded chunks of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add the chunk at the player to {protected chunks::*}<br>set {_chunks::*} to the loaded chunks of the player's world </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprClicked" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Clicked Block/Entity/Inventory/Slot</h1> <a href="#ExprClicked" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (clicked [enchant[ment]] (button|option)|clicked (block|%*<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#entitydata'>entity type</a>%)|clicked slot|clicked inventory|click (type|action)|inventory action)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.2-dev35 (more clickable things)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#click">click</a>, <a href="events.html#inventory_click">inventory click</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The clicked block, entity, inventory, inventory slot, inventory click type or inventory action. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You clicked on a %type of clicked entity%!"<br>if the clicked block is a chest:<br>&nbsp;&nbsp;&nbsp;&nbsp;show the inventory of the clicked block to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprColorOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Color of</h1> <a href="#ExprColorOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] colo[u]r[s] of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#fireworkeffect'>firework effects</a>/<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#fireworkeffect'>firework effects</a>/<a href='./classes.html#display'>displays</a>%'[s] colo[u]r[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2, INSERT VERSION (displays)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#color">Color</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#color'>color</a> of an item, entity, block, firework effect, or text display. This can also be used to color chat messages with "&lt;%color of ...%&gt;this text is colored!". Do note that firework effects support setting, adding, removing, resetting, and deleting; text displays support setting and resetting; and items, entities, and blocks only support setting, and only for very few items/blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on click on wool:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "This wool block is &lt;%color of block%&gt;%color of block%&lt;reset&gt;!"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the color of the block to black </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprColoured" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Colored / Uncolored</h1> <a href="#ExprColoured" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(colo[u]r-|colo[u]red )%<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">(format-|formatted )%<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">(un|non)[-](colo[u]r-|colo[u]red |format-|formatted )%<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Parses &lt;color&gt;s and, optionally, chat styles in a message or removes any colors <i>and</i> chat styles from the message. Parsing all chat styles requires this expression to be used in same line with the <a href=effects.html#EffSend>send effect</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;set message to colored message # Safe; only colors get parsed<br>command /fade &amp;lt;player&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set display name of the player-argument to uncolored display name of the player-argument<br>command /format &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message formatted text-argument # Safe, because we're sending to whoever used this command </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command</h1> <a href="#ExprCommand" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (full|complete|whole) command</li> <li class="skript-code-block">[the] command [(label|alias)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.7 (support for script commands)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#command">command</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The command that caused an 'on command' event (excluding the leading slash and all arguments) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevent any commands except for the /exit command during some game<br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {game::%player%::playing} is true:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if the command is not "exit":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "You're not allowed to use commands during the game"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommandBlockCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Block Command</h1> <a href="#ExprCommandBlockCommand" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [command[ ]block] command of %<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#entity'>entities</a>%'[s] [command[ ]block] command</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Gets or sets the command associated with a command block or minecart with command block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send command of {_block}<br>set command of {_cmdMinecart} to "say asdf" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommandInfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Info</h1> <a href="#ExprCommandInfo" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] main command [label|name] [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] main command [label|name]</li> <li class="skript-code-block">[the] description [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] description</li> <li class="skript-code-block">[the] label [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] label</li> <li class="skript-code-block">[the] usage [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] usage</li> <li class="skript-code-block">[(all|the|all [of] the)] aliases [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] aliases</li> <li class="skript-code-block">[the] permission [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] permission</li> <li class="skript-code-block">[the] permission message [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] permission message</li> <li class="skript-code-block">[the] plugin [owner] [of [[the] command[s] %<a href='./classes.html#string'>texts</a>%]]</li> <li class="skript-code-block">command[s] %<a href='./classes.html#string'>texts</a>%'[s] plugin [owner]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Get information about a command. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> main command label of command "skript"<br>description of command "help"<br>label of command "pl"<br>usage of command "help"<br>aliases of command "bukkit:help"<br>permission of command "/op"<br>command "op"'s permission message<br>command "sk"'s plugin owner<br><br>command /greet &lt;player&gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;usage: /greet &lt;target&gt;<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if arg-1 is sender:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;cYou can't greet yourself! Usage: %the usage%"<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "%sender% greets you!" to arg-1<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You greeted %arg-1%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCommandSender" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command Sender</h1> <a href="#ExprCommandSender" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [command['s]] (sender|executor)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#command">command</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#commandsender">Command Sender</a></td> </tr> </table> <div class="item-description"> The player or the console who sent a command. Mostly useful in <a href='commands'>commands</a> and <a href='events.html#command'>command events</a>. If the command sender is a command block, its location can be retrieved by using %block's location% </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> make the command sender execute "/say hi!"<br><br>on command:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "%executor% used command /%command% %arguments%" to "commands.log" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCompassTarget" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Compass Target</h1> <a href="#ExprCompassTarget" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] compass target of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] compass target</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location a player's compass is pointing at. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # make all player's compasses target a player stored in {compass::target::%player%}<br>every 5 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the loop-player's compass target to location of {compass::target::%%loop-player%} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="LitConsole" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Console</h1> <a href="#LitConsole" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (console|server)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#commandsender">Command Sender</a></td> </tr> </table> <div class="item-description"> Represents the server's console which can receive messages and execute commands </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> execute console command "/stop"<br>send "message to console" to the console </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCmdCooldownInfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cooldown Time/Remaining Time/Elapsed Time/Last Usage/Bypass Permission</h1> <a href="#ExprCmdCooldownInfo" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] remaining [time] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> <li class="skript-code-block">[the] elapsed [time] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> <li class="skript-code-block">[the] ((cooldown|wait) time|[wait] time of [the] (cooldown|wait) [(of|for) [the] [current] command])</li> <li class="skript-code-block">[the] last usage [date] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> <li class="skript-code-block">[the] [cooldown] bypass perm[ission] [of [the] (cooldown|wait) [(of|for) [the] [current] command]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev33</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Only usable in command events. Represents the cooldown time, the remaining time, the elapsed time, the last usage date, or the cooldown bypass permission. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /home:<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown: 10 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown message: You last teleported home %elapsed time% ago, you may teleport home again in %remaining time%.<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;teleport player to {home::%player%} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCoordinate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Coordinate</h1> <a href="#ExprCoordinate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (x|y|z)(-| )(coord[inate]|pos[ition]|loc[ation])[s] of %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] (x|y|z)(-| )(coord[inate]|pos[ition]|loc[ation])[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Represents a given coordinate of a location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's y-coordinate is smaller than 40:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Watch out for lava!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Creature/Entity/Player/Projectile/Villager/Powered Creeper/etc.</h1> <a href="#ExprEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]&lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The entity involved in an event (an entity is a player, a creature or an inanimate object like ignited TNT, a dropped item or an arrow). You can use the specific type of the entity that's involved in the event, e.g. in a 'death of a creeper' event you can use 'the creeper' instead of 'the entity'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give a diamond sword of sharpness 3 to the player<br>kill the creeper<br>kill all powered creepers in the wolf's world<br>projectile is an arrow </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCursorSlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Cursor Slot</h1> <a href="#ExprCursorSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] cursor slot of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] cursor slot</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev17</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> The item which the player has on their inventory cursor. This slot is always empty if player has no inventory open. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> cursor slot of player is dirt<br>set cursor slot of player to 64 diamonds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprChestInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Custom Chest Inventory</h1> <a href="#ExprChestInventory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] chest inventory (named|with name) %<a href='./classes.html#string'>text</a>% [with %<a href='./classes.html#number'>number</a>% row[s]]</li> <li class="skript-code-block">[a] [new] chest inventory with %<a href='./classes.html#number'>number</a>% row[s] [(named|with name) %<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34, 2.8.0 (chat format)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+ (chat format)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> Returns a chest inventory with the given amount of rows and the name. Use the <a href=effects.html#EffOpenInventory>open inventory</a> effect to open it. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open chest inventory with 1 row named "test" to player<br><br>set {_inventory} to a chest inventory with 1 row<br>set slot 4 of {_inventory} to a diamond named "example"<br>open {_inventory} to player<br><br>open chest inventory named "&lt;#00ff00&gt;hex coloured title!" with 6 rows to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCustomModelData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Custom Model Data</h1> <a href="#ExprCustomModelData" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [custom] model data of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [custom] model data</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.14+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Get/set the CustomModelData tag for an item. (Value is an integer between 0 and 99999999) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set custom model data of player's tool to 3<br>set {_model} to custom model data of player's tool </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDamage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage</h1> <a href="#ExprDamage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] damage</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.5, 2.8.0 (item damage event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Damage">Damage</a>, <a href="events.html#Vehicle_Damage">Vehicle Damage</a>, <a href="events.html#Item_Damage">Item Damage</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> How much damage is done in a entity/vehicle/item damage events. For entity damage events, possibly ignoring armour, criticals and/or enchantments (remember that in Skript '1' is one full heart, not half a heart). For items, it's the amount of durability damage the item will be taking. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-item is any tool<br>&nbsp;&nbsp;&nbsp;&nbsp;clear damage # unbreakable tools as the damage will be 0<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;increase the damage by 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDamageCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Cause</h1> <a href="#ExprDamageCause" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] damage (cause|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#damagecause">Damage Cause</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#damagecause'>damage cause</a> of a damage event. Please click on the link for more information. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> damage cause is lava, fire or burning </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDurability" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damage Value/Durability</h1> <a href="#ExprDurability" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (damage[s] [value[s]]|durabilit(y|ies)) of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%'[s] (damage[s] [value[s]]|durabilit(y|ies))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2, 2.7 (durability reversed)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The damage value/durability of an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set damage value of player's tool to 10<br>reset the durability of {_item}<br>set durability of player's held item to 0 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDamagedItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Damaged Item</h1> <a href="#ExprDamagedItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with (damage|data) [value] %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% damaged by %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Directly damages an item. In MC versions 1.12.2 and lower, this can be used to apply data values to items/blocks </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give player diamond sword with damage value 100<br>set player's tool to diamond hoe damaged by 250<br>give player diamond sword with damage 700 named "BROKEN SWORD"<br>set {_item} to diamond hoe with damage value 50 named "SAD HOE"<br>set target block of player to wool with data value 1<br>set target block of player to potato plant with data value 7 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDateAgoLater" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Date Ago/Later</h1> <a href="#ExprDateAgoLater" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#timespan'>time span</a>% (ago|in the past|before [the] [date] %<a href='./classes.html#date'>date</a>%)</li> <li class="skript-code-block">%<a href='./classes.html#timespan'>time span</a>% (later|(from|after) [the] [date] %<a href='./classes.html#date'>date</a>%)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev33</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> A date the specified timespan before/after another date. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_yesterday} to 1 day ago<br>set {_hourAfter} to 1 hour after {someOtherDate}<br>set {_hoursBefore} to 5 hours before {someOtherDate} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDefaultValue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Default Value</h1> <a href="#ExprDefaultValue" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#object'>objects</a>% (otherwise|?) %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> A shorthand expression for giving things a default value. If the first thing isn't set, the second thing will be returned. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast {score::%player's uuid%} otherwise "%player% has no score!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDifference" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Difference</h1> <a href="#ExprDifference" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">difference (between|of) %<a href='./classes.html#object'>object</a>% and %<a href='./classes.html#object'>object</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The difference between two values Supported types include <a href='./classes.html#number'>numbers</a>, <a href='./classes/#date'>dates</a> and <a href='./classes/#time'>times</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if difference between {command::%player%::lastuse} and now is smaller than a minute:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You have to wait a minute before using this command again!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDifficulty" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Difficulty</h1> <a href="#ExprDifficulty" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] difficult(y|ies) of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] difficult(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#difficulty">Difficulty</a></td> </tr> </table> <div class="item-description"> The difficulty of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the difficulty of "world" to hard </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDirection" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Direction</h1> <a href="#ExprDirection" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(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) [%<a href='./classes.html#direction'>direction</a>%]</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] in [the] (direction|horizontal direction|facing|horizontal facing) of %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#block'>block</a>% [(of|from)]</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] in %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#block'>block</a>%'[s] (direction|horizontal direction|facing|horizontal facing) [(of|from)]</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] (in[ ]front [of]|forward[s]|behind|backwards|[to the] (right|left) [of])</li> <li class="skript-code-block">[%<a href='./classes.html#number'>number</a>% [(block|met(er|re))[s]]] horizontal[ly] (in[ ]front [of]|forward[s]|behind|backwards|to the (right|left) [of])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 (basic), 2.0 (extended)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#direction">Direction</a></td> </tr> </table> <div class="item-description"> A helper expression for the <a href='classes.html#direction'>direction type</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> thrust the player upwards<br>set the block behind the player to water<br>loop blocks above the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_rand} to a random integer between 1 and 10<br>&nbsp;&nbsp;&nbsp;&nbsp;set the block {_rand} meters south east of the loop-block to stone<br>block in horizontal facing of the clicked entity from the player is air<br>spawn a creeper 1.5 meters horizontally behind the player<br>spawn a TNT 5 meters above and 2 meters horizontally behind the player<br>thrust the last spawned TNT in the horizontal direction of the player with speed 0.2<br>push the player upwards and horizontally forward at speed 0.5<br>push the clicked entity in in the direction of the player at speed -0.5<br>open the inventory of the block 2 blocks below the player to the player<br>teleport the clicked entity behind the player<br>grow a regular tree 2 meters horizontally behind the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayBillboard" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Billboard</h1> <a href="#ExprDisplayBillboard" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] bill[ |-]board[ing] [setting] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] bill[ |-]board[ing] [setting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#billboard">Display Billboard</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#billboard'>billboard</a> setting of <a href='classes.html#display'>displays</a>. This describes the axes/points around which the display can pivot. Displays spawn with the 'fixed' billboard by default. Resetting this expression will also set it to 'fixed'. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set billboard of the last spawned text display to center </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayBrightness" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Brightness</h1> <a href="#ExprDisplayBrightness" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [block|sky] (light [level]|brightness) override[s] of %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] [block|sky] (light [level]|brightness) override[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns or changes the brightness override of <a href='classes.html#display'>displays</a>. Unmodified displays will not have a brightness override value set. Resetting or deleting this value will remove the override. Use the 'block' or 'sky' options to get/change specific values or get 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 will set both sky and block light to the given value. Make sure to set both block and sky levels to your desired values for the best results. Likewise, you can only clear the brightness override, you cannot clear/reset the sky/block values individually. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set sky light override of the last spawned text display to 7<br>subtract 3 from the block light level override of the last spawned text display<br>if sky light level override of {_display} is 5:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear brightness override of {_display} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayGlowOverride" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Glow Color Override</h1> <a href="#ExprDisplayGlowOverride" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] glow[ing] colo[u]r[s] override[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] glow[ing] colo[u]r[s] override[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#color">Color</a></td> </tr> </table> <div class="item-description"> Returns or changes the glowing color override of <a href='classes.html#display'>displays</a>. This overrides whatever color is already set for the scoreboard team of the displays. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set glow color override of the last spawned text display to blue </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayHeightWidth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Height/Width</h1> <a href="#ExprDisplayHeightWidth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] display (height|width) [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] display (height|width)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns or changes the height or width of <a href='classes.html#display'>displays</a>. The rendering culling bounding box spans horizontally width/2 from entity position, which determines the point at which the display will be frustum culled (no longer rendered because the game determines you are no longer able to see it). If set to 0, no culling will occur on both the vertical and horizontal directions. Default is 0.0. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set display height of the last spawned text display to 2.5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayInterpolation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Interpolation Delay/Duration</h1> <a href="#ExprDisplayInterpolation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] interpolation (delay|duration)[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] interpolation (delay|duration)[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns or changes the interpolation delay/duration of <a href='classes.html#display'>displays</a>. Interpolation duration is the amount of time a display will take to interpolate, or shift, between its current state and a new state. Interpolation delay is the amount of ticks before client-side interpolation will commence.Setting to 0 seconds will make it immediate. Resetting either value will return that value to 0. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set interpolation delay of the last spawned text display to 2 ticks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayShadow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Shadow Radius/Strength</h1> <a href="#ExprDisplayShadow" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] shadow (radius|strength) [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] shadow (radius|strength)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns or changes the shadow radius/strength of <a href='classes.html#display'>displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set shadow radius of the last spawned text display to 1.75 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayTeleportDuration" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Teleport Delay/Duration</h1> <a href="#ExprDisplayTeleportDuration" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] teleport[ation] duration[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] teleport[ation] duration[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.4+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The teleport duration of displays is the amount of time it takes to get between locations. 0 means that updates are applied immediately. 1 means that the display entity will move from current position to the updated one over one tick. Higher values spread the movement over multiple ticks. Max of 59 ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set teleport delay of the last spawned text display to 2 ticks<br>teleport last spawned text display to {_location}<br>wait 2 ticks<br>message "display entity has arrived at %{_location}%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayTransformationRotation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Transformation Rotation</h1> <a href="#ExprDisplayTransformationRotation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (left|right) [transformation] rotation [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] (left|right) [transformation] rotation</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quaternion">Quaternion</a></td> </tr> </table> <div class="item-description"> Returns or changes the transformation rotation of <a href='classes.html#display'>displays</a>. The left rotation is applied first, with the right rotation then being applied based on the rotated axis. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set left transformation rotation of last spawned block display to quaternion(1, 0, 0, 0) # reset block display </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayTransformationScaleTranslation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display Transformation Scale/Translation</h1> <a href="#ExprDisplayTransformationScaleTranslation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (display|[display] transformation) (scale|translation) of %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] (display|[display] transformation) (scale|translation)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Returns or changes the transformation scale or translation of <a href='classes.html#display'>displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set transformation translation of display to vector from -0.5, -0.5, -0.5 # Center the display in the same position as a block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDisplayViewRange" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Display View Range</h1> <a href="#ExprDisplayViewRange" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [display] view (range|radius) [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] [display] view (range|radius)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> Returns or changes the view range of <a href='classes.html#display'>displays</a>. Default value is 1.0. This value is then multiplied by 64 and the player's entity view distance setting to determine the actual range. For example, a player with 150% entity view distance will see a block display with a view range of 1.2 at 1.2 * 64 * 150% = 115.2 blocks away. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set view range of the last spawned text display to 2.9 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Distance</h1> <a href="#ExprDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] distance between %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The distance between two points. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the distance between the player and {home::%uuid of player%} is smaller than 20:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You're very close to your home!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDrops" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Drops</h1> <a href="#ExprDrops" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] drops</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#death">death</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Only works in death events. Holds the drops of the dying creature. Drops can be prevented by removing them with "remove ... from drops", e.g. "remove all pickaxes from the drops", or "clear drops" if you don't want any drops at all. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> clear drops<br>remove 4 planks from the drops </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDropsOfBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Drops Of Block</h1> <a href="#ExprDropsOfBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the|all [of] the)] drops of %<a href='./classes.html#block'>blocks</a>% [(using|with) %<a href='./classes.html#itemtype'>item type</a>% [(as %<a href='./classes.html#entity'>entity</a>%)]]</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'s drops [(using|with) %<a href='./classes.html#itemtype'>item type</a>% [(as %<a href='./classes.html#entity'>entity</a>%)]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.15+ ('as %entity%')</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> A list of the items that will drop when a block is broken. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on break of block:<br>&nbsp;&nbsp;&nbsp;&nbsp;give drops of block using player's tool to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprElement" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Elements</h1> <a href="#ExprElement" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (first|last) element [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] (first|last) %integer% elements [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[a] random element [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] %integer%(st|nd|rd|th) [[to] last] element [out] of %<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">[the] elements (from|between) %integer% (to|and) %integer% [out] of %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.7 (relative to last element), 2.8.0 (range of elements)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The first, last, range or a random element of a set, e.g. a list variable. See also: <a href='#ExprRandom'>random expression</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast the first 3 elements of {top players::*}<br>set {_last} to last element of {top players::*}<br>set {_random player} to random element out of all players<br>send 2nd last element of {top players::*} to player<br>set {page2::*} to elements from 11 to 20 of {top players::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchant Item</h1> <a href="#ExprEnchantItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] enchant[ed] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant_prepare">enchant prepare</a>, <a href="events.html#enchant">enchant</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> The enchant item in an enchant prepare event or enchant event. It can be modified, but enchantments will still be applied in the enchant event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the enchanted item to a diamond chestplate<br>on enchant prepare:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the enchant item to a wooden sword </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantingExpCost" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchanting Experience Cost</h1> <a href="#ExprEnchantingExpCost" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [displayed] ([e]xp[erience]|enchanting) cost</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant">enchant</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The cost of enchanting in an enchant event. This is number that was displayed in the enchantment table, not the actual number of levels removed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Cost: %the displayed enchanting cost%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentBonus" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Bonus</h1> <a href="#ExprEnchantmentBonus" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] enchantment bonus</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant_prepare">enchant prepare</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The enchantment bonus in an enchant prepare event. This represents the number of bookshelves affecting/surrounding the enchantment table. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "There are %enchantment bonus% bookshelves surrounding this enchantment table!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Level</h1> <a href="#ExprEnchantmentLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [enchant[ment]] level[s] of %<a href='./classes.html#enchantment'>enchantments</a>% (on|of) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#enchantment'>enchantments</a>% [enchant[ment]] level[s] (on|of) %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] %<a href='./classes.html#enchantment'>enchantments</a>% [enchant[ment]] level[s]</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] [enchant[ment]] level[s] of %<a href='./classes.html#enchantment'>enchantments</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The level of a particular <a href='classes.html#enchantment'>enchantment</a> on an item. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is a sword of sharpness:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You have a sword of sharpness %level of sharpness of the player's tool% equipped" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentOffer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Offer</h1> <a href="#ExprEnchantmentOffer" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [of]] [the] enchant[ment] offers</li> <li class="skript-code-block">enchant[ment] offer[s] %<a href='./classes.html#number'>numbers</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>%(st|nd|rd|th) enchant[ment] offer</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#enchant_prepare">enchant prepare</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.11 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#enchantmentoffer">Enchantment Offer</a></td> </tr> </table> <div class="item-description"> The enchantment offer in enchant prepare events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on enchant prepare:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your enchantment offers are: %the enchantment offers%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantmentOfferCost" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Enchantment Offer Cost</h1> <a href="#ExprEnchantmentOfferCost" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [enchant[ment]] cost of %<a href='./classes.html#enchantmentoffer'>enchantment offers</a>%</li> <li class="skript-code-block">%<a href='./classes.html#enchantmentoffer'>enchantment offers</a>%'[s] [enchant[ment]] cost</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.11 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The cost of an enchantment offer. This is displayed to the right of an enchantment offer. If the cost is changed, it will always be at least 1. This changes how many levels are required to enchant, but does not change the number of levels removed. To change the number of levels removed, use the enchant event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set cost of enchantment offer 1 to 50 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnderChest" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ender Chest</h1> <a href="#ExprEnderChest" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ender[ ]chest[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] ender[ ]chest[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> The ender chest of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> open the player's ender chest to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntities" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entities</h1> <a href="#ExprEntities" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] %*<a href='./classes.html#entitydata'>entity types</a>% [(in|of) ([world[s]] %<a href='./classes.html#world'>worlds</a>%|%<a href='./classes.html#chunk'>chunks</a>%)]</li> <li class="skript-code-block">[(all [[of] the]|the)] entities of type[s] %<a href='./classes.html#entitydata'>entity types</a>% [(in|of) ([world[s]] %<a href='./classes.html#world'>worlds</a>%|%<a href='./classes.html#chunk'>chunks</a>%)]</li> <li class="skript-code-block">[(all [[of] the]|the)] %*<a href='./classes.html#entitydata'>entity types</a>% (within|[with]in radius) %<a href='./classes.html#number'>number</a>% [(block[s]|met(er|re)[s])] (of|around) %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] entities of type[s] %<a href='./classes.html#entitydata'>entity types</a>% in radius %<a href='./classes.html#number'>number</a>% (of|around) %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] %*<a href='./classes.html#entitydata'>entity types</a>% within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] entities of type[s] %<a href='./classes.html#entitydata'>entity types</a>% within %<a href='./classes.html#location'>location</a>% and %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2.1, 2.5 (chunks), INSERT VERSION (within)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> All entities in all worlds, in a specific world, in a chunk, in a radius around a certain location or within two locations. e.g. <code>all players</code>, <code>all creepers in the player's world</code>, or <code>players in radius 100 of the player</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> kill all creepers in the player's world<br>send "Psst!" to all players within 100 meters of the player<br>give a diamond to all ops<br>heal all tamed wolves in radius 2000 around {town center}<br>delete all monsters in chunk at player<br>size of all players within {_corner::1} and {_corner::2}} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprAI" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity AI</h1> <a href="#ExprAI" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (ai|artificial intelligence) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (ai|artificial intelligence)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Returns whether an entity has AI. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set artificial intelligence of target entity to false </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntityAttribute" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Attribute</h1> <a href="#ExprEntityAttribute" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] %<a href='./classes.html#attributetype'>attribute type</a>% [((total|final|modified))] attribute [value] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] %<a href='./classes.html#attributetype'>attribute type</a>% [((total|final|modified))] attribute [value]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.6.1 (final attribute value)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The numerical value of an entity's particular attribute. Note that the movement speed attribute cannot be reliably used for players. For that purpose, use the speed expression instead. Resetting an entity's attribute is only available in Minecraft 1.11 and above. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are wounded!" to victim<br>&nbsp;&nbsp;&nbsp;&nbsp;set victim's attack speed attribute to 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFireTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Fire Burn Duration</h1> <a href="#ExprFireTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (burn[ing]|fire) (time|duration) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] (burn[ing]|fire) (time|duration)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> How much time an entity will be burning for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "You will stop burning in %fire time of player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntityTamer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Owner</h1> <a href="#ExprEntityTamer" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (owner|tamer) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (owner|tamer)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> The owner of a tameable entity, such as a horse or wolf. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set owner of target entity to player<br>delete owner of target entity<br>set {_t} to uuid of tamer of target entity </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEntitySound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Entity Sound</h1> <a href="#ExprEntitySound" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (damage|hurt) sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (damage|hurt) sound[s]</li> <li class="skript-code-block">[the] death sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] death sound[s]</li> <li class="skript-code-block">[the] [(tall|high)|(low|normal)] fall damage sound[s] [from [[a] height [of]] %<a href='./classes.html#number'>number</a>%] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [(tall|high)|(low|normal)] fall [damage] sound[s] [from [[a] height [of]] %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">[the] swim[ming] sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] swim[ming] sound[s]</li> <li class="skript-code-block">[the] [(fast|speedy)] splash sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [(fast|speedy)] splash sound[s]</li> <li class="skript-code-block">[the] eat[ing] sound[s] of %<a href='./classes.html#livingentity'>living entities</a>% [(with|using|[while] eating [a]) %<a href='./classes.html#itemtype'>item type</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] eat[ing] sound[s]</li> <li class="skript-code-block">[the] drink[ing] sound[s] of %<a href='./classes.html#livingentity'>living entities</a>% [(with|using|[while] drinking [a]) %<a href='./classes.html#itemtype'>item type</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] drink[ing] sound[s]</li> <li class="skript-code-block">[the] ambient sound[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] ambient sound[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Gets the sound that a given entity will make in a specific scenario. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> play sound (hurt sound of player) at player<br>set {_sounds::*} to death sounds of (all mobs in radius 10 of player) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExhaustion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exhaustion</h1> <a href="#ExprExhaustion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] exhaustion of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] exhaustion</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The exhaustion of a player. This is mainly used to determine the rate of hunger depletion. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set exhaustion of all players to 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExperience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience</h1> <a href="#ExprExperience" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(spawned|dropped)] [e]xp[erience] [orb[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1, 2.5.3 (block break event), 2.7 (experience change event), INSERT VERSION (breeding event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#experience_spawn">experience spawn</a>, <a href="events.html#break_mine">break / mine</a>, <a href="events.html#experience_change">experience change</a>, <a href="events.html#entity_breeding">entity breeding</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#experience">Experience</a></td> </tr> </table> <div class="item-description"> How much experience was spawned in an experience spawn or block break event. Can be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on experience spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;add 5 to the spawned experience<br><br>on break of coal ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear dropped experience<br><br>on break of diamond ore:<br>&nbsp;&nbsp;&nbsp;&nbsp;if tool of player = diamond pickaxe:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add 100 to dropped experience<br><br>on breed:<br>&nbsp;&nbsp;&nbsp;&nbsp;breeding father is a cow<br>&nbsp;&nbsp;&nbsp;&nbsp;set dropped experience to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExperienceCooldownChangeReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience Cooldown Change Reason</h1> <a href="#ExprExperienceCooldownChangeReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [the] (experience|[e]xp) cooldown change (reason|cause|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#experiencecooldownchangereason">Experience Cooldown Change Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#experiencechangereason'>experience change reason</a> within in an<a href='events.html#experience%20cooldown%20change%20event'>experience cooldown change event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player experience cooldown change:<br>&nbsp;&nbsp;&nbsp;&nbsp;if xp cooldown change reason is plugin:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#Changed by a plugin<br>&nbsp;&nbsp;&nbsp;&nbsp;else if xp cooldown change reason is orb pickup:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#Changed by picking up xp orb </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExperienceCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Experience Pickup Cooldown</h1> <a href="#ExprExperienceCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [the] (experience|[e]xp) [pickup|collection] cooldown of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [the] (experience|[e]xp) [pickup|collection] cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The experience cooldown of a player. Experience cooldown is how long until a player can pick up another orb of experience. The cooldown of a player must be 0 to pick up another orb of experience. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send experience cooldown of player<br>set the xp pickup cooldown of player to 1 hour<br>if exp collection cooldown of player &gt;= 10 minutes:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the experience pickup cooldown of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplodedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Exploded Blocks</h1> <a href="#ExprExplodedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] exploded blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.8.6 (modify blocks)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#explode">explode</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Get all the blocks that were destroyed in an explode event. Supports add/remove/set/clear/delete blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop exploded blocks:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add loop-block to {exploded::blocks::*}<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop exploded blocks:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if loop-block is grass:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove loop-block from exploded blocks<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear exploded blocks<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;set exploded blocks to blocks in radius 10 around event-entity<br><br>on explode:<br>&nbsp;&nbsp;&nbsp;&nbsp;add blocks above event-entity to exploded blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplosionBlockYield" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosion Block Yield</h1> <a href="#ExprExplosionBlockYield" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [explosion['s]] block (yield|amount)</li> <li class="skript-code-block">[the] percentage of blocks dropped</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#explosion">explosion</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The percentage of exploded blocks dropped in an explosion event. When changing the yield, a value greater than 1 will function the same as using 1. Attempting to change the yield to a value less than 0 will have no effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explode:<br>set the explosion's block yield to 10% </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplosionYield" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosion Yield</h1> <a href="#ExprExplosionYield" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] explosion (yield|radius|size)</li> <li class="skript-code-block">[the] (yield|radius|size) of [the] explosion</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#explosion_prime">explosion prime</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The yield of the explosion in an explosion prime event. This is how big the explosion is. When changing the yield, values less than 0 will be ignored. Read <a href='https://minecraft.wiki/w/Explosion'>this wiki page</a> for more information </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on explosion prime:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the yield of the explosion to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprExplosiveYield" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Explosive Yield</h1> <a href="#ExprExplosiveYield" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] explosive (yield|radius|size) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] explosive (yield|radius|size)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.12 or newer for creepers</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The yield of an explosive (creeper, primed tnt, fireball, etc.). This is how big of an explosion is caused by the entity. Read <a href='https://minecraft.wiki/w/Explosion'>this wiki page</a> for more information </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of a creeper:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the explosive yield of the event-entity to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFacing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Facing</h1> <a href="#ExprFacing" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(horizontal)] facing of %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#block'>blocks</a>%'[s] [(horizontal)] facing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#direction">Direction</a></td> </tr> </table> <div class="item-description"> The facing of an entity or block, i.e. exactly north, south, east, west, up or down (unlike <a href='#ExprDirection'>direction</a> which is the exact direction, e.g. '0.5 south and 0.7 east') </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # makes a bridge<br>loop blocks from the block below the player in the horizontal facing of the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-block to cobblestone </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFallDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Fall Distance</h1> <a href="#ExprFallDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] fall[en] (distance|height) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] fall[en] (distance|height)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The distance an entity has fallen for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set all entities' fall distance to 10<br>on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%victim's fall distance%" to victim </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFertilizedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Fertilized Blocks</h1> <a href="#ExprFertilizedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all] [the] fertilized blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#block_fertilize">block fertilize</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The blocks fertilized in block fertilize events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the fertilized blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFilter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Filter (Expression)</h1> <a href="#ExprFilter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#object'>objects</a>% (where|that match) \[&lt;.+&gt;\]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Filters a list based on a condition. For example, if you ran 'broadcast "something" and "something else" where [string input is "something"]', only "something" would be broadcast as it is the only string that matched the condition. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "congrats on being staff!" to all players where [player input has permission "staff"] </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFinalDamage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Final Damage</h1> <a href="#ExprFinalDamage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] final damage</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev19</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> How much damage is done in a damage event, considering all types of damage reduction. Can NOT be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%final damage%" to victim </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFireworkEffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Firework Effect</h1> <a href="#ExprFireworkEffect" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(flickering|trailing|flickering trailing|trailing flickering)] %<a href='./classes.html#fireworktype'>firework type</a>% [firework [effect]] colo[u]red %<a href='./classes.html#color'>colors</a>%</li> <li class="skript-code-block">[(flickering|trailing|flickering trailing|trailing flickering)] %<a href='./classes.html#fireworktype'>firework type</a>% [firework [effect]] colo[u]red %<a href='./classes.html#color'>colors</a>% fad(e|ing) [to] %<a href='./classes.html#color'>colors</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#fireworkeffect">Firework Effect</a></td> </tr> </table> <div class="item-description"> Represents a 'firework effect' which can be used in the <a href='effects.html#EffFireworkLaunch'>launch firework</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> launch flickering trailing burst firework colored blue and green at player<br>launch trailing flickering star colored purple, yellow, blue, green and red fading to pink at target entity<br>launch ball large colored red, purple and white fading to light green and black at player's location with duration 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFlightMode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Flight Mode</h1> <a href="#ExprFlightMode" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] fl(y[ing]|ight) (mode|state) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] fl(y[ing]|ight) (mode|state)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Whether the player(s) are allowed to fly. Use <a href=effects.html#EffMakeFly>Make Fly</a> effect to force player(s) to fly. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set flight mode of player to true<br>send "%flying state of all players%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFoodLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Food Level</h1> <a href="#ExprFoodLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (food|hunger)[[ ](level|met(er|re)|bar)] [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (food|hunger)[[ ](level|met(er|re)|bar)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The food level of a player from 0 to 10. Has several aliases: food/hunger level/meter/bar. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's food level to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFormatDate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Formatted Date</h1> <a href="#ExprFormatDate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>% formatted [human-readable] [(with|as) %<a href='./classes.html#string'>text</a>%]</li> <li class="skript-code-block">[human-readable] formatted %<a href='./classes.html#date'>dates</a>% [(with|as) %<a href='./classes.html#string'>text</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31, 2.7 (support variables in format)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Converts date to human-readable text format. By default, 'yyyy-MM-dd HH:mm:ss z' (e.g. '2018-03-30 16:03:12 +01') will be used. For reference, see this <a href="https://en.wikipedia.org/wiki/ISO_8601">Wikipedia article</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /date:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Full date: %now formatted human-readable%" to sender<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Short date: %now formatted as "yyyy-MM-dd"%" to sender </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimeState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Former/Future State</h1> <a href="#ExprTimeState" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (former|past|old) [state] [of] %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>% before [the event]</li> <li class="skript-code-block">[the] (future|to-be|new) [state] [of] %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>%(-to-be| after[(wards| the event)])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Represents the value of an expression before an event happened or the value it will have directly after the event, e.g. the old or new level respectively in a <a href='./events.html#level_change'>level change event</a>. Note: The past, future and present states of an expression are sometimes called 'time states' of an expression. Note 2: If you don't specify whether to use the past or future state of an expression that has different values, its default value will be used which is usually the value after the event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on teleport:<br>&nbsp;&nbsp;&nbsp;&nbsp;former world was "world_nether" # or 'world was'<br>&nbsp;&nbsp;&nbsp;&nbsp;world will be "world" # or 'world after the event is'<br>on tool change:<br>&nbsp;&nbsp;&nbsp;&nbsp;past tool is an axe<br>&nbsp;&nbsp;&nbsp;&nbsp;the tool after the event will be air<br>on weather change:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {weather::%world%::old} to past weather<br>&nbsp;&nbsp;&nbsp;&nbsp;set {weather::%world%::current} to the new weather </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMemory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Free / Max / Total Memory</h1> <a href="#ExprMemory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [server] (free|max[imum]|total) (memory|ram)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">double</a></td> </tr> </table> <div class="item-description"> The free, max or total memory of the server in Megabytes. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> while player is online:<br>&nbsp;&nbsp;&nbsp;&nbsp;send action bar "Memory left: %free memory%/%max memory%MB" to player<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 5 ticks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFreezeTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Freeze Time</h1> <a href="#ExprFreezeTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] freeze time of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] freeze time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> How much time an entity has been in powdered snow for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's freeze time is less than 3 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "you're about to freeze!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprFurnaceSlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Furnace Slot</h1> <a href="#ExprFurnaceSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (ore slot|fuel slot|result [slot])</li> <li class="skript-code-block">[the] (ore|fuel|result) slot[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (ore|fuel|result) slot[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (syntax rework)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#smelt">smelt</a>, <a href="events.html#fuel_burn">fuel burn</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> A slot of a furnace, i.e. either the ore, fuel or result slot. Remember to use '<a href='#ExprBlock'>block</a>' and not <code>furnace</code>, as <code>furnace</code> is not an existing expression. Note that <code>the result</code> and <code>the result slot</code> refer to separate things. <code>the result</code> is the product in a smelt event and <code>the result slot</code> is the output slot of a furnace (where <code>the result</code> will end up). Note that if the result in a smelt event is changed to an item that differs in type from the items currently in the result slot, the smelting will fail to complete (the item will attempt to smelt itself again). Note that if values other than <code>the result</code> are changed, event values may not accurately reflect the actual items in a furnace. Thus you may wish to use the event block in this case (e.g. <code>the fuel slot of the event-block</code>) to get accurate values if needed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the fuel slot of the clicked block to a lava bucket<br>set the block's ore slot to 64 iron ore<br>give the result of the block to the player<br>clear the result slot of the block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGameMode" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Game Mode</h1> <a href="#ExprGameMode" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] game[ ]mode of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] game[ ]mode</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#gamemode">Game Mode</a></td> </tr> </table> <div class="item-description"> The gamemode of a player. (<a href="classes.html#gamemode">Gamemodes</a>) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's gamemode is survival<br>set the player's gamemode to creative </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGameRule" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gamerule Value</h1> <a href="#ExprGameRule" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] gamerule %<a href='./classes.html#gamerule'>gamerule</a>% of %<a href='./classes.html#world'>worlds</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#gamerulevalue">Gamerule Value</a></td> </tr> </table> <div class="item-description"> The gamerule value of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the gamerule commandBlockOutput of world "world" to false </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGlidingState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gliding State</h1> <a href="#ExprGlidingState" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (gliding|glider) [state] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (gliding|glider) [state]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Sets of gets gliding state of player. It allows you to set gliding state of entity even if they do not have an <a href="https://minecraft.wiki/w/Elytra">Elytra</a> equipped. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set gliding of player to off </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGlowing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Glowing</h1> <a href="#ExprGlowing" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] glowing of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] glowing</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev18</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Indicates if targeted entity is glowing (new 1.9 effect) or not. Glowing entities can be seen through walls. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set glowing of player to true </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGravity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Gravity</h1> <a href="#ExprGravity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] gravity of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] gravity</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev21</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> If entity is affected by gravity or not, i.e. if it has Minecraft 1.10+ NoGravity flag. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set gravity of player off </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprGroup" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Group</h1> <a href="#ExprGroup" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] group[s] of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] group[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, a permission plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The primary group or all groups of a player. This expression requires Vault and a compatible permissions plugin to be installed. If you have LuckPerms, ensure you have vault integration enabled in the luck perms configurations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%group of player%" # this is the player's primary group<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%groups of player%" # this is all of the player's groups </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHanging" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hanging Entity/Remover</h1> <a href="#ExprHanging" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hanging (entity|remover)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Returns the hanging entity or remover in hanging <a href='./events.html#break_mine'>break</a> and <a href='./events.html#place'>place</a> events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on break of item frame:<br>&nbsp;&nbsp;&nbsp;&nbsp;if item of hanging entity is diamond pickaxe:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if hanging remover is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You can't break that item frame!" to hanging remover </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHash" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hash</h1> <a href="#ExprHash" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% hash[ed] with (MD5|SHA-256)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev32 (SHA-256 algorithm)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Hashes the given text using the MD5 or SHA-256 algorithms. Each algorithm is suitable for different use cases.<p> MD5 is provided mostly for backwards compatibility, as it is outdated and not secure. SHA-256 is more secure, and can used to hash somewhat confidental data like IP addresses and even passwords. It is not <i>that</i> secure out of the box, so please consider using salt when dealing with passwords! When hashing data, you <strong>must</strong> specify algorithms that will be used for security reasons! <p>Please note that a hash cannot be reversed under normal circumstanses. You will not be able to get original value from a hash with Skript. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /setpass &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {password::%uuid of player%} to text-argument hashed with SHA-256<br>command /login &amp;lt;text&amp;gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if text-argument hashed with SHA-256 is {password::%uuid of player%}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Login successful."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Wrong password!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHatchingType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hatching Entity Type</h1> <a href="#ExprHatchingType" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hatching entity [type]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entitydata">Entity Type</a></td> </tr> </table> <div class="item-description"> The type of the entity that will be hatched in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the hatching entity type to a primed tnt </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHatchingNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hatching Number</h1> <a href="#ExprHatchingNumber" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hatching number</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">byte</a></td> </tr> </table> <div class="item-description"> The number of entities that will be hatched in a Player Egg Throw event. Please note that no more than 127 entities can be hatched at once. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player egg throw:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the hatching number to 10 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEyeLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Head location</h1> <a href="#ExprEyeLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (head|eye[s]) [location[s]] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (head|eye[s]) [location[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location of an entity's head, mostly useful for players and e.g. looping blocks in the player's line of sight. Please note that this location is only accurate for entities whose head is exactly above their center, i.e. players, endermen, zombies, skeletons, etc., but not sheep, pigs or cows. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the block at the player's head to air<br>set the block in front of the player's eyes to glass<br>loop blocks in front of the player's head: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHealAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Heal Amount</h1> <a href="#ExprHealAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] heal[ing] amount</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#heal">heal</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">double</a></td> </tr> </table> <div class="item-description"> The amount of health healed in a <a href='/events.html#heal'>heal event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player healing:<br>&nbsp;&nbsp;&nbsp;&nbsp;increase the heal amount by 2<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 0.5 from the healing amount </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHealReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Heal Reason</h1> <a href="#ExprHealReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (regen|health regain|heal[ing]) (reason|cause)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#heal">heal</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#healreason">Heal Reason</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#healreason'>heal reason</a> of a <a href='./events.html#heal'>heal event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on heal:<br>&nbsp;&nbsp;&nbsp;&nbsp;heal reason is satiated<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You ate enough food and gained full health back!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHealth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Health</h1> <a href="#ExprHealth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] health of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] health</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The health of a creature, e.g. a player, mob, villager, etc. The minimum value is 0, and the maximum is the creature's max health (e.g. 10 for players). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You have %health% HP left." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHiddenPlayers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hidden Players</h1> <a href="#ExprHiddenPlayers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] hidden players (of|for) %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">[(all [[of] the]|the)] players hidden (from|for|by) %<a href='./classes.html#player'>players</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> The players hidden from a player that were hidden using the <a href='effects.html#EffEntityVisibility'>entity visibility</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "&amp;lt;light red&amp;gt;You are currently hiding: &amp;lt;light gray&amp;gt;%hidden players of the player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprDomestication" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Horse Domestication</h1> <a href="#ExprDomestication" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [max[imum]] domestication level of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [max[imum]] domestication level</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Gets and/or sets the (max) domestication of a horse. The domestication of a horse is how close a horse is to becoming tame - the higher the domestication, the closer they are to becoming tame (must be between 1 and the max domestication level of the horse). The max domestication of a horse is how long it will take for a horse to become tame (must be greater than 0). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function domesticateAndTame(horse: entity, p: offline player, i: int = 10):<br>&nbsp;&nbsp;&nbsp;&nbsp;add {_i} to domestication level of {_horse}<br>&nbsp;&nbsp;&nbsp;&nbsp;if domestication level of {_horse} &gt;= max domestication level of {_horse}:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;tame {_horse}<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set tamer of {_horse} to {_p} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHostname" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hostname</h1> <a href="#ExprHostname" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (host|domain)[ ][name]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The hostname used by the connecting player to connect to the server in a <a href='events.html#connect'>connect</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on connect:<br>&nbsp;&nbsp;&nbsp;&nbsp;hostname is "testers.example.com"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Welcome back tester!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHotbarButton" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hotbar Button</h1> <a href="#ExprHotbarButton" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] hotbar button</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The hotbar button clicked in an <a href='events.html#inventory_click'>inventory click</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory click:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You clicked the hotbar button %hotbar button%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHotbarSlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hotbar Slot</h1> <a href="#ExprHotbarSlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [([currently] selected|current)] hotbar slot[s] [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [([currently] selected|current)] hotbar slot[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> The currently selected hotbar <a href='./classes.html#slot'>slot</a>. To retrieve its number use <a href='#ExprSlotIndex'>Slot Index</a> expression. Use future and past tense to grab the previous slot in an item change event, see example. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "%player's current hotbar slot%"<br>set player's selected hotbar slot to slot 4 of player<br><br>send "index of player's current hotbar slot = 1" # second slot from the left<br><br>on item held change:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the selected hotbar slot was a diamond:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the currently selected hotbar slot to slot 5 of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHoverList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Hover List</h1> <a href="#ExprHoverList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [custom] [player|server] (hover|sample) ([message] list|message)</li> <li class="skript-code-block">[the] [custom] player [hover|sample] list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#server_list_ping">server list ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The list when you hover on the player counts of the server in the server list. This can be changed using texts or players in a <a href='events.html#server_list_ping'>server list ping</a> event only. Adding players to the list means adding the name of the players. And note that, for example if there are 5 online players (includes <a href='#ExprOnlinePlayersCount'>fake online count</a>) in the server and the hover list is set to 3 values, Minecraft will show "... and 2 more ..." at end of the list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;clear the hover list<br>&nbsp;&nbsp;&nbsp;&nbsp;add "&amp;aWelcome to the &amp;6Minecraft &amp;aserver!" to the hover list<br>&nbsp;&nbsp;&nbsp;&nbsp;add "" to the hover list # A blank line<br>&nbsp;&nbsp;&nbsp;&nbsp;add "&amp;cThere are &amp;6%online players count% &amp;conline players!" to the hover list </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprHumidity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Humidity</h1> <a href="#ExprHumidity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] humidit(y|ies) of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] humidit(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Humidity of given blocks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_humidity} to event-block's humidity </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprIP" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">IP</h1> <a href="#ExprIP" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">IP[s][( |-)address[es]] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] IP[s][( |-)address[es]]</li> <li class="skript-code-block">IP[( |-)address]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.2-dev26 (when used in connect event), 2.3 (when used in server list ping event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The IP address of a player, or the connected player in a <a href='events.html#connect'>connect</a> event, or the pinger in a <a href='events.html#server_list_ping'>server list ping</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ban the IP address of the player<br>broadcast "Banned the IP %IP of player%"<br><br>on connect:<br>&nbsp;&nbsp;&nbsp;&nbsp;log "[%now%] %player% (%ip%) is connected to the server."<br><br>on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%IP-address%" to the console </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprIndexOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Index Of</h1> <a href="#ExprIndexOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(first|last)] index of %<a href='./classes.html#string'>text</a>% in %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The first or last index of a character (or text) in a text, or -1 if it doesn't occur in the text. Indices range from 1 to the <a href='#ExprIndexOf'>length</a> of the text. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_first} to the first index of "@" in the text argument<br>if {_s} contains "abc":<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_s} to the first (index of "abc" in {_s} + 3) characters of {_s} # removes everything after the first "abc" from {_s} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprIndices" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Indices of List</h1> <a href="#ExprIndices" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(the|all [[of] the])] (indexes|indices) of %~<a href='./classes.html#object'>objects</a>%</li> <li class="skript-code-block">%~<a href='./classes.html#object'>objects</a>%'[s] (indexes|indices)</li> <li class="skript-code-block">[sorted] (indices|indexes) of %~<a href='./classes.html#object'>objects</a>% in (ascending|descending) order</li> <li class="skript-code-block">[sorted] %~<a href='./classes.html#object'>objects</a>%'[s] (indices|indexes) in (ascending|descending) order</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4 (indices), 2.6.1 (sorting)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns all the indices of a list variable, optionally sorted by their values. To sort the indices, all objects in the list must be comparable; Otherwise, this expression will just return the unsorted indices. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {l::*} to "some", "cool" and "values"<br>broadcast "%indices of {l::*}%" # result is 1, 2 and 3<br><br>set {_leader-board::first} to 17<br>set {_leader-board::third} to 30<br>set {_leader-board::second} to 25<br>set {_leader-board::fourth} to 42<br>set {_ascending-indices::*} to sorted indices of {_leader-board::*} in ascending order<br>broadcast "%{_ascending-indices::*}%" #result is first, second, third, fourth<br>set {_descending-indices::*} to sorted indices of {_leader-board::*} in descending order<br>broadcast "%{_descending-indices::*}%" #result is fourth, third, second, first </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEvtInitiator" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Initiator Inventory</h1> <a href="#ExprEvtInitiator" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]initiator[( |-)inventory]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Inventory_Item_Move">Inventory Item Move</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> Returns the initiator inventory in an on <a href="./events.html?search=#inventory_item_move">inventory item move</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory item move:<br>&nbsp;&nbsp;&nbsp;&nbsp;holder of event-initiator-inventory is a chest<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Item transport happening at %location at holder of event-initiator-inventory%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInput" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Input</h1> <a href="#ExprInput" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">input</li> <li class="skript-code-block">%*<a href='./classes.html#classinfo'>type</a>% input</li> <li class="skript-code-block">input index</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36, 2.9.0 (input index)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Represents the input in a filter expression or sort effect. For example, if you ran 'broadcast "something" and "something else" where [input is "something"] the condition would be checked twice, using "something" and "something else" as the inputs. The 'input index' pattern can be used when acting on a variable to access the index of the input. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "congrats on being staff!" to all players where [input has permission "staff"]<br>sort {_list::*} based on length of input index </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory</h1> <a href="#ExprInventory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] inventor(y|ies) of %inventoryholders/<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%inventoryholders/<a href='./classes.html#itemtype'>item types</a>%'[s] inventor(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The inventory of a block or player. You can usually omit this expression and can directly add or remove items to/from blocks or players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add a plank to the player's inventory<br>clear the player's inventory<br>remove 5 wool from the inventory of the clicked block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventoryAction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Action</h1> <a href="#ExprInventoryAction" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] inventory action</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev16</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventoryaction">Inventory Action</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#inventoryaction'>inventory action</a> of an inventory event. Please click on the link for more information. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> inventory action is pickup all </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventoryCloseReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Close Reason</h1> <a href="#ExprInventoryCloseReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] inventory clos(e|ing) (reason|cause)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Inventory_Close">Inventory Close</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventoryclosereason">Inventory Close Reasons</a></td> </tr> </table> <div class="item-description"> The <a href='/classes.html#inventoryclosereason'>inventory close reason</a> of an <a href='/events.html#inventory_close'>inventory close event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on inventory close:<br>&nbsp;&nbsp;&nbsp;&nbsp;inventory close reason is teleport<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your inventory closed due to teleporting!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventoryInfo" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Holder/Viewers/Rows/Slots</h1> <a href="#ExprInventoryInfo" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(holder[s]|viewers|[amount of] rows|[amount of] slots) of %<a href='./classes.html#inventory'>inventories</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventories</a>%'[s] (holder[s]|viewers|[amount of] rows|[amount of] slots)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34, 2.5 (slots)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Gets the amount of rows/slots, viewers and holder of an inventory.<p>NOTE: 'Viewers' expression returns a list of players viewing the inventory. Note that a player is considered to be viewing their own inventory and internal crafting screen even when said inventory is not open. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> event-inventory's amount of rows<br>holder of player's top inventory<br>{_inventory}'s viewers </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprInventorySlot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Inventory Slot</h1> <a href="#ExprInventorySlot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] slot[s] %<a href='./classes.html#number'>numbers</a>% of %<a href='./classes.html#inventory'>inventory</a>%</li> <li class="skript-code-block">%<a href='./classes.html#inventory'>inventory</a>%'[s] slot[s] %<a href='./classes.html#number'>numbers</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev24</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> Represents a slot in an inventory. It can be used to change the item in an inventory too. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if slot 0 of player is air:<br>&nbsp;&nbsp;&nbsp;&nbsp;set slot 0 of player to 2 stones<br>&nbsp;&nbsp;&nbsp;&nbsp;remove 1 stone from slot 0 of player<br>&nbsp;&nbsp;&nbsp;&nbsp;add 2 stones to slot 0 of player<br>&nbsp;&nbsp;&nbsp;&nbsp;clear slot 1 of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItem" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item</h1> <a href="#ExprItem" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> The item involved in an event, e.g. in a drop, dispense, pickup or craft event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on dispense:<br>&nbsp;&nbsp;&nbsp;&nbsp;item is a clock<br>&nbsp;&nbsp;&nbsp;&nbsp;set the time to 6:00 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Amount</h1> <a href="#ExprItemAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item[[ ]stack] (amount|size|number) of %<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>%'[s] item[[ ]stack] (amount|size|number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev24</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The amount of an <a href='classes.html#itemstack'>item stack</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "You have got %item amount of player's tool% %player's tool% in your hand!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Cooldown</h1> <a href="#ExprItemCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [item] cooldown of %<a href='./classes.html#itemtype'>item types</a>% for %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [item] cooldown for %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Change the cooldown of a specific material to a certain amount of <a href='./classes.html#timespan'>Timespan</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click using stick:<br>&nbsp;&nbsp;&nbsp;&nbsp;set item cooldown of player's tool for player to 1 minute<br>&nbsp;&nbsp;&nbsp;&nbsp;set item cooldown of stone and grass for all players to 20 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;reset item cooldown of cobblestone and dirt for all players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemDisplayTransform" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Display Transform</h1> <a href="#ExprItemDisplayTransform" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item [display] transform [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] item [display] transform</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemdisplaytransform">Item Display Transforms</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#itemdisplaytransform'>item display transform</a> of <a href='classes.html#display'>item displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the item transform of the last spawned item display to first person left handed<br>set the item transform of the last spawned item display to no transform # Reset to default </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEnchantments" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item Enchantments</h1> <a href="#ExprEnchantments" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] enchantments of %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>%'[s] enchantments</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#enchantmenttype">Enchantment Type</a></td> </tr> </table> <div class="item-description"> All the enchantments an <a href='classes.html#itemtype'>item type</a> has. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> clear enchantments of event-item </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemOfEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item of an Entity</h1> <a href="#ExprItemOfEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] item [inside] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] item [inside]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35, 2.2-dev36 (improved), 2.5.2 (throwable projectiles), INSERT VERSION (item displays)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> An item associated with an entity. For dropped item entities, it gets the item that was dropped. For item frames, the item inside the frame is returned. For throwable projectiles (snowballs, enderpearls etc.) or item displays, it gets the displayed item. Other entities do not have items associated with them. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> item of event-entity<br><br>set the item inside of event-entity to a diamond sword named "Example" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemWithCustomModelData" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item with CustomModelData</h1> <a href="#ExprItemWithCustomModelData" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with [custom] model data %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.14+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Get an item with a CustomModelData tag. (Value is an integer between 0 and 99999999) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give player a diamond sword with custom model data 2<br>set slot 1 of inventory of player to wooden hoe with custom model data 357 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemWithLore" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Item with Lore</h1> <a href="#ExprItemWithLore" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with [(a|the)] lore %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Returns the given item type with the specified lore added to it. If multiple strings are passed, each of them will be a separate line in the lore. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_test} to stone with lore "line 1" and "line 2"<br>give {_test} to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItems" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Items</h1> <a href="#ExprItems" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the] block[[ ]type]s</li> <li class="skript-code-block">every block[[ ]type]</li> <li class="skript-code-block">[all [[of] the]|the|every] block[s] of type[s] %<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">[all [[of] the]|the|every] item[s] of type[s] %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 pre-5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Items or blocks of a specific type, useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop items of type ore and log:<br>&nbsp;&nbsp;&nbsp;&nbsp;block contains loop-item<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Theres at least one %loop-item% in this block"<br>drop all blocks at the player # drops one of every block at the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprItemsIn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Items In</h1> <a href="#ExprItemsIn" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]] items ([with]in|of|contained in|out of) [inventor(y|ies)] %<a href='./classes.html#inventory'>inventories</a>%</li> <li class="skript-code-block">all [[of] the] %<a href='./classes.html#itemtype'>item types</a>% ([with]in|of|contained in|out of) [inventor(y|ies)] %<a href='./classes.html#inventory'>inventories</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.8.0 (specific types of items)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> All items or specific type(s) of items in an inventory. Useful for looping or storing in a list variable. Please note that the positions of the items in the inventory are not saved, only their order is preserved. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all items in the player's inventory:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-item is enchanted<br>&nbsp;&nbsp;&nbsp;&nbsp;remove loop-item from the player<br>set {inventory::%uuid of player%::*} to items in the player's inventory </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprJoinSplit" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Join & Split</h1> <a href="#ExprJoinSplit" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(concat[enate]|join) %<a href='./classes.html#string'>texts</a>% [(with|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>%]</li> <li class="skript-code-block">split %<a href='./classes.html#string'>text</a>% (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [with case sensitivity] [without [the] trailing [empty] (string|text)]</li> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% split (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [with case sensitivity] [without [the] trailing [empty] (string|text)]</li> <li class="skript-code-block">regex split %<a href='./classes.html#string'>text</a>% (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [without [the] trailing [empty] (string|text)]</li> <li class="skript-code-block">regex %<a href='./classes.html#string'>text</a>% split (at|using|by) [[the] delimiter] %<a href='./classes.html#string'>text</a>% [without [the] trailing [empty] (string|text)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1, 2.5.2 (regex support), 2.7 (case sensitivity), INSERT VERSION (without trailing string)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Joins several texts with a common delimiter (e.g. ", "), or splits a text into multiple texts at a given delimiter. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "Online players: %join all players' names with "" | ""%" # %all players% would use the default "x, y, and z"<br>set {_s::*} to the string argument split at "," </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLanguage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Language</h1> <a href="#ExprLanguage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [([currently] selected|current)] [game] (language|locale) [setting] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [([currently] selected|current)] [game] (language|locale) [setting]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Currently selected game language of a player. The value of the language is not defined properly. The vanilla Minecraft client will use lowercase language / country pairs separated by an underscore, but custom resource packs may use any format they wish. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message player's current language </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastAttacker" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Attacker</h1> <a href="#ExprLastAttacker" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last attacker of %<a href='./classes.html#entity'>entity</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entity</a>%'[s] last attacker</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> The last block or entity that attacked an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%last attacker of event-entity%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastColor" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Color</h1> <a href="#ExprLastColor" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last color[s] of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>%'[s] last color[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The colors used at the end of a string. The colors of the returned string will be formatted with their symbols. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_color} to the last colors of "&lt;red&gt;hey&lt;blue&gt;yo" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastDamage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Damage</h1> <a href="#ExprLastDamage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last damage of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] last damage</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The last damage that was done to an entity. Note that changing it doesn't deal more/less damage. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set last damage of event-entity to 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastDamageCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Damage Cause</h1> <a href="#ExprLastDamageCause" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] last damage (cause|reason|type) of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] last damage (cause|reason|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-V10</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#damagecause">Damage Cause</a></td> </tr> </table> <div class="item-description"> Cause of last damage done to an entity </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set last damage cause of event-entity to fire tick </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastDeathLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Death Location</h1> <a href="#ExprLastDeathLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last] death location[s] of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] [last] death location[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Gets the last death location of a player, or offline player, if available. Can also be set, reset, and deleted if the player is online. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to the last death location of player<br>teleport player to last death location of (random element out of all players) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastLoadedServerIcon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Loaded Server Icon</h1> <a href="#ExprLastLoadedServerIcon" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last[ly]] loaded server icon</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#cachedservericon">Server Icon</a></td> </tr> </table> <div class="item-description"> Returns the last loaded server icon with the <a href='effects.html#EffLoadServerIcon'>load server icon</a> effect. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {server-icon} to the last loaded server icon </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastResourcePackResponse" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Resource Pack Response</h1> <a href="#ExprLastResourcePackResponse" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last] resource pack response[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [last] resource pack response[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.9 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#resourcepackstate">Resource Pack State</a></td> </tr> </table> <div class="item-description"> Returns the last resource pack response received from a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's last resource pack response is deny or download fail: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastSpawnedEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last Spawned Entity</h1> <a href="#ExprLastSpawnedEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last[ly]] (spawned|shot) %*<a href='./classes.html#entitydata'>entity type</a>%</li> <li class="skript-code-block">[the] [last[ly]] dropped (item)</li> <li class="skript-code-block">[the] [last[ly]] (created|struck) (lightning)</li> <li class="skript-code-block">[the] [last[ly]] (launched|deployed) (firework)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3 (spawned entity), 2.0 (shot entity), 2.2-dev26 (dropped item), 2.7 (struck lightning, firework)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Holds the entity that was spawned most recently with the spawn effect (section), dropped with the <a href='../effects/#EffDrop'>drop effect</a>, shot with the <a href='../effects/#EffShoot'>shoot effect</a> or created with the <a href='../effects/#EffLightning'>lightning effect</a>. Please note that even though you can spawn multiple mobs simultaneously (e.g. with 'spawn 5 creepers'), only the last spawned mob is saved and can be used. If you spawn an entity, shoot a projectile and drop an item you can however access all them together. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn a priest<br>set {healer::%spawned priest%} to true<br>shoot an arrow from the last spawned entity<br>ignite the shot projectile<br>drop a diamond sword<br>push last dropped item upwards<br>teleport player to last struck lightning<br>delete last launched firework </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLastLoginTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Last/First Login Time</h1> <a href="#ExprLastLoginTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (last|first) login of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] (last|first) login</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> When a player last/first logged in the server. 'last login' requires paper to get the last login, otherwise it will get the last time they were seen on the server. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /onlinefor:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You have been online for %difference between player's last login and now%."<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You first joined the server %difference between player's first login and now% ago." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLeashHolder" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Leash Holder</h1> <a href="#ExprLeashHolder" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] leash holder[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] leash holder[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The leash holder of a living entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_example} to the leash holder of the target mob </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Length</h1> <a href="#ExprLength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] length of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>%'[s] length</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The length of a text, in number of characters. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_l} to length of the string argument </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Level</h1> <a href="#ExprLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] level of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] level</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#level_change">level change</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The level of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> reduce the victim's level by 1<br>set the player's level to 0 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLevelProgress" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Level Progress</h1> <a href="#ExprLevelProgress" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] level progress of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] level progress</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#level_change">level change</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The player's progress in reaching the next level, this represents the experience bar in the game. Please note that this value is between 0 and 1 (e.g. 0.5 = half experience bar). Changing this value can cause the player's level to change if the resulting level progess is negative or larger than 1, e.g. <code>increase the player's level progress by 0.5</code> will make the player gain a level if their progress was more than 50%. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # use the exp bar as mana<br>on rightclick with a blaze rod:<br>&nbsp;&nbsp;&nbsp;&nbsp;player's level progress is larger than 0.2<br>&nbsp;&nbsp;&nbsp;&nbsp;shoot a fireball from the player<br>&nbsp;&nbsp;&nbsp;&nbsp;reduce the player's level progress by 0.2<br>every 2 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;level progress of loop-player is smaller than 0.9:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;increase level progress of the loop-player by 0.1<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set level progress of the loop-player to 0.99<br>on xp spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLightLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Light Level</h1> <a href="#ExprLightLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(sky|sun|block)[ ]]light[ ]level [(of|%<a href='./classes.html#direction'>direction</a>%) %<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">byte</a></td> </tr> </table> <div class="item-description"> Gets the light level at a certain location which ranges from 0 to 15. It can be separated into sunlight (15 = direct sunlight, 1-14 = indirect) and block light (torches, glowstone, etc.). The total light level of a block is the maximum of the two different light types. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # set vampire players standing in bright sunlight on fire<br>every 5 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{vampire::%uuid of loop-player%} is true<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;sunlight level at the loop-player is greater than 10<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;ignite the loop-player for 5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlugins" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loaded Plugins</h1> <a href="#ExprPlugins" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] [loaded] plugins</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> An expression to obtain a list of the names of the server's loaded plugins. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the loaded plugins contains "Vault":<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "This server uses Vault plugin!"<br><br>send "Plugins (%size of loaded plugins%): %plugins%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#ExprLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-](location|position)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location where an event happened (e.g. at an entity or block), or a location <a href='#ExprDirection'>relative</a> to another (e.g. 1 meter above another location). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> drop 5 apples at the event-location # exactly the same as writing 'drop 5 apples'<br>set {_loc} to the location 1 meter above the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocation-2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#ExprLocation-2" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (location|position) %<a href='./classes.html#direction'>directions</a>% [%<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location where an event happened (e.g. at an entity or block), or a location <a href='#ExprDirection'>relative</a> to another (e.g. 1 meter above another location). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> drop 5 apples at the event-location # exactly the same as writing 'drop 5 apples'<br>set {_loc} to the location 1 meter above the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location</h1> <a href="#ExprLocationOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(location|position) of %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%'[s] (location|position)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>Unknown</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location of a block or entity. This not only represents the x, y and z coordinates of the location but also includes the world and the direction an entity is looking (e.g. teleporting to a saved location will make the teleported entity face the same saved direction every time). Please note that the location of an entity is at it's feet, use <a href='#ExprEyeLocation'>head location</a> to get the location of the head. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {home::%uuid of player%} to the location of the player<br>message "You home was set to %player's location% in %player's world%." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationAt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Location At</h1> <a href="#ExprLocationAt" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (location|position) [at] [\(][x[ ][=[ ]]]%<a href='./classes.html#number'>number</a>%, [y[ ][=[ ]]]%<a href='./classes.html#number'>number</a>%, [and] [z[ ][=[ ]]]%<a href='./classes.html#number'>number</a>%[\)] [[(in|of) [[the] world]] %<a href='./classes.html#world'>world</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Allows to create a <a href='./classes.html#location'>location</a> from three coordinates and a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to the location at arg-1, arg-2, arg-3 of the world arg-4<br>distance between the player and the location (0, 0, 0) is less than 200 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoopIteration" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loop Iteration</h1> <a href="#ExprLoopIteration" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] loop(-| )(counter|iteration)[-%*<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Returns the loop's current iteration count (for both normal and while loops). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> while player is online:<br>&nbsp;&nbsp;&nbsp;&nbsp;give player 1 stone<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 5 ticks<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-counter &gt; 30:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;stop loop<br><br>loop {top-balances::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-iteration &lt;= 10:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "#%loop-iteration% %loop-index% has $%loop-value%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoopValue" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loop value</h1> <a href="#ExprLoopValue" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] loop-&lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.8.0 (loop-counter)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Returns the currently looped value. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # Countdown<br>loop 10 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "%11 - loop-number%"<br>&nbsp;&nbsp;&nbsp;&nbsp;wait a second<br><br># Generate a 10x10 floor made of randomly colored wool below the player<br>loop blocks from the block below the player to the block 10 east of the block below the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop blocks from the loop-block to the block 10 north of the loop-block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set loop-block-2 to any wool<br><br>loop {top-balances::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop-iteration &lt;= 10<br>&nbsp;&nbsp;&nbsp;&nbsp;send "#%loop-iteration% %loop-index% has $%loop-value%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoot" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loot</h1> <a href="#ExprLoot" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] loot</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.16+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> The loot that will be generated in a 'loot generate' event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on loot generate:<br>&nbsp;&nbsp;&nbsp;&nbsp;chance of %10<br>&nbsp;&nbsp;&nbsp;&nbsp;add 64 diamonds<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You hit the jackpot!!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLore" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lore</h1> <a href="#ExprLore" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] lore of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%'[s] lore</li> <li class="skript-code-block">[the] line %<a href='./classes.html#number'>number</a>% of [the] lore of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">[the] line %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%'[s] lore</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>%(st|nd|rd|th) line of [the] lore of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>%(st|nd|rd|th) line of %<a href='./classes.html#itemstack'>item stack</a>/<a href='./classes.html#itemtype'>item type</a>%'[s] lore</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> An item's lore. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the 1st line of the item's lore to "&amp;lt;orange&amp;gt;Excalibur 2.0" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLoveTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Love Time</h1> <a href="#ExprLoveTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] love[d] time of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] love[d] time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time the animals have been in love for. Using a value of 30 seconds is equivalent to using an item to breed them. Only works on animals that can be bred and returns '0 seconds' for animals that can't be bred. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "%event-entity% has been in love for %love time of event-entity% more than you!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLowestHighestSolidBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Lowest/Highest Solid Block</h1> <a href="#ExprLowestHighestSolidBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (highest|lowest) [solid] block (at|of) %<a href='./classes.html#location'>locations</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>%'[s] (highest|lowest) [solid] block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34, 2.9.0 (lowest solid block, 'non-air' option removed, additional syntax option)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> An expression to obtain the lowest or highest solid (impassable) block at a location. Note that the y-coordinate of the location is not taken into account for this expression. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> teleport the player to the block above the highest block at the player<br>set the highest solid block at the player's location to the lowest solid block at the player's location </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMOTD" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">MOTD</h1> <a href="#ExprMOTD" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(default)|(shown|displayed)] (MOTD|message of [the] day)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The message of the day in the server list. This can be changed in a <a href='events.html#server_list_ping'>server list ping</a> event only. 'default MOTD' returns the default MOTD always and can't be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the motd to "Join now!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxDurability" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Durability</h1> <a href="#ExprMaxDurability" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] (durabilit(y|ies)|damage) of %<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#slot'>slots</a>%'[s] max[imum] (durabilit(y|ies)|damage)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.9.0 (change)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.20.5+ (custom amount)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The maximum durability of an item. Changing requires Minecraft 1.20.5+ Note: 'delete' will remove the max durability from the item (making it a non-damageable item). Delete requires Paper 1.21+ </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> maximum durability of diamond sword<br>if max durability of player's tool is not 0: # Item is damageable<br>set max durability of player's tool to 5000<br>add 5 to max durability of player's tool<br>reset max durability of player's tool<br>delete max durability of player's tool </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxHealth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Health</h1> <a href="#ExprMaxHealth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] health of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] max[imum] health</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#damage">damage</a>, <a href="events.html#death">death</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The maximum health of an entity, e.g. 10 for a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the maximum health of the player to 100<br>spawn a giant<br>set the last spawned entity's max health to 1000 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxItemUseTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Item Use Time</h1> <a href="#ExprMaxItemUseTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] [item] us(e|age) (time|duration) of %<a href='./classes.html#itemstack'>item stacks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemstack'>item stacks</a>%'[s] max[imum] [item] us(e|age) (time|duration)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the max duration an item can be used for before the action completes. E.g. it takes 1.6 seconds to drink a potion, or 1.4 seconds to load an unenchanted crossbow. Some items, like bows and shields, do not have a limit to their use. They will return 1 hour. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast max usage duration of player's tool </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxMinecartSpeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Minecart Speed</h1> <a href="#ExprMaxMinecartSpeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] minecart (speed|velocity) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] max[imum] minecart (speed|velocity)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The maximum speed of a minecart. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on minecart:<br>&nbsp;&nbsp;&nbsp;&nbsp;set max minecart speed of event-entity to 1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxPlayers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Max Players</h1> <a href="#ExprMaxPlayers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(real|default)|(fake|shown|displayed)] max[imum] player[s] [count|amount|number|size]</li> <li class="skript-code-block">[the] [(real|default)|(fake|shown|displayed)] max[imum] (count|amount|number|size) of players</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3, 2.7 (modify max real players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+ (modify max real players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The count of max players. This can be changed in a <a href='events.html#server_list_ping'>server list ping</a> event only. 'real max players' returns the real count of max players of the server and can be modified on Paper 1.16 or later. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the max players count to (online players count + 1) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxFreezeTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Maximum Freeze Time</h1> <a href="#ExprMaxFreezeTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] freeze time of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] max[imum] freeze time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The maximum amount of time an entity can spend in powdered snow before taking damage. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> difference between player's freeze time and player's max freeze time is less than 1 second:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "you're about to freeze!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMaxStack" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Maximum Stack Size</h1> <a href="#ExprMaxStack" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] max[imum] stack[[ ]size] of %<a href='./classes.html#itemtype'>item type</a>%</li> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>%'[s] max[imum] stack[[ ]size]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The maximum stack size of the specified material, e.g. 64 for torches, 16 for buckets, and 1 for swords. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "You can only pick up %max stack size of player's tool% of %type of (player's tool)%" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMe" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Me</h1> <a href="#ExprMe" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">me</li> <li class="skript-code-block">my[self]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> A 'me' expression that can be used in players' effect commands only. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> !heal me<br>!kick myself<br>!give a diamond axe to me </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMendingRepairAmount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Mending Repair Amount</h1> <a href="#ExprMendingRepairAmount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [mending] repair amount</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of durability points an item is to be repaired in a mending event. Modifying the repair amount will affect how much experience is given to the player after mending. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on item mend:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the mending repair amount to 100 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMessage" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Message</h1> <a href="#ExprMessage" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [chat( |-)]message</li> <li class="skript-code-block">[the] (join|log[ ]in)( |-)message</li> <li class="skript-code-block">[the] (quit|leave|log[ ]out|kick)( |-)message</li> <li class="skript-code-block">[the] death( |-)message</li> <li class="skript-code-block">[the] broadcast(-|[ed] )message</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6 (chat message), 1.4.9 (join & quit messages), 2.0 (death message), 2.9.0 (clear message), INSERT VERSION (broadcasted message)</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#chat">chat</a>, <a href="events.html#join">join</a>, <a href="events.html#quit">quit</a>, <a href="events.html#death">death</a>, <a href="events.html#broadcast">broadcast</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The (chat) message of a chat event, the join message of a join event, the quit message of a quit event, the death message of a death event or the broadcasted message in a broadcast event. This expression is mostly useful for being changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has permission "admin"<br>&nbsp;&nbsp;&nbsp;&nbsp;set message to "&amp;c%message%"<br><br>on first join:<br>&nbsp;&nbsp;&nbsp;&nbsp;set join message to "Welcome %player% to our awesome server!"<br><br>on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has played before<br>&nbsp;&nbsp;&nbsp;&nbsp;set join message to "Welcome back, %player%!"<br><br>on quit:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {vanish::%player's uuid%} is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;clear quit message<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set quit message to "%player% left this awesome server!"<br><br>on death:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the death message to "%player% died!"<br><br>on broadcast:<br>&nbsp;&nbsp;&nbsp;&nbsp;set broadcast message to "&amp;a[BROADCAST] %broadcast message%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMetadata" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Metadata</h1> <a href="#ExprMetadata" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">metadata [(value|tag)[s]] %<a href='./classes.html#string'>texts</a>% of %<a href='./classes.html#metadataholder'>metadata holders</a>%</li> <li class="skript-code-block">%<a href='./classes.html#metadataholder'>metadata holders</a>%'[s] metadata [(value|tag)[s]] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36, INSERT VERSION (add, remove)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Metadata is a way to store temporary data on entities, blocks and more that disappears after a server restart. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set metadata value "healer" of player to true<br>broadcast "%metadata value ""healer"" of player%"<br>clear metadata value "healer" of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMiddleOfLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Middle of Location</h1> <a href="#ExprMiddleOfLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (middle|center) [point] of %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%'[s] (middle|center) [point]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Returns the middle/center of a location. In other words, returns the middle of the X, Z coordinates and the floor value of the Y coordinate of a location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /stuck:<br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;teleport player to the center of player's location<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You're no longer stuck." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMinecartDerailedFlyingVelocity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Minecart Derailed / Flying Velocity</h1> <a href="#ExprMinecartDerailedFlyingVelocity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [minecart] (derailed|flying) velocity of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] [minecart] (derailed|flying) velocity</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> The velocity of a minecart as soon as it has been derailed or as soon as it starts flying. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click on minecart:<br>&nbsp;&nbsp;&nbsp;&nbsp;set derailed velocity of event-entity to vector 2, 10, 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprBalance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Money</h1> <a href="#ExprBalance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (money|balance|[bank] account) of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] (money|balance|[bank] account)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.5 (offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, an economy plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#money">Money</a></td> </tr> </table> <div class="item-description"> How much virtual money a player has (can be changed). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "You have %player's money%" # the currency name will be added automatically<br>remove 20$ from the player's balance # replace '$' by whatever currency you use<br>add 200 to the player's account # or omit the currency altogether </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMoonPhase" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Moon Phase</h1> <a href="#ExprMoonPhase" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (lunar|moon) phase[s] of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] (lunar|moon) phase[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#moonphase">Moon Phase</a></td> </tr> </table> <div class="item-description"> The current moon phase of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if moon phase of player's world is full moon:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Watch for the wolves!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPushedBlocks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Moved blocks</h1> <a href="#ExprPushedBlocks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] moved blocks</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev27</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> Blocks which are moved in a piston event. Cannot be used outside of piston events. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> the moved blocks </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprName" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Name / Display Name / Tab List Name</h1> <a href="#ExprName" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (name[s]|(display|nick|chat|custom)[ ]name[s]) of %<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#gamerule'>gamerules</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#block'>blocks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#slot'>slots</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#gamerule'>gamerules</a>%'[s] (name[s]|(display|nick|chat|custom)[ ]name[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>before 2.1, 2.2-dev20 (inventory name), 2.4 (non-living entity support, changeable inventory name), 2.7 (worlds)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, gamerule or world.<p><ul> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Players</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> 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).</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Entities</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> 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'.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> The custom name of the entity. Can be changed, which will also enable <em>custom name visibility</em> of the entity so name tag of the entity will be visible always.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Items</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> The <em>custom</em> name of the item (not the Minecraft locale name). Can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Inventories</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> 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.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Gamerules (1.13+)</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the gamerule. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Worlds</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the world. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> </ul> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has permission "name.red"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's display name to "&amp;lt;red&amp;gt;[admin] &amp;lt;gold&amp;gt;%name of player%"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's tab list name to "&amp;lt;green&amp;gt;%player's name%"<br>set the name of the player's tool to "Legendary Sword of Awesomeness" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprName-2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Name / Display Name / Tab List Name</h1> <a href="#ExprName-2" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ((player|tab)[ ]list name[s]) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] ((player|tab)[ ]list name[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>before 2.1, 2.2-dev20 (inventory name), 2.4 (non-living entity support, changeable inventory name), 2.7 (worlds)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Represents the Minecraft account, display or tab list name of a player, or the custom name of an item, entity, block, inventory, gamerule or world.<p><ul> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Players</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The Minecraft account name of the player. Can't be changed, but 'display name' can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> 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).</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Entities</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> 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'.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Display Name:</strong> The custom name of the entity. Can be changed, which will also enable <em>custom name visibility</em> of the entity so name tag of the entity will be visible always.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Items</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> The <em>custom</em> name of the item (not the Minecraft locale name). Can be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Inventories</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name and Display Name:</strong> 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.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Gamerules (1.13+)</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the gamerule. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> &nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Worlds</strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<ul> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<li><strong>Name:</strong> The name of the world. Cannot be changed.</li> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</ul> &nbsp;&nbsp;&nbsp;&nbsp;</li> </ul> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;player has permission "name.red"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's display name to "&amp;lt;red&amp;gt;[admin] &amp;lt;gold&amp;gt;%name of player%"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the player's tab list name to "&amp;lt;green&amp;gt;%player's name%"<br>set the name of the player's tool to "Legendary Sword of Awesomeness" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNamed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Named Item/Inventory</h1> <a href="#ExprNamed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>/<a href='./classes.html#inventorytype'>inventory type</a>% (named|with name[s]) %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev34 (inventories)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Directly names an item/inventory, useful for defining a named item/inventory in a script. If you want to (re)name existing items/inventories you can either use this expression or use <code>set <a href='#ExprName'>name of &lt;item/inventory&gt;</a> to &lt;text&gt;</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give a diamond sword of sharpness 100 named "&amp;lt;gold&amp;gt;Excalibur" to the player<br>set tool of player to the player's tool named "&amp;lt;gold&amp;gt;Wand"<br>set the name of the player's tool to "&amp;lt;gold&amp;gt;Wand"<br>open hopper inventory named "Magic Hopper" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNearestEntity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Nearest Entity</h1> <a href="#ExprNearestEntity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] nearest %*<a href='./classes.html#entitydata'>entity types</a>% [[relative] to %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#location'>location</a>%]</li> <li class="skript-code-block">[the] %*<a href='./classes.html#entitydata'>entity types</a>% nearest [to %<a href='./classes.html#entity'>entity</a>/<a href='./classes.html#location'>location</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Gets the entity nearest to a location or another entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> kill the nearest pig and cow relative to player<br>teleport player to the nearest cow relative to player<br>teleport player to the nearest entity relative to player<br><br>on click:<br>&nbsp;&nbsp;&nbsp;&nbsp;kill nearest pig </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="LitNewLine" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">New Line</h1> <a href="#LitNewLine" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">nl</li> <li class="skript-code-block">new[ ]line</li> <li class="skript-code-block">line[ ]break</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns a line break separator. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "Hello%nl%Goodbye!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNoDamageTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">No Damage Ticks</h1> <a href="#ExprNoDamageTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (invulnerability|invincibility|no damage) tick[s] of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] (invulnerability|invincibility|no damage) tick[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of ticks that an entity is invulnerable to damage for. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on damage:<br>&nbsp;&nbsp;&nbsp;&nbsp;set victim's invulnerability ticks to 20 #Victim will not take damage for the next second </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Now</h1> <a href="#ExprNow" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">now</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> The current <a href='classes.html#date'>system time</a> of the server. Use <a href='#ExprTime'>time</a> to get the <a href='classes.html#time'>Minecraft time</a> of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Current server time: %now%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNumberOfCharacters" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Number of Characters</h1> <a href="#ExprNumberOfCharacters" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">number of upper[ ]case char(acters|s) in %<a href='./classes.html#string'>text</a>%</li> <li class="skript-code-block">number of lower[ ]case char(acters|s) in %<a href='./classes.html#string'>text</a>%</li> <li class="skript-code-block">number of digit char(acters|s) in %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The number of uppercase, lowercase, or digit characters in a string. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> #Simple Chat Filter<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;if number of uppercase chars in message / length of message &gt; 0.5<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "&amp;lt;red&amp;gt;Your message has to many caps!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprNumbers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Numbers</h1> <a href="#ExprNumbers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] (numbers|integers|decimals) (between|from) %<a href='./classes.html#number'>number</a>% (and|to) %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6 (integers & numbers), 2.5.1 (decimals)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> All numbers between two given numbers, useful for looping. Use 'numbers' if your start is not an integer and you want to keep the fractional part of the start number constant, or use 'integers' if you only want to loop integers. You may also use 'decimals' if you want to use the decimal precision of the start number. You may want to use the 'times' expression instead, for instance 'loop 5 times:' </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop numbers from 2.5 to 5.5: # loops 2.5, 3.5, 4.5, 5.5<br>loop integers from 2.9 to 5.1: # same as '3 to 5', i.e. loops 3, 4, 5<br>loop decimals from 3.94 to 4: # loops 3.94, 3.95, 3.96, 3.97, 3.98, 3.99, 4 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOfflinePlayers" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Offline players</h1> <a href="#ExprOfflinePlayers" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] offline[ ]players</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> All players that have ever joined the server. This includes the players currently online. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "Size of all players who have joined the server: %size of all offline players%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOnlinePlayersCount" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Online Player Count</h1> <a href="#ExprOnlinePlayersCount" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [((real|default)|(fake|shown|displayed))] [online] player (count|amount|number)</li> <li class="skript-code-block">[the] [((real|default)|(fake|shown|displayed))] (count|amount|number|size) of online players</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper (fake count)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The amount of online players. This can be changed in a <a href='events.html#server_list_ping'>server list ping</a> event only to show fake online player amount. <code>real online player count</code> always return the real count of online players and can't be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;# This will make the max players count 5 if there are 4 players online.<br>&nbsp;&nbsp;&nbsp;&nbsp;set the fake max players count to (online player count + 1) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprOpenedInventory" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Opened Inventory</h1> <a href="#ExprOpenedInventory" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (current|open|top) inventory [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (current|open|top) inventory</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev24, 2.2-dev35 (Just 'current inventory' works in player events)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inventory">Inventory</a></td> </tr> </table> <div class="item-description"> Return the currently opened inventory of a player. If no inventory is open, it returns the own player's crafting inventory. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set slot 1 of player's current inventory to diamond sword </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprParse" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Parse</h1> <a href="#ExprParse" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>text</a>% parsed as (%*<a href='./classes.html#classinfo'>type</a>%|"&lt;.*&gt;")</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Parses text as a given type, or as a given pattern. This expression can be used in two different ways: One which parses the entire text as a single instance of a type, e.g. as a number, and one that parses the text according to a pattern. If the given text could not be parsed, this expression will return nothing and the <a href='#ExprParseError'>parse error</a> will be set if some information is available. Some notes about parsing with a pattern: - The pattern must be a <a href='./patterns/'>Skript pattern</a>, e.g. percent signs are used to define where to parse which types, e.g. put a %number% or %items% in the pattern if you expect a number or some items there. - You <i>have to</i> save the expression's value in a list variable, e.g. <code>set {parsed::*} to message parsed as "..."</code>. - The list variable will contain the parsed values from all %types% in the pattern in order. If a type was plural, e.g. %items%, the variable's value at the respective index will be a list variable, e.g. the values will be stored in {parsed::1::*}, not {parsed::1}. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {var} to line 1 parsed as number<br>on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {var::*} to message parsed as "buying %items% for %money%"<br>&nbsp;&nbsp;&nbsp;&nbsp;if parse error is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "%parse error%"<br>&nbsp;&nbsp;&nbsp;&nbsp;else if {var::*} is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;remove {var::2} from the player's balance<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;give {var::1::*} to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprParseError" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Parse Error</h1> <a href="#ExprParseError" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [last] [parse] error</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The error which caused the last <a href='#ExprParse'>parse operation</a> to fail, which might not be set if a pattern was used and the pattern didn't match the provided text at all. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {var} to line 1 parsed as integer<br>if {var} is not set:<br>&nbsp;&nbsp;&nbsp;&nbsp;parse error is set:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "&amp;lt;red&amp;gt;Line 1 is invalid: %last parse error%"<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "&amp;lt;red&amp;gt;Please put an integer on line 1!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPassenger" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Passenger</h1> <a href="#ExprPassenger" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] passenger[s] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] passenger[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev26 (Multiple passengers for 1.11.2+)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The passenger of a vehicle, or the rider of a mob. For 1.11.2 and above, it returns a list of passengers and you can use all changers in it. See also: <a href='#ExprVehicle'>vehicle</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> #for 1.11 and lower<br>passenger of the minecart is a creeper or a cow<br>the saddled pig's passenger is a player<br>#for 1.11.2+<br>passengers of the minecart contains a creeper or a cow<br>the boat's passenger contains a pig<br>add a cow and a zombie to passengers of last spawned boat<br>set passengers of player's vehicle to a pig and a horse<br>remove all pigs from player's vehicle<br>clear passengers of boat </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPercent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Percent of</h1> <a href="#ExprPercent" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>number</a>%(\%| percent) of %<a href='./classes.html#number'>numbers</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns a percentage of one or more numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set damage to 10% of victim's health<br>set damage to 125 percent of damage<br>set {_result} to {_percent} percent of 999<br>set {_result::*} to 10% of {_numbers::*}<br>set experience to 50% of player's total experience </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="LitPi" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Pi</h1> <a href="#LitPi" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(pi|π)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">double</a></td> </tr> </table> <div class="item-description"> Returns the mathematical constant pi. (approx. 3.1415926535) </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_tau} to pi * 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPickupDelay" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Pickup Delay</h1> <a href="#ExprPickupDelay" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] pick[ ]up delay of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] pick[ ]up delay</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time before a dropped item can be picked up by an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> drop diamond sword at {_location} without velocity<br>set pickup delay of last dropped item to 5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ping</h1> <a href="#ExprPing" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ping of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] ping</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Pings of players, as Minecraft server knows them. Note that they will almost certainly be different from the ones you'd get from using ICMP echo requests. This expression is only supported on some server software (PaperSpigot). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /ping &lt;player=%player%&gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "%arg-1%'s ping is %arg-1's ping%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlain" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Plain Item</h1> <a href="#ExprPlain" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a[n]] (plain|unmodified) %<a href='./classes.html#itemtype'>item type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> A plain item is an item with no modifications. It can be used to convert items to their default state or to match with other default items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player's tool is a plain diamond: # check if player's tool has no modifications<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are holding a plain diamond!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerChatCompletions" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Chat Completions</h1> <a href="#ExprPlayerChatCompletions" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [custom] chat completion[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [custom] chat completion[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The custom chat completion suggestions. You can add, set, remove, and clear them. Removing the names of online players with this expression is ineffective. This expression will not return anything due to Bukkit limitations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> add "Skript" and "Njol" to chat completions of all players<br>remove "text" from {_p}'s chat completions<br>clear player's chat completions </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCurrentInputKeys" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Input Keys</h1> <a href="#ExprCurrentInputKeys" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [current] (inputs|input keys) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [current] (inputs|input keys)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.21.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#inputkey">Input Key</a></td> </tr> </table> <div class="item-description"> Get the current input keys of a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "%player% is pressing %current input keys of player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerlistHeaderFooter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player List Header and Footer</h1> <a href="#ExprPlayerlistHeaderFooter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (player|tab)[ ]list (header|footer) [(text|message)] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (player|tab)[ ]list (header|footer) [(text|message)]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.13 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The message above and below the player list in the tab menu. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set all players' tab list header to "Welcome to the Server!"<br>send "%the player's tab list header%" to player<br>reset all players' tab list header </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerProtocolVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Protocol Version</h1> <a href="#ExprPlayerProtocolVersion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] protocol version of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] protocol version</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Player's protocol version. For more information and list of protocol versions <a href='https://wiki.vg/Protocol_version_numbers'>visit wiki.vg</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /protocolversion &amp;ltplayer&amp;gt:<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Protocol version of %arg-1%: %protocol version of arg-1%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSkull" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Skull</h1> <a href="#ExprSkull" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (head|skull) of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] (head|skull)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Gets a skull item representing a player. Skulls for other entities are provided by the aliases. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give the victim's skull to the attacker<br>set the block at the entity to the entity's skull </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerWeather" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Player Weather</h1> <a href="#ExprPlayerWeather" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(client|custom)] weather of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [(client|custom)] weather</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev34</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#weathertype">Weather Type</a></td> </tr> </table> <div class="item-description"> The weather for a player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set weather of arg-player to rainy<br>reset player's weather<br>if arg-player's weather is rainy </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPortal" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Portal</h1> <a href="#ExprPortal" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] portal['s] blocks</li> <li class="skript-code-block">[the] blocks of [the] portal</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#portal_create">portal_create</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The blocks associated with a portal in the portal creation event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal creation:<br>&nbsp;&nbsp;&nbsp;&nbsp;loop portal blocks:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%loop-block% is part of a portal!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPortalCooldown" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Portal Cooldown</h1> <a href="#ExprPortalCooldown" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] portal cooldown of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] portal cooldown</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time before an entity can use a portal. By default, it is 15 seconds after exiting a nether portal or end gateway. Players in survival/adventure get a cooldown of 0.5 seconds, while those in creative get no cooldown. Resetting will set the cooldown back to the default 15 seconds for non-player entities and 0.5 seconds for players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on portal:<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 tick<br>&nbsp;&nbsp;&nbsp;&nbsp;set portal cooldown of event-entity to 5 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPotionEffect" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect</h1> <a href="#ExprPotionEffect" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[new] potion effect of %<a href='./classes.html#potioneffecttype'>potion effect type</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without particles] [for %<a href='./classes.html#timespan'>time span</a>%]</li> <li class="skript-code-block">[new] ambient potion effect of %<a href='./classes.html#potioneffecttype'>potion effect type</a>% [potion] [[[of] tier] %<a href='./classes.html#number'>number</a>%] [without particles] [for %<a href='./classes.html#timespan'>time span</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#potioneffect">Potion Effect</a></td> </tr> </table> <div class="item-description"> Create a new potion effect to apply to an entity or item type. Do note that when applying potion effects to tipped arrows/lingering potions, Minecraft reduces the timespan. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to potion effect of speed of tier 1 without particles for 10 minutes<br>add {_p} to potion effects of player's tool<br>add {_p} to potion effects of target entity<br>add potion effect of speed 1 to potion effects of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPotionEffectTier" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effect Tier</h1> <a href="#ExprPotionEffectTier" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [potion] (tier|amplifier|level) of %<a href='./classes.html#potioneffecttype'>potion effect types</a>% (of|for|on) %<a href='./classes.html#livingentity'>living entities</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> An expression to obtain the amplifier of a potion effect applied to an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the amplifier of haste of player &gt;= 3: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPotionEffects" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Potion Effects</h1> <a href="#ExprPotionEffects" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(all [[of] the]|the)] [active] potion effects of %<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#itemtype'>item types</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>/<a href='./classes.html#itemtype'>item types</a>%'[s] [(all [[of] the]|the)] [active] potion effects</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#potioneffect">Potion Effect</a></td> </tr> </table> <div class="item-description"> Represents the active potion effects of entities and itemtypes. You can clear all potion effects of an entity/itemtype and add/remove a potion effect/type to/from an entity/itemtype. Do note you will not be able to clear the base potion effects of a potion item. In that case, just set the item to a water bottle. When adding a potion effect type (rather than a potion effect), it will default to 15 seconds with tier 1. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p::*} to active potion effects of player<br>clear all the potion effects of player<br>clear all the potion effects of player's tool<br>add potion effects of player to potion effects of player's tool<br>add speed to potion effects of target entity<br>remove speed and night vision from potion effects of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPrefixSuffix" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Prefix/Suffix</h1> <a href="#ExprPrefixSuffix" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [chat] (prefix|suffix) of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] [chat] (prefix|suffix)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, INSERT VERSION (delete)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Vault, a chat plugin that supports Vault</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The prefix or suffix as defined in the server's chat plugin. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on chat:<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%player's prefix%%player's display name%%player's suffix%: %message%" to the player's world<br><br>set the player's prefix to "[&amp;lt;red&amp;gt;Admin&lt;reset&gt;] "<br><br>clear player's prefix </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprProjectileCriticalState" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Projectile Critical State</h1> <a href="#ExprProjectileCriticalState" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (projectile|arrow) critical (state|ability|mode) of %<a href='./classes.html#projectile'>projectiles</a>%</li> <li class="skript-code-block">%<a href='./classes.html#projectile'>projectiles</a>%'[s] (projectile|arrow) critical (state|ability|mode)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> A projectile's critical state. The only currently accepted projectiles are arrows and tridents. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on shoot:<br>&nbsp;&nbsp;&nbsp;&nbsp;event-projectile is an arrow<br>&nbsp;&nbsp;&nbsp;&nbsp;set projectile critical mode of event-projectile to true </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprProtocolVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Protocol Version</h1> <a href="#ExprProtocolVersion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [server] [(sent|required|fake)] protocol version [number]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#server_list_ping">server list ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The protocol version that will be sent as the protocol version of the server in a server list ping event. For more information and list of protocol versions <a href='https://wiki.vg/Protocol_version_numbers'>visit wiki.vg</a>. If this protocol version doesn't match with the protocol version of the client, the client will see the <a href='#ExprVersionString'>version string</a>. But please note that, this expression has no visual effect over the version string. For example if the server uses PaperSpigot 1.12.2, and you make the protocol version 107 (1.9), the version string will not be "Paper 1.9", it will still be "Paper 1.12.2". But then you can customize the <a href='#ExprVersionString'>version string</a> as you wish. Also if the protocol version of the player is higher than protocol version of the server, it will say "Server out of date!", and if vice-versa "Client out of date!" when you hover on the ping bars.<p>This can be set in a <a href='events.html#server_list_ping'>server list ping</a> event only (increase and decrease effects cannot be used because that wouldn't make sense). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the version string to "&amp;lt;light green&amp;gt;Version: &amp;lt;orange&amp;gt;%minecraft version%"<br>&nbsp;&nbsp;&nbsp;&nbsp;set the protocol version to 0 # 13w41a (1.7) - so the player will see the custom version string almost always </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprQuitReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Quit Reason</h1> <a href="#ExprQuitReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (quit|disconnect) (cause|reason)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.16.5+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quitreason">Quit Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#quitreason'>quit reason</a> as to why a player disconnected in a <a href='events.html#quit'>quit</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on quit:<br>&nbsp;&nbsp;&nbsp;&nbsp;quit reason was kicked<br>&nbsp;&nbsp;&nbsp;&nbsp;player is banned<br>&nbsp;&nbsp;&nbsp;&nbsp;clear {server::player::%uuid of player%::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandom" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random</h1> <a href="#ExprRandom" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] random %*<a href='./classes.html#classinfo'>type</a>% [out] of %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.9</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Gets a random item out of a set, e.g. a random player out of all players online. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give a diamond to a random player out of all players<br>give a random item out of all items to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandomCharacter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random Character</h1> <a href="#ExprRandomCharacter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a|%integer%] random [alphanumeric] character[s] (from|between) %<a href='./classes.html#string'>text</a>% (to|and) %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> One or more random characters between two given characters. Use 'alphanumeric' if you want only alphanumeric characters. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. If strings of more than one character are given, only the first character of each is used. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_captcha} to join (5 random characters between "a" and "z") with ""<br>send 3 random alphanumeric characters between "0" and "z" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandomNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random Numbers</h1> <a href="#ExprRandomNumber" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a|%integer%] random (integer|number)[s] (from|between) %<a href='./classes.html#number'>number</a>% (to|and) %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, INSERT VERSION (Multiple random numbers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> A given amount of random numbers or integers between two given numbers. Use 'number' if you want any number with decimal parts, or use use 'integer' if you only want whole numbers. Please note that the order of the numbers doesn't matter, i.e. <code>random number between 2 and 1</code> will work as well as <code>random number between 1 and 2</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's health to a random number between 5 and 10<br>send "You rolled a %random integer from 1 to 6%!" to the player<br>set {_chances::*} to 5 random integers between 5 and 96<br>set {_decimals::*} to 3 random numbers between 2.7 and -1.5 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRandomUUID" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Random UUID</h1> <a href="#ExprRandomUUID" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] random uuid</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns a random UUID. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_uuid} to random uuid </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRawName" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Raw Name</h1> <a href="#ExprRawName" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(raw|minecraft|vanilla) name[s] of %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>unknown (2.2)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The raw Minecraft material name of the given item. Note that this is not guaranteed to give same results on all servers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> raw name of tool of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRawString" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Raw String</h1> <a href="#ExprRawString" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">raw %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns the string without formatting (colors etc.) and without stripping them from it, e.g. <code>raw "&aHello There!"</code> would output <code>&aHello There!</code> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send raw "&amp;aThis text is unformatted!" to all players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprReadiedArrow" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Readied Arrow/Bow</h1> <a href="#ExprReadiedArrow" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (readied|selected|drawn) (arrow|bow)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#ready_arrow">ready arrow</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemstack">Item</a></td> </tr> </table> <div class="item-description"> The bow or arrow in a <a href='events.html#ready_arrow'>Ready Arrow event</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player ready arrow:<br>&nbsp;&nbsp;&nbsp;&nbsp;selected bow's name is "Spectral Bow"<br>&nbsp;&nbsp;&nbsp;&nbsp;if selected arrow is not a spectral arrow:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRedstoneBlockPower" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Redstone Block Power</h1> <a href="#ExprRedstoneBlockPower" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] redstone power of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] redstone power</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Power of a redstone block </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if redstone power of targeted block is 15:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This block is very powerful!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRegion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region</h1> <a href="#ExprRegion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [event-]region</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#region">Region</a></td> </tr> </table> <div class="item-description"> The <a href='./classes.html#region'>region</a> involved in an event. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on region enter:<br>&nbsp;&nbsp;&nbsp;&nbsp;region is {forbidden region}<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel the event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprMembersOfRegion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Region Members & Owners</h1> <a href="#ExprMembersOfRegion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all|the)] (members|owner[s]) of [[the] region[s]] %<a href='./classes.html#region'>regions</a>%</li> <li class="skript-code-block">[[the] region[s]] %<a href='./classes.html#region'>regions</a>%'[s] (members|owner[s])</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> A list of members or owners of a <a href='./classes.html#region'>region</a>. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entering of a region:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "You're entering %region% whose owners are %owners of region%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRegionsAt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Regions At</h1> <a href="#ExprRegionsAt" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] region[(s)] %<a href='./classes.html#direction'>direction</a>% %<a href='./classes.html#location'>locations</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Supported regions plugin</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#region">Region</a></td> </tr> </table> <div class="item-description"> All <a href='./classes.html#region'>regions</a> at a particular <a href='./classes/#location'>location</a>. This expression requires a supported regions plugin to be installed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> On click on a sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;line 1 of the clicked block is "[region info]"<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_regions::*} to regions at the clicked block<br>&nbsp;&nbsp;&nbsp;&nbsp;if {_regions::*} is empty:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "No regions exist at this sign."<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Regions containing this sign: &amp;lt;gold&amp;gt;%{_regions::*}%&lt;r&gt;." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRemainingAir" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Remaining Air</h1> <a href="#ExprRemainingAir" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] remaining air of %<a href='./classes.html#livingentity'>living entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] remaining air</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> How much time a player has left underwater before starting to drown. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if the player's remaining air is less than 3 seconds:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "hurry, get to the surface!" to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRepeat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Repeat String</h1> <a href="#ExprRepeat" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#string'>texts</a>% repeated %integer% time[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Repeats inputted strings a given amount of times. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast nl and nl repeated 200 times<br>broadcast "Hello World " repeated 5 times<br>if "aa" repeated 2 times is "aaaa":<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "Ahhhh" repeated 100 times </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprResonatingTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Resonating Time</h1> <a href="#ExprResonatingTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] resonat(e|ing) time of %<a href='./classes.html#block'>block</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>block</a>%'[s] resonat(e|ing) time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the resonating time of a bell. A bell will start resonating five game ticks after being rung, and will continue to resonate for 40 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "The bell has been resonating for %resonating time of target block%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprCharges" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Respawn Anchor Charges</h1> <a href="#ExprCharges" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [max[imum]] charge[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] [max[imum]] charge[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Minecraft 1.16+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The charges of a respawn anchor. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the charges of event-block to 3 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRespawnLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Respawn location</h1> <a href="#ExprRespawnLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] respawn location</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The location that a player should respawn at. This is used within the respawn event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on respawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;set respawn location to {example::spawn} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprReversedList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Reversed List</h1> <a href="#ExprReversedList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">reversed %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Reverses given list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_list::*} to reversed {_list::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRingingTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ringing Time</h1> <a href="#ExprRingingTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ring[ing] time of %<a href='./classes.html#block'>block</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>block</a>%'[s] ring[ing] time</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.19.4+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> Returns the ringing time of a bell. A bell typically rings for 50 game ticks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "The bell has been ringing for %ringing time of target block%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRotate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rotated Quaternion/Vector</h1> <a href="#ExprRotate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#vector'>vectors</a>% rotated around [the] [global] (x|y|z)(-| )axis by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>% rotated around [the|its|their] local (x|y|z)(-| )ax(i|e)s by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>/<a href='./classes.html#vector'>vectors</a>% rotated around [the] %<a href='./classes.html#vector'>vector</a>% by %<a href='./classes.html#number'>number</a>% [degrees]</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>% rotated by x %<a href='./classes.html#number'>number</a>%, y %<a href='./classes.html#number'>number</a>%(, [and]| and) z %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Rotates a quaternion or vector around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented.<p>Note that rotating a quaternion around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_new} to {_quaternion} rotated around x axis by 10 degrees<br>set {_new} to {_vector} rotated around vector(1, 1, 1) by 45<br>set {_new} to {_quaternion} rotated by x 45, y 90, z 135 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprQuaternionAxisAngle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rotation Axis/Angle</h1> <a href="#ExprQuaternionAxisAngle" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] rotation (angle|axis) of %<a href='./classes.html#quaternion'>quaternions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#quaternion'>quaternions</a>%'[s] rotation (angle|axis)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Returns the axis or angle that a quaternion will rotate by/around. All quaternions can be represented by a rotation of some amount around some axis, so this expression provides the ability to get that angle/axis. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_quaternion} to axisAngle(45, vector(1, 2, 3))<br>send rotation axis of {_quaternion} # 1, 2, 3<br>send rotation angle of {_quaternion} # 45<br>set rotation angle of {_quaternion} to 135<br>set rotation axis of {_quaternion} to vector(0, 1, 0) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprRound" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Rounding</h1> <a href="#ExprRound" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(a|the)] round[ed] down %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">[(a|the)] round[ed] %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">[(a|the)] round[ed] up %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Rounds numbers normally, up (ceiling) or down (floor) respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {var} to rounded health of player<br>set line 1 of the block to rounded "%(1.5 * player's level)%"<br>add rounded down argument to the player's health </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSaturation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Saturation</h1> <a href="#ExprSaturation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] saturation of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] saturation</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-Fixes-v10, 2.2-dev35 (fully modifiable), 2.6.2 (syntax pattern changed)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The saturation of a player. If used in a player event, it can be omitted and will default to event-player. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set saturation of player to 20 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprScoreboardTags" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Scoreboard Tags</h1> <a href="#ExprScoreboardTags" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] scoreboard tags of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] scoreboard tags</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Scoreboard tags are simple list of texts stored directly in the data of an <a href='classes.html#entity'>entity</a>. So this is a Minecraft related thing, not Bukkit, so the tags will not get removed when the server stops. You can visit <a href='https://minecraft.wiki/w/Scoreboard#Tags'>visit Minecraft Wiki</a> for more info. This is changeable and valid for any type of entity. Also you can use use the <a href='conditions.html#CondHasScoreboardTag'>Has Scoreboard Tag</a> condition to check whether an entity has the given tags.<p>Requires Minecraft 1.11+ (actually added in 1.9 to the game, but added in 1.11 to Spigot). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn of a monster:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the spawn reason is mob spawner:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add "spawned by a spawner" to the scoreboard tags of event-entity<br><br>on death of a monster:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the attacker is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if the victim doesn't have the scoreboard tag "spawned by a spawner":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;add 1$ to attacker's balance </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprScript" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Script Name</h1> <a href="#ExprScript" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] script[['s] name]</li> <li class="skript-code-block">name of [the] script</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Script_Load_Unload">Script Load/Unload</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Holds the current script's name (the file name without '.sk'). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on script load:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to true<br>on script unload:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {running::%script%} to false </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSeaLevel" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sea Level</h1> <a href="#ExprSeaLevel" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] sea level of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] sea level</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Gets the sea level of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "The sea level in your world is %sea level in player's world%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSeaPickles" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sea Pickles</h1> <a href="#ExprSeaPickles" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(min|max)[imum]] [sea] pickle(s| (count|amount)) of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] [(min|max)[imum]] [sea] pickle(s| (count|amount))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> An expression to obtain or modify data relating to the pickles of a sea pickle block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on block break:<br>&nbsp;&nbsp;&nbsp;&nbsp;type of block is sea pickle<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Wow! This stack of sea pickles contained %event-block's sea pickle count% pickles!"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "It could've contained a maximum of %event-block's maximum sea pickle count% pickles!"<br>&nbsp;&nbsp;&nbsp;&nbsp;send "It had to have contained at least %event-block's minimum sea pickle count% pickles!"<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event<br>&nbsp;&nbsp;&nbsp;&nbsp;set event-block's sea pickle count to event-block's maximum sea pickle count<br>&nbsp;&nbsp;&nbsp;&nbsp;send "This bad boy is going to hold so many pickles now!!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSentCommands" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sent Command List</h1> <a href="#ExprSentCommands" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [sent] [server] command[s] list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#send_command_list">send command list</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The commands that will be sent to the player in a <a href='events.html#send_command_list'>send commands to player event</a>. 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on send command list:<br>&nbsp;&nbsp;&nbsp;&nbsp;set command list to command list where [input does not contain ":"]<br>&nbsp;&nbsp;&nbsp;&nbsp;remove "help" from command list </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprServerIcon" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Server Icon</h1> <a href="#ExprServerIcon" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [((default)|(shown|sent))] [server] icon</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2 or newer</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#cachedservericon">Server Icon</a></td> </tr> </table> <div class="item-description"> Icon of the server in the server list. Can be set to an icon that loaded using the <a href='effects.html#EffLoadServerIcon'>load server icon</a> effect, or can be reset to the default icon in a <a href='events.html#server_list_ping'>server list ping</a>. 'default server icon' returns the default server icon (server-icon.png) always and cannot be changed. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on script load:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {server-icons::default} to the default server icon </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSets" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sets</h1> <a href="#ExprSets" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[all [[of] the]|the|every] %*<a href='./classes.html#classinfo'>type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0 pre-5, 2.7 (classinfo)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Returns a list of all the values of a type. Useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all attribute types:<br>&nbsp;&nbsp;&nbsp;&nbsp;set loop-value attribute of player to 10<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Set attribute %loop-value% to 10!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprShooter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shooter</h1> <a href="#ExprShooter" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] shooter [of %<a href='./classes.html#projectile'>projectile</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#livingentity">Living Entity</a></td> </tr> </table> <div class="item-description"> The shooter of a projectile. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> shooter is a skeleton </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprShuffledList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Shuffled List</h1> <a href="#ExprShuffledList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">shuffled %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Shuffles given list randomly. This is done by replacing indices by random numbers in resulting list. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_list::*} to shuffled {_list::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSignText" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sign Text</h1> <a href="#ExprSignText" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] line %<a href='./classes.html#number'>number</a>% [of %<a href='./classes.html#block'>block</a>%]</li> <li class="skript-code-block">[the] (1st|first|2nd|second|3rd|third|4th|fourth) line [of %<a href='./classes.html#block'>block</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> A line of text on a sign. Can be changed, but remember that there is a 16 character limit per line (including color codes that use 2 characters each). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on rightclick on sign:<br>&nbsp;&nbsp;&nbsp;&nbsp;line 2 of the clicked block is "[Heal]":<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;heal the player<br>&nbsp;&nbsp;&nbsp;&nbsp;set line 3 to "%player%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSkullOwner" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Skull Owner</h1> <a href="#ExprSkullOwner" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (head|skull) owner of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (head|skull) owner</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> The skull owner of a player skull. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_owner} to the skull owner of event-block<br>set skull owner of {_block} to "Njol" parsed as offlineplayer </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSlotIndex" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Slot Index</h1> <a href="#ExprSlotIndex" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(raw|unique)] index of %<a href='./classes.html#slot'>slots</a>%</li> <li class="skript-code-block">%<a href='./classes.html#slot'>slots</a>%'[s] [(raw|unique)] index</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35, 2.8.0 (raw index)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Index of an an inventory slot. Other types of slots may or may not have indices. Note that comparing slots with numbers is also possible; if index of slot is same as the number, comparisonsucceeds. This expression is mainly for the cases where you must for some reason save the slot numbers.<p>Raw index of slot is unique for the view, see <a href="https://wiki.vg/Inventory">Minecraft Wiki</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if index of event-slot is 10:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You bought a pie!"<br><br>if display name of player's top inventory is "Custom Menu": # 3 rows inventory<br>&nbsp;&nbsp;&nbsp;&nbsp;if raw index of event-slot &gt; 27: # outside custom inventory<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSortedList" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Sorted List</h1> <a href="#ExprSortedList" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sorted %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev19</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Sorts given list in natural order. All objects in list must be comparable; if they're not, this expression will return nothing. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_sorted::*} to sorted {_players::*} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSourceBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Source Block</h1> <a href="#ExprSourceBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] source block</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Spread">Spread</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The source block in a spread event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spread:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the source block is a grass block:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set the source block to a dirt block </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn</h1> <a href="#ExprSpawn" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] spawn[s] [(point|location)[s]] [of %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] spawn[s] [(point|location)[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> The spawn point of a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> teleport all players to spawn<br>set the spawn point of "world" to the player's location </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpawnReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn Reason</h1> <a href="#ExprSpawnReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] spawn[ing] reason</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#spawnreason">Spawn Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#spawnreason'>spawn reason</a> in a <a href='events.html#spawn'>spawn</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on spawn:<br>&nbsp;&nbsp;&nbsp;&nbsp;spawn reason is reinforcements or breeding<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpawnerType" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawner Type</h1> <a href="#ExprSpawnerType" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (spawner|entity|creature) type[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] (spawner|entity|creature) type[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4, 2.9.2 (trial spawner)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entitydata">Entity Type</a></td> </tr> </table> <div class="item-description"> Retrieves, sets, or resets the spawner's entity type </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on right click:<br>&nbsp;&nbsp;&nbsp;&nbsp;if event-block is spawner:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Spawner's type is %target block's entity type%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpecialNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Special Number</h1> <a href="#ExprSpecialNumber" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(NaN|[(-|minus)](infinity|∞)) value</li> <li class="skript-code-block">value of (NaN|[(-|minus)](infinity|∞))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32d</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Special number values, namely NaN, Infinity and -Infinity </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if {_number} is infinity value: </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpectatorTarget" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spectator Target</h1> <a href="#ExprSpectatorTarget" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">spectator target [of %<a href='./classes.html#player'>players</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] spectator target</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4-alpha4, 2.7 (Paper Spectator Event)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> Grabs the spectator target entity of the players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on player start spectating of player:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "&amp;c%spectator target% currently has %{game::kills::%spectator target%}% kills!" to the player<br><br>on player stop spectating:<br>&nbsp;&nbsp;&nbsp;&nbsp;past spectator target was a zombie<br>&nbsp;&nbsp;&nbsp;&nbsp;set spectator target to the nearest skeleton </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSpeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Speed</h1> <a href="#ExprSpeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (walk[ing]|fl(y[ing]|ight))[( |-)]speed of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] (walk[ing]|fl(y[ing]|ight))[( |-)]speed</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td><i>unknown</i> (before 2.1)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> A player's walking or flying speed. Both can be changed, but values must be between -1 and 1 (excessive values will be changed to -1 or 1 respectively). Negative values reverse directions. Please note that changing a player's speed will change their FOV just like potions do. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the player's walk speed to 1<br>increase the argument's fly speed by 0.1 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSubstring" data-keywords="substring, subtext"> <div class="item-title"> <h1 style="display: inline-block">Substring</h1> <a href="#ExprSubstring" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (part|sub[ ](text|string)) of %<a href='./classes.html#string'>texts</a>% (between|from) [ind(ex|ices)|character[s]] %<a href='./classes.html#number'>number</a>% (and|to) [(index|character)] %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">[the] (first|last) [%<a href='./classes.html#number'>number</a>%] character[s] of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">[the] %<a href='./classes.html#number'>number</a>% (first|last) characters of %<a href='./classes.html#string'>texts</a>%</li> <li class="skript-code-block">[the] character[s] at [(index|position|indexes|indices|positions)] %<a href='./classes.html#number'>numbers</a>% (in|of) %<a href='./classes.html#string'>texts</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1, 2.5.2 (character at, multiple strings support)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Extracts part of a text. You can either get the first &lt;x&gt; characters, the last &lt;x&gt; characters, the character at index &lt;x&gt;, or the characters between indices &lt;x&gt; and &lt;y&gt;. The indices &lt;x&gt; and &lt;y&gt; should be between 1 and the <a href='#ExprLength'>length</a> of the text (other values will be fit into this range). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_s} to the first 5 characters of the text argument<br>message "%subtext of {_s} from characters 2 to (the length of {_s} - 1)%" # removes the first and last character from {_s} and sends it to the player or console<br>set {_characters::*} to characters at 1, 2 and 7 in player's display name<br>send the last character of all players' names </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTPS" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">TPS (ticks per second)</h1> <a href="#ExprTPS" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">tps from [the] last ([1] minute|1[ ]m[inute])</li> <li class="skript-code-block">tps from [the] last 5[ ]m[inutes]</li> <li class="skript-code-block">tps from [the] last 15[ ]m[inutes]</li> <li class="skript-code-block">[the] tps</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the 3 most recent TPS readings, like the /tps command. This expression is only supported on some server software (PaperSpigot). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "%tps%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTamer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tamer</h1> <a href="#ExprTamer" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] tamer</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev25</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> The tamer of an entity. Can only be used in entity tame events. You can use 'event-entity' to refer tamed entity itself. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on tame:<br>&nbsp;&nbsp;&nbsp;&nbsp;if the tamer is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "someone tamed something!" to console </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTarget" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Target</h1> <a href="#ExprTarget" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] target[[ed] %*<a href='./classes.html#entitydata'>entity type</a>%] [of %<a href='./classes.html#livingentity'>living entities</a>%] [ignoring blocks] [[with|at] ray[ ]size %<a href='./classes.html#number'>number</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] target[[ed] %*<a href='./classes.html#entitydata'>entity type</a>%] [ignoring blocks] [[with|at] ray[ ]size %<a href='./classes.html#number'>number</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.2, 2.7 (Reset), 2.8.0 (ignore blocks)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> For players this is the entity at the crosshair. For mobs and experience orbs this is the entity they are attacking/following (if any). Display entities have a hit box of 0, so you should use 'target display' to collect Display entities May grab entities in unloaded chunks. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity target:<br>&nbsp;&nbsp;&nbsp;&nbsp;if entity's target is a player:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "You're being followed by an %entity%!" to target of entity<br><br>reset target of entity # Makes the entity target-less<br>delete targeted entity of player # for players it will delete the target<br>delete target of last spawned zombie # for entities it will make them target-less </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTargetedBlock" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Targeted Block</h1> <a href="#ExprTargetedBlock" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [(actual[ly]|exact)] target[ed] block[s] [of %<a href='./classes.html#livingentity'>living entities</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] [(actual[ly]|exact)] target[ed] block[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.9.0 (actual/exact)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#block">Block</a></td> </tr> </table> <div class="item-description"> The block at the crosshair. This regards all blocks that are not air as fully solid, e.g. torches will be like a solid stone block for this expression. The actual target block will regard the actual hit box of the block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set target block of player to stone<br>set target block of player to oak_stairs[waterlogged=true]<br>break target block of player using player's tool<br>give player 1 of type of target block<br>teleport player to location above target block<br>kill all entities in radius 3 around target block of player<br>set {_block} to actual target block of player<br>break actual target block of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTeleportCause" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Teleport Cause</h1> <a href="#ExprTeleportCause" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] teleport (cause|reason|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#teleportcause">Teleport Cause</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#teleportcause'>teleport cause</a> within a player <a href='events.html#teleport'>teleport</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on teleport:<br>&nbsp;&nbsp;&nbsp;&nbsp;teleport cause is nether portal, end portal or end gateway<br>&nbsp;&nbsp;&nbsp;&nbsp;cancel event </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTemperature" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Temperature</h1> <a href="#ExprTemperature" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] temperature[s] of %<a href='./classes.html#block'>blocks</a>%</li> <li class="skript-code-block">%<a href='./classes.html#block'>blocks</a>%'[s] temperature[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Temperature at given block. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "%temperature of the targeted block%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTernary" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Ternary</h1> <a href="#ExprTernary" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#object'>objects</a>% if &lt;.+&gt;[,] (otherwise|else) %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev36</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> A shorthand expression for returning something based on a condition. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {points} to 500 if {admin::%player's uuid%} is set else 100 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextDisplayAlignment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Alignment</h1> <a href="#ExprTextDisplayAlignment" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] text alignment[s] [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text alignment[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#textalignment">Display Text Alignment</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#textalignment'>alignment</a> setting of <a href='classes.html#display'>text displays</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set text alignment of the last spawned text display to left </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextDisplayLineWidth" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Line Width</h1> <a href="#ExprTextDisplayLineWidth" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] line width [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] line width</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> Returns or changes the line width of <a href='classes.html#display'>text displays</a>. Default is 200. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the line width of the last spawned text display to 300 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextDisplayOpacity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Display Opacity</h1> <a href="#ExprTextDisplayOpacity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [display] opacity [of %<a href='./classes.html#display'>displays</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] [display] opacity</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">byte</a></td> </tr> </table> <div class="item-description"> Returns or changes the opacity of <a href='classes.html#display'>text displays</a>. Values are between -127 and 127. The value of 127 represents it being completely opaque. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the opacity of the last spawned text display to -1 # Reset </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTextOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Text Of</h1> <a href="#ExprTextOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] text[s] of %<a href='./classes.html#display'>displays</a>%</li> <li class="skript-code-block">%<a href='./classes.html#display'>displays</a>%'[s] text[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Returns or changes the <a href='classes.html#string'>text/string</a> of <a href='classes.html#display'>displays</a>. Note that currently you can only use Skript chat codes when running Paper. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set text of the last spawned text display to "example" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprEgg" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">The Egg</h1> <a href="#ExprEgg" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [thrown] egg</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Egg_Throw">Egg Throw</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#projectile">Projectile</a></td> </tr> </table> <div class="item-description"> The egg thrown in a Player Egg Throw event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn an egg at the egg </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTime" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time</h1> <a href="#ExprTime" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] time[s] [([with]in|of) %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] time[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#time">Time</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#time'>time</a> of a world. Use the "minecraft <a href='classes.html#timespan'>timespan</a>" syntax to change the time according to Minecraft's time intervals. Since Minecraft uses discrete intervals for time (ticks), changing the time by real-world minutes or real-world seconds only changes it approximately. Removing an amount of time from a world's time will move the clock forward a day. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set time of world "world" to 2:00<br>add 2 minecraft hours to time of world "world"<br>add 54 real seconds to time of world "world" # approximately 1 minecraft hour </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimePlayed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time Played</h1> <a href="#ExprTimePlayed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] time played of %<a href='./classes.html#offlineplayer'>offline players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>%'[s] time played</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, 2.7 (offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>MC 1.15+ (offline players)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The amount of time a player has played for on the server. This info is stored in the player's statistics in the main world's data folder. Changing this will also change the player's stats which can be views in the client's statistics menu. Using this expression on offline players on Minecraft 1.14 and below will return nothing <code>&lt;none&gt;</code>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_t} to time played of player<br>if player's time played is greater than 10 minutes:<br>&nbsp;&nbsp;&nbsp;&nbsp;give player a diamond sword<br><br>set player's time played to 0 seconds </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimeSince" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Time Since/Until</h1> <a href="#ExprTimeSince" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] time since %<a href='./classes.html#date'>dates</a>%</li> <li class="skript-code-block">[the] (time [remaining]|remaining time) until %<a href='./classes.html#date'>dates</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (time until)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#timespan">Timespan</a></td> </tr> </table> <div class="item-description"> The time since a date has passed or the time until a date will pass. This expression will return 0 seconds if the time since or time until would be negative, e.g. if one tries to get the time since a future date. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%time since 5 minecraft days ago% has passed since 5 minecraft days ago!" to player<br>send "%time until {countdown::end}% until the game begins!" to player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimespanDetails" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Timespan Details</h1> <a href="#ExprTimespanDetails" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ((tick|second|minute|hour|day|week|month|year))s of %<a href='./classes.html#timespan'>time spans</a>%</li> <li class="skript-code-block">%<a href='./classes.html#timespan'>time spans</a>%'[s] ((tick|second|minute|hour|day|week|month|year))s</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Retrieve specific information of a <a href="/classes.html#timespan">timespan</a> such as hours/minutes/etc. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_t} to difference between now and {Payouts::players::%uuid of player%::last-date}<br>send "It has been %days of {_t}% day(s) since last payout." </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTool" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Tool</h1> <a href="#ExprTool" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] ((tool|held item|weapon)|(off[ ]hand (tool|item))) [of %<a href='./classes.html#livingentity'>living entities</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#livingentity'>living entities</a>%'[s] ((tool|held item|weapon)|(off[ ]hand (tool|item)))</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#slot">Slot</a></td> </tr> </table> <div class="item-description"> The item an entity is holding in their main or off hand. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> player's tool is a pickaxe<br>player's off hand tool is a shield<br>set tool of all players to a diamond sword<br>set offhand tool of target entity to a bow </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTotalExperience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Total Experience</h1> <a href="#ExprTotalExperience" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [total] experience of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] [total] experience</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The total experience, in points, of players or experience orbs. Adding to a player's experience will trigger Mending, but setting their experience will not. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set total experience of player to 100<br><br>add 100 to player's experience<br><br>if player's total experience is greater than 100:<br>&nbsp;&nbsp;&nbsp;&nbsp;set player's total experience to 0<br>&nbsp;&nbsp;&nbsp;&nbsp;give player 1 diamond </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTransformReason" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Transform Reason</h1> <a href="#ExprTransformReason" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] transform[ing] (cause|reason|type)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#transformreason">Transform Reason</a></td> </tr> </table> <div class="item-description"> The <a href='classes.html#transformreason'>transform reason</a> within an entity <a href='events.html#entity transform'>entity transform</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on entity transform:<br>&nbsp;&nbsp;&nbsp;&nbsp;transform reason is infection, drowned or frozen </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTypeOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Type of</h1> <a href="#ExprTypeOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] type of %<a href='./classes.html#entitydata'>entity types</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#potioneffect'>potion effects</a>/<a href='./classes.html#blockdata'>block datas</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entitydata'>entity types</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#inventory'>inventories</a>/<a href='./classes.html#potioneffect'>potion effects</a>/<a href='./classes.html#blockdata'>block datas</a>%'[s] type</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4, 2.5.2 (potion effect), 2.7 (block datas)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Type of a block, item, entity, inventory or potion effect. Types of items, blocks and block datas are item types similar to them but have amounts of one, no display names and, on Minecraft 1.13 and newer versions, are undamaged. Types of entities and inventories are entity types and inventory types known to Skript. Types of potion effects are potion effect types. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on rightclick on an entity:<br>&nbsp;&nbsp;&nbsp;&nbsp;message "This is a %type of clicked entity%!" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUUID" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">UUID</h1> <a href="#ExprUUID" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] UUID of %<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#offlineplayer'>offline players</a>/<a href='./classes.html#world'>worlds</a>/<a href='./classes.html#entity'>entities</a>%'[s] UUID</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.1.2, 2.2 (offline players' UUIDs), 2.2-dev24 (other entities' UUIDs)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The UUID of a player, entity or world. In the future there will be an option to use a player's UUID instead of the name in variable names (i.e. when %player% is used), but for now this can be used. <em>Please note that this expression does not work for offline players if you are under 1.8!</em> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # prevents people from joining the server if they use the name of a player<br># who has played on this server at least once since this script has been added<br>on login:<br>&nbsp;&nbsp;&nbsp;&nbsp;if {uuid::%name of player%} exists:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{uuid::%name of player%} is not uuid of player<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;kick player due to "Someone with your name has played on this server before"<br>&nbsp;&nbsp;&nbsp;&nbsp;else:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {uuid::%name of player%} to uuid of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUnbreakable" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Unbreakable Items</h1> <a href="#ExprUnbreakable" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[un]breakable %<a href='./classes.html#itemtype'>item types</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev13b, 2.9.0 (breakable)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Creates breakable or unbreakable copies of given items. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_item} to unbreakable iron sword<br>give breakable {_weapon} to all players </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUnixDate" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Unix Date</h1> <a href="#ExprUnixDate" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] unix date of %<a href='./classes.html#number'>numbers</a>%</li> <li class="skript-code-block">%<a href='./classes.html#number'>numbers</a>%'[s] unix date</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> Converts given Unix timestamp to a date. The Unix timespan represents the number of seconds elapsed since 1 January 1970. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> unix date of 946684800 #1 January 2000 12:00 AM (UTC Time) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprUnixTicks" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Unix Timestamp</h1> <a href="#ExprUnixTicks" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] unix timestamp of %<a href='./classes.html#date'>dates</a>%</li> <li class="skript-code-block">%<a href='./classes.html#date'>dates</a>%'[s] unix timestamp</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Converts given date to Unix timestamp. This is roughly how many seconds have elapsed since 1 January 1970. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> unix timestamp of now </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprValueWithin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Value Within</h1> <a href="#ExprValueWithin" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (%*<a href='./classes.html#classinfo'>type</a>%|value[s]) (within|in) %~<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> Gets the value within objects. Usually used with variables to get the value they store rather than the variable itself, or with lists to get the values of a type. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_entity} to a random entity out of all entities<br>delete entity within {_entity} # This deletes the entity itself and not the value stored in the variable<br><br>set {_list::*} to "something", 10, "test" and a zombie<br>broadcast the strings within {_list::*} # "something", "test" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprXYZComponent" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vector/Quaternion - WXYZ Component</h1> <a href="#ExprXYZComponent" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [vector|quaternion] (w|x|y|z) [component[s]] of %<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>/<a href='./classes.html#quaternion'>quaternions</a>%'[s] [vector|quaternion] (w|x|y|z) [component[s]]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, INSERT VERSION (quaternions)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets or changes the W, X, Y or Z component of <a href='classes.html#vector'>vectors</a>/<a href='classes.html#quaternion'>quaternions</a>. You cannot use the W component with vectors; it is for quaternions only. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector 1, 2, 3<br>send "%x of {_v}%, %y of {_v}%, %z of {_v}%"<br>add 1 to x of {_v}<br>add 2 to y of {_v}<br>add 3 to z of {_v}<br>send "%x of {_v}%, %y of {_v}%, %z of {_v}%"<br>set x component of {_v} to 1<br>set y component of {_v} to 2<br>set z component of {_v} to 3<br>send "%x component of {_v}%, %y component of {_v}%, %z component of {_v}%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorAngleBetween" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Angle Between</h1> <a href="#ExprVectorAngleBetween" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] angle between [[the] vectors] %<a href='./classes.html#vector'>vector</a>% and %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets the angle between two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%the angle between vector 1, 0, 0 and vector 0, 1, 1%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationFromVector" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Create Location from Vector</h1> <a href="#ExprLocationFromVector" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% to location in %<a href='./classes.html#world'>world</a>%</li> <li class="skript-code-block">location (from|of) %<a href='./classes.html#vector'>vector</a>% in %<a href='./classes.html#world'>world</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% [to location] in %<a href='./classes.html#world'>world</a>% with yaw %<a href='./classes.html#number'>number</a>% and pitch %<a href='./classes.html#number'>number</a>%</li> <li class="skript-code-block">location (from|of) %<a href='./classes.html#vector'>vector</a>% in %<a href='./classes.html#world'>world</a>% with yaw %<a href='./classes.html#number'>number</a>% and pitch %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Creates a location from a vector in a world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to {_v} to location in world "world"<br>set {_loc} to {_v} to location in world "world" with yaw 45 and pitch 90<br>set {_loc} to location of {_v} in "world" with yaw 45 and pitch 90 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorFromDirection" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Create from Direction</h1> <a href="#ExprVectorFromDirection" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vector[s] [from] %<a href='./classes.html#direction'>directions</a>%</li> <li class="skript-code-block">%<a href='./classes.html#direction'>directions</a>% vector[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates vectors from given directions. Relative directions are relative to the origin, (0, 0, 0). Therefore, the vector from the direction 'forwards' is (0, 0, 1). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector from direction upwards<br>set {_v} to vector in direction of player<br>set {_v} to vector in horizontal direction of player<br>set {_v} to vector from facing of player<br>set {_v::*} to vectors from north, south, east, and west </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorFromXYZ" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Create from XYZ</h1> <a href="#ExprVectorFromXYZ" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] vector [(from|at|to)] %<a href='./classes.html#number'>number</a>%,[ ]%<a href='./classes.html#number'>number</a>%(,[ ]| and )%<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector from x, y and z values. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector 0, 1, 0 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorCrossProduct" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Cross Product</h1> <a href="#ExprVectorCrossProduct" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% cross %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Gets the cross product between two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%vector 1, 0, 0 cross vector 0, 1, 0%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorCylindrical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Cylindrical Shape</h1> <a href="#ExprVectorCylindrical" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] cylindrical vector [from|with] [radius] %<a href='./classes.html#number'>number</a>%, [yaw] %<a href='./classes.html#number'>number</a>%(,[ and]| and) [height] %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Forms a 'cylindrical shaped' vector using yaw to manipulate the current point. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop 360 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_v} to cylindrical vector radius 1, yaw loop-value, height 2<br>set {_v} to cylindrical vector radius 1, yaw 90, height 2 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorDotProduct" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Dot Product</h1> <a href="#ExprVectorDotProduct" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% dot %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets the dot product between two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_dot} to {_v1} dot {_v2} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorLength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Length</h1> <a href="#ExprVectorLength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (vector|standard|normal) length[s] of %<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>%'[s] (vector|standard|normal) length[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets or sets the length of a vector. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%standard length of vector 1, 2, 3%"<br>set {_v} to vector 1, 2, 3<br>set standard length of {_v} to 2<br>send "%standard length of {_v}%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprLocationVectorOffset" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Location Vector Offset</h1> <a href="#ExprLocationVectorOffset" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>% offset by [[the] vectors] %<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%[ ]~[~][ ]%<a href='./classes.html#vector'>vectors</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> Returns the location offset by vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_loc} to {_loc} ~ {_v} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorNormalize" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Normalized</h1> <a href="#ExprVectorNormalize" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">normalize[d] %<a href='./classes.html#vector'>vector</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vector</a>% normalized</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Returns the same vector but with length 1. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to normalized {_v} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorRandom" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Random Vector</h1> <a href="#ExprVectorRandom" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] random vector</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28, 2.7 (signed components)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a random unit vector. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to a random vector </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorSpherical" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Spherical Shape</h1> <a href="#ExprVectorSpherical" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] spherical vector [(from|with)] [radius] %<a href='./classes.html#number'>number</a>%, [yaw] %<a href='./classes.html#number'>number</a>%(,[ and]| and) [pitch] %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Forms a 'spherical shaped' vector using yaw and pitch to manipulate the current point. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop 360 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;set {_v} to spherical vector radius 1, yaw loop-value, pitch loop-value<br>set {_v} to spherical vector radius 1, yaw 45, pitch 90 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorSquaredLength" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Squared Length</h1> <a href="#ExprVectorSquaredLength" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] squared length[s] of %<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#vector'>vectors</a>%'[s] squared length[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Gets the squared length of a vector. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> send "%squared length of vector 1, 2, 3%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorBetweenLocations" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector Between Locations</h1> <a href="#ExprVectorBetweenLocations" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] vector (from|between) %<a href='./classes.html#location'>location</a>% (to|and) %<a href='./classes.html#location'>location</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector between two locations. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector between {_loc1} and {_loc2} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorProjection" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector Projection</h1> <a href="#ExprVectorProjection" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[vector] projection [of] %<a href='./classes.html#vector'>vector</a>% on[to] %<a href='./classes.html#vector'>vector</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> An expression to get the vector projection of two vectors. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_projection} to vector projection of vector(1, 2, 3) onto vector(4, 4, 4) </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorOfLocation" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector from Location</h1> <a href="#ExprVectorOfLocation" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] vector (of|from|to) %<a href='./classes.html#location'>location</a>%</li> <li class="skript-code-block">%<a href='./classes.html#location'>location</a>%'s vector</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector from a location. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector of {_loc} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVectorFromYawAndPitch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Vector from Pitch and Yaw</h1> <a href="#ExprVectorFromYawAndPitch" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[a] [new] vector (from|with) yaw %<a href='./classes.html#number'>number</a>% and pitch %<a href='./classes.html#number'>number</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev28</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a vector from a yaw and pitch value. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_v} to vector from yaw 45 and pitch 45 </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVelocity" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vectors - Velocity</h1> <a href="#ExprVelocity" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] velocit(y|ies) of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] velocit(y|ies)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev31</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Gets or changes velocity of an entity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set player's velocity to {_v} </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVehicle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Vehicle</h1> <a href="#ExprVehicle" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] vehicle[s] of %<a href='./classes.html#entity'>entities</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>%'[s] vehicle[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#entity">Entity</a></td> </tr> </table> <div class="item-description"> The vehicle an entity is in, if any. This can actually be any entity, e.g. spider jockeys are skeletons that ride on a spider, so the spider is the 'vehicle' of the skeleton. See also: <a href='#ExprPassenger'>passenger</a> </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> vehicle of the player is a minecart </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVersion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Version</h1> <a href="#ExprVersion" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">([craft]bukkit|minecraft|skript)( |-)version</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The version of Bukkit, Minecraft or Skript respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> message "This server is running Minecraft %minecraft version% on Bukkit %bukkit version%"<br>message "This server is powered by Skript %skript version%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprVersionString" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Version String</h1> <a href="#ExprVersionString" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [shown|custom] version [string|text]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.3</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#Server_List_Ping">Server List Ping</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.12.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> The text to show if the protocol version of the server doesn't match with protocol version of the client. You can check the <a href='#ExprProtocolVersion'>protocol version</a> expression for more information about this. This can only be set in a <a href='events.html#server_list_ping'>server list ping</a> event. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> on server list ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;set the protocol version to 0 # 13w41a (1.7), so it will show the version string always<br>&nbsp;&nbsp;&nbsp;&nbsp;set the version string to "&amp;lt;light green&amp;gt;Version: &amp;lt;orange&amp;gt;%minecraft version%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprPlayerViewDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">View Distance</h1> <a href="#ExprPlayerViewDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] view distance[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] view distance[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.4</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">integer</a></td> </tr> </table> <div class="item-description"> The view distance of a player as set by the server. Can be changed. NOTE: This is the view distance sent by the server to the player. This has nothing to do with client side view distance settings NOTE: This may not work on some versions (such as MC 1.14.x). The return value in this case will be the view distance set in system.properties. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set view distance of player to 10<br>set {_view} to view distance of player<br>reset view distance of all players<br>add 2 to view distance of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprClientViewDistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">View Distance of Client</h1> <a href="#ExprClientViewDistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] client view distance[s] of %<a href='./classes.html#player'>players</a>%</li> <li class="skript-code-block">%<a href='./classes.html#player'>players</a>%'[s] client view distance[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>1.13.2+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The view distance of the client. Can not be changed. This differs from the server side view distance of player as this will retrieve the view distance the player has set on their client. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_clientView} to the client view distance of player<br>set view distance of player to client view distance of player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWeather" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Weather</h1> <a href="#ExprWeather" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] weather [(in|of) %<a href='./classes.html#world'>worlds</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] weather</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Usable in events:</td> <td><a href="events.html#weather_change">weather change</a></td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#weathertype">Weather Type</a></td> </tr> </table> <div class="item-description"> The weather in the given or the current world. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set weather to clear<br>weather in "world" is rainy </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWhether" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Whether</h1> <a href="#ExprWhether" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">whether &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> A shorthand for returning the result of a condition (true or false). This is functionally identical to using `true if <condition> else false`. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {fly} to whether player can fly<br>broadcast "Flying: %whether player is flying%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWhitelist" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Whitelist</h1> <a href="#ExprWhitelist" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] white[ ]list</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5.2, 2.9.0 (delete)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> An expression for obtaining and modifying the server's whitelist. Players may be added and removed from the whitelist. The whitelist can be enabled or disabled by setting the whitelist to true or false respectively. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set the whitelist to false<br>add all players to whitelist<br>reset the whitelist </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWithFireResistance" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">With Fire Resistance</h1> <a href="#ExprWithFireResistance" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#itemtype'>item type</a>% with[out] fire[ ]resistance</li> <li class="skript-code-block">fire resistant %<a href='./classes.html#itemtype'>item type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Spigot 1.20.5+</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#itemtype">Item Type</a></td> </tr> </table> <div class="item-description"> Creates a copy of an item with (or without) fire resistance. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_x} to diamond sword with fire resistance<br>equip player with netherite helmet without fire resistance<br>drop fire resistant stone at player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorld" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World</h1> <a href="#ExprWorld" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] world [of %<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#chunk'>chunk</a>%]</li> <li class="skript-code-block">%<a href='./classes.html#location'>locations</a>/<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#chunk'>chunk</a>%'[s] world</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> The world the event occurred in. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> world is "world_nether"<br>teleport the player to the world's spawn<br>set the weather in the player's world to rain<br>set {_world} to world of event-chunk </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorldEnvironment" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World Environment</h1> <a href="#ExprWorldEnvironment" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] [world] environment of %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] [world] environment</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.7</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#environment">World Environment</a></td> </tr> </table> <div class="item-description"> The environment of a world </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if environment of player's world is nether:<br>&nbsp;&nbsp;&nbsp;&nbsp;apply fire resistance to player for 10 minutes </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprSeed" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World Seed</h1> <a href="#ExprSeed" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] seed[s] (from|of) %<a href='./classes.html#world'>worlds</a>%</li> <li class="skript-code-block">%<a href='./classes.html#world'>worlds</a>%'[s] seed[s]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev35</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> The seed of given world. Note that it will be returned as Minecraft internally treats seeds, not as you specified it in world configuration. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> broadcast "Seed: %seed of player's world%" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorldFromName" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">World from Name</h1> <a href="#ExprWorldFromName" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] world [(named|with name)] %<a href='./classes.html#string'>text</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.6.1</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> Returns the world from a string. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> world named {game::world-name}<br>the world "world" </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprWorlds" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Worlds</h1> <a href="#ExprWorlds" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[(all [[of] the]|the)] worlds</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> All worlds of the server, useful for looping. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all worlds:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "You're in %loop-world%" to loop-world </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprTimes" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">X Times</h1> <a href="#ExprTimes" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>number</a>% time[s]</li> <li class="skript-code-block">once</li> <li class="skript-code-block">twice</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.4.6</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Integers between 1 and X, used in loops to loop X times. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop 20 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast "%21 - loop-number% seconds left.."<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprXOf" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">X of Item</h1> <a href="#ExprXOf" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">%<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#itemstack'>item stacks</a>/<a href='./classes.html#itemtype'>item types</a>/<a href='./classes.html#entitytype'>entity type</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#object">Object</a></td> </tr> </table> <div class="item-description"> An expression to be able to use a certain amount of items where the amount can be any expression. Please note that this expression is not stable and might be replaced in the future. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> give level of player of pickaxes to the player </div> </div> </div> </div> <div class="item-wrapper type-Expression" id="ExprYawPitch" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Yaw / Pitch</h1> <a href="#ExprYawPitch" class="link-icon">&#128279;</a> <p class="item-type">Expression</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[the] (yaw|pitch) of %<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>/<a href='./classes.html#vector'>vectors</a>%</li> <li class="skript-code-block">%<a href='./classes.html#entity'>entities</a>/<a href='./classes.html#location'>locations</a>/<a href='./classes.html#vector'>vectors</a>%'[s] (yaw|pitch)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.2-dev28 (vector yaw/pitch), 2.9.0 (entity changers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Requirements:</td> <td>Paper 1.19+ (player changers)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">float</a></td> </tr> </table> <div class="item-description"> The yaw or pitch of a location or vector. A yaw of 0 or 360 represents the positive z direction. Adding a positive number to the yaw of a player will rotate it clockwise. A pitch of 90 represents the negative y direction, or downward facing. A pitch of -90 represents upward facing. Adding a positive number to the pitch will rotate the direction downwards. Only Paper 1.19+ users may directly change the yaw/pitch of players. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> log "%player%: %location of player%, %player's yaw%, %player's pitch%" to "playerlocs.log"<br>set {_yaw} to yaw of player<br>set {_p} to pitch of target entity<br>set pitch of player to -90 # Makes the player look upwards, Paper 1.19+ only<br>add 180 to yaw of target of player # Makes the target look behind themselves </div> </div> </div> </div> </div> </div> </body> </html> 
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-<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-59e0b46</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-59e0b46" target="_blank">v2.9.4-nightly-59e0b46</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#abs">abs</a> <a href="#acos">acos</a> <a href="#asin">asin</a> <a href="#atan">atan</a> <a href="#atan2">atan2</a> <a href="#axisAngle">axisAngle</a> <a href="#calcExperience">calcExperience</a> <a href="#caseEquals">caseEquals</a> <a href="#ceil">ceil</a> <a href="#ceiling">ceiling</a> <a href="#clamp">clamp</a> <a href="#concat">concat</a> <a href="#cos">cos</a> <a href="#date">date</a> <a href="#exp">exp</a> <a href="#floor">floor</a> <a href="#formatNumber">formatNumber</a> <a href="#isNaN">isNaN</a> <a href="#ln">ln</a> <a href="#location">location</a> <a href="#log">log</a> <a href="#max">max</a> <a href="#min">min</a> <a href="#mod">mod</a> <a href="#offlineplayer">offlineplayer</a> <a href="#player">player</a> <a href="#product">product</a> <a href="#quaternion">quaternion</a> <a href="#rgb">rgb</a> <a href="#round">round</a> <a href="#sin">sin</a> <a href="#sqrt">sqrt</a> <a href="#sum">sum</a> <a href="#tan">tan</a> <a href="#vector">vector</a> <a href="#world">world</a> </div> </nav> <h1 id="nav-title">Functions</h1> <div id="content"> <p class="box-title-red">Note:</p> <p class="box-red" style="margin-bottom: 25px;"> These functions are defined by Skript. You may also create your own functions! Tutorial for doing so is planned, but right now you need to seek it elsewhere. </p> <div class="item-wrapper type-Function" id="abs" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">abs</h1> <a href="#abs" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">abs(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the absolute value of the argument, i.e. makes the argument positive. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> abs(3) = 3 <br>abs(-2) = 2 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="acos" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">acos</h1> <a href="#acos" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">acos(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The inverse of the <a href='#cos'>cosine</a>, also called arccos. Returns result in degrees, not radians. Only returns values from 0 to 180. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> acos(0) = 90 <br>acos(1) = 0 <br>acos(0.5) = 30 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="asin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">asin</h1> <a href="#asin" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">asin(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The inverse of the <a href='#sin'>sine</a>, also called arcsin. Returns result in degrees, not radians. Only returns values from -90 to 90. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> asin(0) = 0 <br>asin(1) = 90 <br>asin(0.5) = 30 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="atan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">atan</h1> <a href="#atan" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">atan(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The inverse of the <a href='#tan'>tangent</a>, also called arctan. Returns result in degrees, not radians. Only returns values from -90 to 90. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> atan(0) = 0 <br>atan(1) = 45 <br>atan(10000) = 89.9943 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="atan2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">atan2</h1> <a href="#atan2" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">atan2(x: number, y: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Similar to <a href='#atan'>atan</a>, 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> atan2(0, 1) = 0 <br>atan2(10, 0) = 90 <br>atan2(-10, 5) = -63.4349 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="axisAngle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">axisAngle</h1> <a href="#axisAngle" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">axisAngle(angle: number, axis: vector)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quaternion">Quaternion</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> axisangle(90, (vector from player's facing)) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="calcExperience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">calcExperience</h1> <a href="#calcExperience" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">calcExperience(level: long)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Calculates the total amount of experience needed to achieve given level from scratch in Minecraft. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Function" id="caseEquals" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">caseEquals</h1> <a href="#caseEquals" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">caseEquals(strs: strings)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Checks if the contents of a list of strings are strictly equal with case sensitivity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> caseEquals("hi", "Hi") = false <br>caseEquals("text", "text", "text") = true <br>caseEquals({some list variable::*}) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="ceil" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">ceil</h1> <a href="#ceil" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ceil(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Rounds a number up, i.e. returns the closest integer larger than or equal to the argument. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ceil(2.34) = 3 <br>ceil(2) = 2 <br>ceil(2.99) = 3 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="ceiling" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">ceiling</h1> <a href="#ceiling" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ceiling(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Alias of <a href='#ceil'>ceil</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ceiling(2.34) = 3 <br>ceiling(2) = 2 <br>ceiling(2.99) = 3 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="clamp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">clamp</h1> <a href="#clamp" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">clamp(values: numbers, min: number, max: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Clamps one or more values between two numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> clamp(5, 0, 10) = 5 <br>clamp(5.5, 0, 5) = 5 <br>clamp(0.25, 0, 0.5) = 0.25 <br>clamp(5, 7, 10) = 7 <br>clamp((5, 0, 10, 9, 13), 7, 10) = (7, 7, 10, 9, 10) <br>set {_clamped::*} to clamp({_values::*}, 0, 10) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="concat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">concat</h1> <a href="#concat" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">concat(texts: objects)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Joins the provided texts (and other things) into a single text. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> concat("hello ", "there") # hello there <br>concat("foo ", 100, " bar") # foo 100 bar </div> </div> </div> </div> <div class="item-wrapper type-Function" id="cos" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">cos</h1> <a href="#cos" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">cos(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The cosine function. This is basically the <a href='#sin'>sine</a> shifted by 90°, i.e. <code>cos(a) = sin(a + 90°)</code>, for any number a. Uses degrees, not radians. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> cos(0) = 1 <br>cos(90) = 0 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="date" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">date</h1> <a href="#date" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> date(2014, 10, 1) # 0:00, 1st October 2014 <br>date(1990, 3, 5, 14, 30) # 14:30, 5th May 1990 <br>date(1999, 12, 31, 23, 59, 59, 999, -3*60, 0) # almost year 2000 in parts of Brazil (-3 hours offset, no DST) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="exp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">exp</h1> <a href="#exp" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">exp(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The exponential function. You probably don't need this if you don't know what this is. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> exp(0) = 1 <br>exp(1) = 2.7183 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="floor" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">floor</h1> <a href="#floor" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">floor(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Rounds a number down, i.e. returns the closest integer smaller than or equal to the argument. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> floor(2.34) = 2 <br>floor(2) = 2 <br>floor(2.99) = 2 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="formatNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">formatNumber</h1> <a href="#formatNumber" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">formatNumber(number: number, format: string = )</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> 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 <a href="https://docs.oracle.com/javase/7/docs/api/java/text/DecimalFormat.html" target="_blank">article</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /balance: <br>&nbsp;&nbsp;&nbsp;&nbsp;aliases: bal <br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players <br>&nbsp;&nbsp;&nbsp;&nbsp;trigger: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {_money} to formatNumber({money::%sender's uuid%}) <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Your balance: %{_money}%" to sender </div> </div> </div> </div> <div class="item-wrapper type-Function" id="isNaN" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">isNaN</h1> <a href="#isNaN" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">isNaN(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Returns true if the input is NaN (not a number). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> isNaN(0) # false <br>isNaN(0/0) # true <br>isNaN(sqrt(-1)) # true </div> </div> </div> </div> <div class="item-wrapper type-Function" id="ln" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">ln</h1> <a href="#ln" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ln(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ln(1) = 0 <br>ln(exp(5)) = 5 <br>ln(2) = 0.6931 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="location" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">location</h1> <a href="#location" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">location(x: number, y: number, z: number, world: world = event-world, yaw: number = 0, pitch: number = 0)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # TELEPORTING <br>teleport player to location(1,1,1, world "world") <br>teleport player to location(1,1,1, world "world", 100, 0) <br>teleport player to location(1,1,1, world "world", yaw of player, pitch of player) <br>teleport player to location(1,1,1, world of player) <br>teleport player to location(1,1,1, world("world")) <br>teleport player to location({_x}, {_y}, {_z}, {_w}, {_yaw}, {_pitch}) <br># SETTING BLOCKS <br>set block at location(1,1,1, world "world") to stone <br>set block at location(1,1,1, world "world", 100, 0) to stone <br>set block at location(1,1,1, world of player) to stone <br>set block at location(1,1,1, world("world")) to stone <br>set block at location({_x}, {_y}, {_z}, {_w}) to stone <br># USING VARIABLES <br>set {_l1} to location(1,1,1) <br>set {_l2} to location(10,10,10) <br>set blocks within {_l1} and {_l2} to stone <br>if player is within {_l1} and {_l2}: <br># OTHER <br>kill all entities in radius 50 around location(1,65,1, world "world") <br>delete all entities in radius 25 around location(50,50,50, world "world_nether") <br>ignite all entities in radius 25 around location(1,1,1, world of player) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="log" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">log</h1> <a href="#log" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">log(n: number, base: number = 10)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> A logarithm, with base 10 if none is specified. This is the inverse operation to exponentiation (for positive bases only), i.e. <code>log(base ^ exponent, base) = exponent</code> for any positive number 'base' and any number 'exponent'. Another useful equation is <code>base ^ log(a, base) = a</code> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> log(100) = 2 # 10^2 = 100 <br>log(16, 2) = 4 # 2^4 = 16 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="max" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">max</h1> <a href="#max" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">max(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the maximum number from a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> max(1) = 1 <br>max(1, 2, 3, 4) = 4 <br>max({some list variable::*}) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="min" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">min</h1> <a href="#min" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">min(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the minimum number from a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> min(1) = 1 <br>min(1, 2, 3, 4) = 1 <br>min({some list variable::*}) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="mod" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">mod</h1> <a href="#mod" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">mod(d: number, m: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the modulo of the given arguments, i.e. the remainder of the division <code>d/m</code>, 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> mod(3, 2) = 1 <br>mod(256436, 100) = 36 <br>mod(-1, 10) = 9 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="offlineplayer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">offlineplayer</h1> <a href="#offlineplayer" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">offlineplayer(nameOrUUID: string, allowLookups: boolean = true)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0, 2.9.0 (prevent lookups)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to offlineplayer("Notch") <br>set {_p} to offlineplayer("069a79f4-44e9-4726-a5be-fca90e38aaf5") <br>set {_p} to offlineplayer("Notch", false) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="player" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">player</h1> <a href="#player" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">player(nameOrUUID: string, getExactPlayer: boolean = false)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to player("Notch") # will return an online player whose name is or starts with 'Notch' <br>set {_p} to player("Notch", true) # will return the only online player whose name is 'Notch' <br>set {_p} to player("069a79f4-44e9-4726-a5be-fca90e38aaf5") # &amp;amp;amp;amp;lt;none&amp;amp;amp;amp;gt; if player is offline </div> </div> </div> </div> <div class="item-wrapper type-Function" id="product" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">product</h1> <a href="#product" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">product(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Calculates the product of a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> product(1) = 1 <br>product(2, 3, 4) = 24 <br>product({some list variable::*}) <br>product(2, {_v::*}, and the player's y-coordinate) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="quaternion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">quaternion</h1> <a href="#quaternion" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">quaternion(w: number, x: number, y: number, z: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quaternion">Quaternion</a></td> </tr> </table> <div class="item-description"> Returns a quaternion from the given W, X, Y and Z parameters. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> quaternion(1, 5.6, 45.21, 10) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="rgb" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">rgb</h1> <a href="#rgb" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">rgb(red: long, green: long, blue: long, alpha: long = 255)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (alpha)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#color">Color</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> dye player's leggings rgb(120, 30, 45) <br>set the colour of a text display to rgb(10, 50, 100, 50) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="round" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">round</h1> <a href="#round" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">round(n: number, d: number = 0)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2, 2.7 (decimal placement)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Rounds a number, i.e. returns the closest integer to the argument. Place a second argument to define the decimal placement. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> round(2.34) = 2 <br>round(2) = 2 <br>round(2.99) = 3 <br>round(2.5) = 3 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="sin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">sin</h1> <a href="#sin" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sin(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> sin(90) = 1 <br>sin(60) = 0.866 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="sqrt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">sqrt</h1> <a href="#sqrt" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sqrt(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The square root, which is the inverse operation to squaring a number (for positive numbers only). This is the same as <code>(argument) ^ (1/2)</code> – other roots can be calculated via <code>number ^ (1/root)</code>, e.g. <code>set {_l} to {_volume}^(1/3)</code>. Returns NaN (not a number) if the argument is negative. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> sqrt(4) = 2 <br>sqrt(2) = 1.4142 <br>sqrt(-1) = NaN </div> </div> </div> </div> <div class="item-wrapper type-Function" id="sum" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">sum</h1> <a href="#sum" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sum(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Sums a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> sum(1) = 1 <br>sum(2, 3, 4) = 9 <br>sum({some list variable::*}) <br>sum(2, {_v::*}, and the player's y-coordinate) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="tan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">tan</h1> <a href="#tan" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">tan(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The tangent function. This is basically <code><a href='#sin'>sin</a>(arg)/<a href='#cos'>cos</a>(arg)</code>. Uses degrees, not radians. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tan(0) = 0 <br>tan(45) = 1 <br>tan(89.99) = 5729.5779 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="vector" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">vector</h1> <a href="#vector" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vector(x: number, y: number, z: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev23</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a new vector, which can be used with various expressions, effects and functions. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> vector(0, 0, 0) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="world" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">world</h1> <a href="#world" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">world(name: string)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> Gets a world from its name. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_nether} to world("%{_world}%_nether") </div> </div> </div> </div> </div> </div> </body> </html> 
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+<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-6fdce8b</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-6fdce8b" target="_blank">v2.9.4-nightly-6fdce8b</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#abs">abs</a> <a href="#acos">acos</a> <a href="#asin">asin</a> <a href="#atan">atan</a> <a href="#atan2">atan2</a> <a href="#axisAngle">axisAngle</a> <a href="#calcExperience">calcExperience</a> <a href="#caseEquals">caseEquals</a> <a href="#ceil">ceil</a> <a href="#ceiling">ceiling</a> <a href="#clamp">clamp</a> <a href="#concat">concat</a> <a href="#cos">cos</a> <a href="#date">date</a> <a href="#exp">exp</a> <a href="#floor">floor</a> <a href="#formatNumber">formatNumber</a> <a href="#isNaN">isNaN</a> <a href="#ln">ln</a> <a href="#location">location</a> <a href="#log">log</a> <a href="#max">max</a> <a href="#min">min</a> <a href="#mod">mod</a> <a href="#offlineplayer">offlineplayer</a> <a href="#player">player</a> <a href="#product">product</a> <a href="#quaternion">quaternion</a> <a href="#rgb">rgb</a> <a href="#round">round</a> <a href="#sin">sin</a> <a href="#sqrt">sqrt</a> <a href="#sum">sum</a> <a href="#tan">tan</a> <a href="#vector">vector</a> <a href="#world">world</a> </div> </nav> <h1 id="nav-title">Functions</h1> <div id="content"> <p class="box-title-red">Note:</p> <p class="box-red" style="margin-bottom: 25px;"> These functions are defined by Skript. You may also create your own functions! Tutorial for doing so is planned, but right now you need to seek it elsewhere. </p> <div class="item-wrapper type-Function" id="abs" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">abs</h1> <a href="#abs" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">abs(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the absolute value of the argument, i.e. makes the argument positive. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> abs(3) = 3 <br>abs(-2) = 2 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="acos" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">acos</h1> <a href="#acos" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">acos(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The inverse of the <a href='#cos'>cosine</a>, also called arccos. Returns result in degrees, not radians. Only returns values from 0 to 180. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> acos(0) = 90 <br>acos(1) = 0 <br>acos(0.5) = 30 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="asin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">asin</h1> <a href="#asin" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">asin(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The inverse of the <a href='#sin'>sine</a>, also called arcsin. Returns result in degrees, not radians. Only returns values from -90 to 90. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> asin(0) = 0 <br>asin(1) = 90 <br>asin(0.5) = 30 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="atan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">atan</h1> <a href="#atan" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">atan(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The inverse of the <a href='#tan'>tangent</a>, also called arctan. Returns result in degrees, not radians. Only returns values from -90 to 90. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> atan(0) = 0 <br>atan(1) = 45 <br>atan(10000) = 89.9943 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="atan2" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">atan2</h1> <a href="#atan2" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">atan2(x: number, y: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Similar to <a href='#atan'>atan</a>, 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> atan2(0, 1) = 0 <br>atan2(10, 0) = 90 <br>atan2(-10, 5) = -63.4349 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="axisAngle" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">axisAngle</h1> <a href="#axisAngle" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">axisAngle(angle: number, axis: vector)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quaternion">Quaternion</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> axisangle(90, (vector from player's facing)) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="calcExperience" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">calcExperience</h1> <a href="#calcExperience" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">calcExperience(level: long)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev32</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Calculates the total amount of experience needed to achieve given level from scratch in Minecraft. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> Missing examples. </div> </div> </div> </div> <div class="item-wrapper type-Function" id="caseEquals" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">caseEquals</h1> <a href="#caseEquals" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">caseEquals(strs: strings)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Checks if the contents of a list of strings are strictly equal with case sensitivity. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> caseEquals("hi", "Hi") = false <br>caseEquals("text", "text", "text") = true <br>caseEquals({some list variable::*}) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="ceil" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">ceil</h1> <a href="#ceil" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ceil(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Rounds a number up, i.e. returns the closest integer larger than or equal to the argument. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ceil(2.34) = 3 <br>ceil(2) = 2 <br>ceil(2.99) = 3 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="ceiling" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">ceiling</h1> <a href="#ceiling" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ceiling(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Alias of <a href='#ceil'>ceil</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ceiling(2.34) = 3 <br>ceiling(2) = 2 <br>ceiling(2.99) = 3 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="clamp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">clamp</h1> <a href="#clamp" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">clamp(values: numbers, min: number, max: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Clamps one or more values between two numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> clamp(5, 0, 10) = 5 <br>clamp(5.5, 0, 5) = 5 <br>clamp(0.25, 0, 0.5) = 0.25 <br>clamp(5, 7, 10) = 7 <br>clamp((5, 0, 10, 9, 13), 7, 10) = (7, 7, 10, 9, 10) <br>set {_clamped::*} to clamp({_values::*}, 0, 10) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="concat" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">concat</h1> <a href="#concat" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">concat(texts: objects)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> Joins the provided texts (and other things) into a single text. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> concat("hello ", "there") # hello there <br>concat("foo ", 100, " bar") # foo 100 bar </div> </div> </div> </div> <div class="item-wrapper type-Function" id="cos" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">cos</h1> <a href="#cos" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">cos(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The cosine function. This is basically the <a href='#sin'>sine</a> shifted by 90°, i.e. <code>cos(a) = sin(a + 90°)</code>, for any number a. Uses degrees, not radians. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> cos(0) = 1 <br>cos(90) = 0 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="date" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">date</h1> <a href="#date" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">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)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#date">Date</a></td> </tr> </table> <div class="item-description"> 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). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> date(2014, 10, 1) # 0:00, 1st October 2014 <br>date(1990, 3, 5, 14, 30) # 14:30, 5th May 1990 <br>date(1999, 12, 31, 23, 59, 59, 999, -3*60, 0) # almost year 2000 in parts of Brazil (-3 hours offset, no DST) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="exp" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">exp</h1> <a href="#exp" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">exp(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The exponential function. You probably don't need this if you don't know what this is. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> exp(0) = 1 <br>exp(1) = 2.7183 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="floor" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">floor</h1> <a href="#floor" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">floor(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a">long</a></td> </tr> </table> <div class="item-description"> Rounds a number down, i.e. returns the closest integer smaller than or equal to the argument. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> floor(2.34) = 2 <br>floor(2) = 2 <br>floor(2.99) = 2 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="formatNumber" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">formatNumber</h1> <a href="#formatNumber" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">formatNumber(number: number, format: string = )</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#string">Text</a></td> </tr> </table> <div class="item-description"> 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 <a href="https://docs.oracle.com/javase/7/docs/api/java/text/DecimalFormat.html" target="_blank">article</a>. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /balance: <br>&nbsp;&nbsp;&nbsp;&nbsp;aliases: bal <br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players <br>&nbsp;&nbsp;&nbsp;&nbsp;trigger: <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set {_money} to formatNumber({money::%sender's uuid%}) <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;send "Your balance: %{_money}%" to sender </div> </div> </div> </div> <div class="item-wrapper type-Function" id="isNaN" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">isNaN</h1> <a href="#isNaN" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">isNaN(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#boolean">Boolean</a></td> </tr> </table> <div class="item-description"> Returns true if the input is NaN (not a number). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> isNaN(0) # false <br>isNaN(0/0) # true <br>isNaN(sqrt(-1)) # true </div> </div> </div> </div> <div class="item-wrapper type-Function" id="ln" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">ln</h1> <a href="#ln" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">ln(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> ln(1) = 0 <br>ln(exp(5)) = 5 <br>ln(2) = 0.6931 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="location" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">location</h1> <a href="#location" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">location(x: number, y: number, z: number, world: world = event-world, yaw: number = 0, pitch: number = 0)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#location">Location</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> # TELEPORTING <br>teleport player to location(1,1,1, world "world") <br>teleport player to location(1,1,1, world "world", 100, 0) <br>teleport player to location(1,1,1, world "world", yaw of player, pitch of player) <br>teleport player to location(1,1,1, world of player) <br>teleport player to location(1,1,1, world("world")) <br>teleport player to location({_x}, {_y}, {_z}, {_w}, {_yaw}, {_pitch}) <br># SETTING BLOCKS <br>set block at location(1,1,1, world "world") to stone <br>set block at location(1,1,1, world "world", 100, 0) to stone <br>set block at location(1,1,1, world of player) to stone <br>set block at location(1,1,1, world("world")) to stone <br>set block at location({_x}, {_y}, {_z}, {_w}) to stone <br># USING VARIABLES <br>set {_l1} to location(1,1,1) <br>set {_l2} to location(10,10,10) <br>set blocks within {_l1} and {_l2} to stone <br>if player is within {_l1} and {_l2}: <br># OTHER <br>kill all entities in radius 50 around location(1,65,1, world "world") <br>delete all entities in radius 25 around location(50,50,50, world "world_nether") <br>ignite all entities in radius 25 around location(1,1,1, world of player) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="log" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">log</h1> <a href="#log" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">log(n: number, base: number = 10)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> A logarithm, with base 10 if none is specified. This is the inverse operation to exponentiation (for positive bases only), i.e. <code>log(base ^ exponent, base) = exponent</code> for any positive number 'base' and any number 'exponent'. Another useful equation is <code>base ^ log(a, base) = a</code> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> log(100) = 2 # 10^2 = 100 <br>log(16, 2) = 4 # 2^4 = 16 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="max" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">max</h1> <a href="#max" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">max(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the maximum number from a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> max(1) = 1 <br>max(1, 2, 3, 4) = 4 <br>max({some list variable::*}) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="min" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">min</h1> <a href="#min" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">min(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the minimum number from a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> min(1) = 1 <br>min(1, 2, 3, 4) = 1 <br>min({some list variable::*}) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="mod" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">mod</h1> <a href="#mod" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">mod(d: number, m: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Returns the modulo of the given arguments, i.e. the remainder of the division <code>d/m</code>, 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> mod(3, 2) = 1 <br>mod(256436, 100) = 36 <br>mod(-1, 10) = 9 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="offlineplayer" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">offlineplayer</h1> <a href="#offlineplayer" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">offlineplayer(nameOrUUID: string, allowLookups: boolean = true)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0, 2.9.0 (prevent lookups)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#offlineplayer">Offline Player</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to offlineplayer("Notch") <br>set {_p} to offlineplayer("069a79f4-44e9-4726-a5be-fca90e38aaf5") <br>set {_p} to offlineplayer("Notch", false) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="player" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">player</h1> <a href="#player" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">player(nameOrUUID: string, getExactPlayer: boolean = false)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.8.0</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#player">Player</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_p} to player("Notch") # will return an online player whose name is or starts with 'Notch' <br>set {_p} to player("Notch", true) # will return the only online player whose name is 'Notch' <br>set {_p} to player("069a79f4-44e9-4726-a5be-fca90e38aaf5") # &amp;amp;amp;amp;lt;none&amp;amp;amp;amp;gt; if player is offline </div> </div> </div> </div> <div class="item-wrapper type-Function" id="product" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">product</h1> <a href="#product" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">product(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Calculates the product of a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> product(1) = 1 <br>product(2, 3, 4) = 24 <br>product({some list variable::*}) <br>product(2, {_v::*}, and the player's y-coordinate) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="quaternion" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">quaternion</h1> <a href="#quaternion" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">quaternion(w: number, x: number, y: number, z: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#quaternion">Quaternion</a></td> </tr> </table> <div class="item-description"> Returns a quaternion from the given W, X, Y and Z parameters. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> quaternion(1, 5.6, 45.21, 10) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="rgb" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">rgb</h1> <a href="#rgb" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">rgb(red: long, green: long, blue: long, alpha: long = 255)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.5, INSERT VERSION (alpha)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#color">Color</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> dye player's leggings rgb(120, 30, 45) <br>set the colour of a text display to rgb(10, 50, 100, 50) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="round" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">round</h1> <a href="#round" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">round(n: number, d: number = 0)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2, 2.7 (decimal placement)</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Rounds a number, i.e. returns the closest integer to the argument. Place a second argument to define the decimal placement. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> round(2.34) = 2 <br>round(2) = 2 <br>round(2.99) = 3 <br>round(2.5) = 3 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="sin" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">sin</h1> <a href="#sin" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sin(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> 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. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> sin(90) = 1 <br>sin(60) = 0.866 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="sqrt" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">sqrt</h1> <a href="#sqrt" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sqrt(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The square root, which is the inverse operation to squaring a number (for positive numbers only). This is the same as <code>(argument) ^ (1/2)</code> – other roots can be calculated via <code>number ^ (1/root)</code>, e.g. <code>set {_l} to {_volume}^(1/3)</code>. Returns NaN (not a number) if the argument is negative. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> sqrt(4) = 2 <br>sqrt(2) = 1.4142 <br>sqrt(-1) = NaN </div> </div> </div> </div> <div class="item-wrapper type-Function" id="sum" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">sum</h1> <a href="#sum" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">sum(ns: numbers)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> Sums a list of numbers. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> sum(1) = 1 <br>sum(2, 3, 4) = 9 <br>sum({some list variable::*}) <br>sum(2, {_v::*}, and the player's y-coordinate) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="tan" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">tan</h1> <a href="#tan" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">tan(n: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#number">Number</a></td> </tr> </table> <div class="item-description"> The tangent function. This is basically <code><a href='#sin'>sin</a>(arg)/<a href='#cos'>cos</a>(arg)</code>. Uses degrees, not radians. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> tan(0) = 0 <br>tan(45) = 1 <br>tan(89.99) = 5729.5779 </div> </div> </div> </div> <div class="item-wrapper type-Function" id="vector" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">vector</h1> <a href="#vector" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">vector(x: number, y: number, z: number)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2-dev23</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#vector">Vector</a></td> </tr> </table> <div class="item-description"> Creates a new vector, which can be used with various expressions, effects and functions. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> vector(0, 0, 0) </div> </div> </div> </div> <div class="item-wrapper type-Function" id="world" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">world</h1> <a href="#world" class="link-icon">&#128279;</a> <p class="item-type">Function</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">world(name: string)</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2</td> </tr> <tr class="item-details"> <td class="item-table-label">Return Type:</td> <td><a href="classes.html#world">World</a></td> </tr> </table> <div class="item-description"> Gets a world from its name. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_nether} to world("%{_world}%_nether") </div> </div> </div> </div> </div> </div> </body> </html> 
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@@ -1,4 +1,4 @@
-<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-59e0b46</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-59e0b46" target="_blank">v2.9.4-nightly-59e0b46</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> </div> </nav> <h1 id="nav-title">Documentation</h1> <div id="content-no-docs" class="no-left-panel" style="display: inline-block;"> <div style="height: 32px;"></div> <!-- Space --> <p> <span style="font-size: 60px; font-weight: bold;">Skript</span> is (surprise, surprise) a scripting plugin for the Bukkit platform. It is easy to use for simple tasks, but you can also create really complex things with it. The syntax of Skript is close to English, but it is still not magic. While you might succeed with experimentation for simple tasks, for anything more complex you will need some guidance. </p> <p> This is Skript's documentation. You will find all supported features of the plugin here, along with some useful examples. We don't have tutorials yet, but you can find good ones using whatever search engine you prefer. </p> <p class="box-title">Quick Look</p> <pre class="box code" style="height: 460px; overflow: auto;"><code class="bash"> command /sethome:
+<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-6fdce8b</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-6fdce8b" target="_blank">v2.9.4-nightly-6fdce8b</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> </div> </nav> <h1 id="nav-title">Documentation</h1> <div id="content-no-docs" class="no-left-panel" style="display: inline-block;"> <div style="height: 32px;"></div> <!-- Space --> <p> <span style="font-size: 60px; font-weight: bold;">Skript</span> is (surprise, surprise) a scripting plugin for the Bukkit platform. It is easy to use for simple tasks, but you can also create really complex things with it. The syntax of Skript is close to English, but it is still not magic. While you might succeed with experimentation for simple tasks, for anything more complex you will need some guidance. </p> <p> This is Skript's documentation. You will find all supported features of the plugin here, along with some useful examples. We don't have tutorials yet, but you can find good ones using whatever search engine you prefer. </p> <p class="box-title">Quick Look</p> <pre class="box code" style="height: 460px; overflow: auto;"><code class="bash"> command /sethome:
  &nbsp;&nbsp;&nbsp;&nbsp;permission: skript.home # Permission required for this command
  &nbsp;&nbsp;&nbsp;&nbsp;description: Set your home # Description of this command
  &nbsp;&nbsp;&nbsp;&nbsp;executable by: players # Console won't be able to run this command
diff --git a/docs/nightly/feature/input-api/sections.html b/docs/nightly/feature/input-api/sections.html
index d04d8b1add..e15aebaaf9 100644
--- a/docs/nightly/feature/input-api/sections.html
+++ b/docs/nightly/feature/input-api/sections.html
@@ -1 +1 @@
-<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-59e0b46</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-59e0b46" target="_blank">v2.9.4-nightly-59e0b46</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#SecConditional">Conditionals</a> <a href="#SecFilter">Filter (Section)</a> <a href="#SecLoop">Loop</a> <a href="#EffSecSpawn">Spawn</a> <a href="#SecWhile">While Loop</a> </div> </nav> <h1 id="nav-title">Sections</h1> <div id="content"> <div class="item-wrapper type-Section" id="SecConditional" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Conditionals</h1> <a href="#SecConditional" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">else</li> <li class="skript-code-block">else [parse] if &lt;.+&gt;</li> <li class="skript-code-block">else [parse] if (any|at least one [of])</li> <li class="skript-code-block">else [parse] if [all]</li> <li class="skript-code-block">[parse] if (any|at least one [of])</li> <li class="skript-code-block">[parse] if [all]</li> <li class="skript-code-block">[parse] if &lt;.+&gt;</li> <li class="skript-code-block">then [run]</li> <li class="skript-code-block">implicit:&lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Conditional sections if: executed when its condition is true else if: executed if all previous chained conditionals weren't executed, and its condition is true else: executed if all previous chained conditionals weren't executed<p>parse if: a special case of 'if' condition that its code will not be parsed if the condition is not true else parse if: another special case of 'else if' condition that its code will not be parsed if all previous chained conditionals weren't executed, and its condition is true </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's health is greater than or equal to 4:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your health is okay so far but be careful!"<br><br>else if player's health is greater than 2:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You need to heal ASAP, your health is very low!"<br><br>else: # Less than 2 hearts<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are about to DIE if you don't heal NOW. You have only %player's health% heart(s)!"<br><br>parse if plugin "SomePluginName" is enabled: # parse if %condition%<br>&nbsp;&nbsp;&nbsp;&nbsp;# This code will only be executed if the condition used is met otherwise Skript will not parse this section therefore will not give any errors/info about this section<br> </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecFilter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Filter (Section)</h1> <a href="#SecFilter" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">filter %<a href='./classes.html#object'>objects</a>% to match [any|all]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Filters a variable list based on the supplied conditions. Unlike the filter expression, this effect maintains the indices of the filtered list. It also supports filtering based on meeting any of the given criteria, rather than all, like multi-line if statements. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_a::*} to integers between -10 and 10<br><br>filter {_a::*} to match:<br>&nbsp;&nbsp;&nbsp;&nbsp;input is a number<br>&nbsp;&nbsp;&nbsp;&nbsp;mod(input, 2) = 0<br>&nbsp;&nbsp;&nbsp;&nbsp;input &gt; 0<br><br>send {_a::*} # sends 2, 4, 6, 8, and 10 </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecLoop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loop</h1> <a href="#SecLoop" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">loop %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Loop sections repeat their code with multiple values.<p>A loop will loop through all elements of the given expression, e.g. all players, worlds, items, etc. The conditions & effects inside the loop will be executed for every of those elements, which can be accessed with ‘loop-<what>’, e.g. <code>send "hello" to loop-player</code>. When a condition inside a loop is not fulfilled the loop will start over with the next element of the loop. You can however use <code>stop loop</code> to exit the loop completely and resume code execution after the end of the loop.<p><b>Loopable Values</b> All <a href="/expressions.html">expressions</a> that represent more than one value, e.g. ‘all players’, ‘worlds’, etc., as well as list variables, can be looped. You can also use a list of expressions, e.g. <code>loop the victim and the attacker</code>, to execute the same code for only a few values.<p><b>List Variables</b> When looping list variables, you can also use <code>loop-index</code> in addition to <code>loop-value</code> inside the loop. <code>loop-value</code> is the value of the currently looped variable, and <code>loop-index</code> is the last part of the variable's name (the part where the list variable has its asterisk *). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Hello %loop-player%!" to loop-player<br><br>loop items in player's inventory:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-item is dirt:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set loop-item to air<br><br>loop 10 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;send title "%11 - loop-value%" and subtitle "seconds left until the game begins" to player for 1 second # 10, 9, 8 etc.<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second<br><br>loop {Coins::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;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 actually coins value such as 200 </div> </div> </div> </div> <div class="item-wrapper type-EffectSection" id="EffSecSpawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn</h1> <a href="#EffSecSpawn" class="link-icon">&#128279;</a> <p class="item-type">EffectSection</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(spawn|summon) %<a href='./classes.html#entitytype'>entity types</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">(spawn|summon) %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#entitytype'>entity types</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6.1 (with section), 2.8.6 (dropped items)</td> </tr> </table> <div class="item-description"> Spawns entities. This can be used as an effect and as a section.<p>If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.<p>If you're spawning a display and want it to be empty on initialization, like not having a block display be stone, set hidden config node 'spawn empty displays' to true. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 3 creepers at the targeted block<br>spawn a ghast 5 meters above the player<br>spawn a zombie at the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set name of the zombie to ""<br><br>spawn a block display of a ladder[waterlogged=true] at location above player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set billboard of event-display to center # allows the display to rotate around the center axis </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecWhile" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">While Loop</h1> <a href="#SecWhile" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[do] while &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.6 (do while)</td> </tr> </table> <div class="item-description"> While Loop sections are loops that will just keep repeating as long as a condition is met. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> while size of all players &lt; 5:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "More players are needed to begin the adventure" to all players<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 5 seconds<br><br>set {_counter} to 1<br>do while {_counter} &gt; 1: # false but will increase {_counter} by 1 then get out<br>&nbsp;&nbsp;&nbsp;&nbsp;add 1 to {_counter}<br><br># Be careful when using while loops with conditions that are almost <br># always true for a long time without using 'wait %timespan%' inside it, <br># otherwise it will probably hang and crash your server.<br>while player is online:<br>&nbsp;&nbsp;&nbsp;&nbsp;give player 1 dirt<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second # without using a delay effect the server will crash </div> </div> </div> </div> </div> </div> </body> </html> 
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+<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-6fdce8b</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-6fdce8b" target="_blank">v2.9.4-nightly-6fdce8b</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#SecConditional">Conditionals</a> <a href="#SecFilter">Filter (Section)</a> <a href="#SecLoop">Loop</a> <a href="#EffSecSpawn">Spawn</a> <a href="#SecWhile">While Loop</a> </div> </nav> <h1 id="nav-title">Sections</h1> <div id="content"> <div class="item-wrapper type-Section" id="SecConditional" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Conditionals</h1> <a href="#SecConditional" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">else</li> <li class="skript-code-block">else [parse] if &lt;.+&gt;</li> <li class="skript-code-block">else [parse] if (any|at least one [of])</li> <li class="skript-code-block">else [parse] if [all]</li> <li class="skript-code-block">[parse] if (any|at least one [of])</li> <li class="skript-code-block">[parse] if [all]</li> <li class="skript-code-block">[parse] if &lt;.+&gt;</li> <li class="skript-code-block">then [run]</li> <li class="skript-code-block">implicit:&lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Conditional sections if: executed when its condition is true else if: executed if all previous chained conditionals weren't executed, and its condition is true else: executed if all previous chained conditionals weren't executed<p>parse if: a special case of 'if' condition that its code will not be parsed if the condition is not true else parse if: another special case of 'else if' condition that its code will not be parsed if all previous chained conditionals weren't executed, and its condition is true </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> if player's health is greater than or equal to 4:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Your health is okay so far but be careful!"<br><br>else if player's health is greater than 2:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You need to heal ASAP, your health is very low!"<br><br>else: # Less than 2 hearts<br>&nbsp;&nbsp;&nbsp;&nbsp;send "You are about to DIE if you don't heal NOW. You have only %player's health% heart(s)!"<br><br>parse if plugin "SomePluginName" is enabled: # parse if %condition%<br>&nbsp;&nbsp;&nbsp;&nbsp;# This code will only be executed if the condition used is met otherwise Skript will not parse this section therefore will not give any errors/info about this section<br> </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecFilter" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Filter (Section)</h1> <a href="#SecFilter" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">filter %<a href='./classes.html#object'>objects</a>% to match [any|all]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>INSERT VERSION</td> </tr> </table> <div class="item-description"> Filters a variable list based on the supplied conditions. Unlike the filter expression, this effect maintains the indices of the filtered list. It also supports filtering based on meeting any of the given criteria, rather than all, like multi-line if statements. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> set {_a::*} to integers between -10 and 10<br><br>filter {_a::*} to match:<br>&nbsp;&nbsp;&nbsp;&nbsp;input is a number<br>&nbsp;&nbsp;&nbsp;&nbsp;mod(input, 2) = 0<br>&nbsp;&nbsp;&nbsp;&nbsp;input &gt; 0<br><br>send {_a::*} # sends 2, 4, 6, 8, and 10 </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecLoop" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Loop</h1> <a href="#SecLoop" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">loop %<a href='./classes.html#object'>objects</a>%</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Loop sections repeat their code with multiple values.<p>A loop will loop through all elements of the given expression, e.g. all players, worlds, items, etc. The conditions & effects inside the loop will be executed for every of those elements, which can be accessed with ‘loop-<what>’, e.g. <code>send "hello" to loop-player</code>. When a condition inside a loop is not fulfilled the loop will start over with the next element of the loop. You can however use <code>stop loop</code> to exit the loop completely and resume code execution after the end of the loop.<p><b>Loopable Values</b> All <a href="/expressions.html">expressions</a> that represent more than one value, e.g. ‘all players’, ‘worlds’, etc., as well as list variables, can be looped. You can also use a list of expressions, e.g. <code>loop the victim and the attacker</code>, to execute the same code for only a few values.<p><b>List Variables</b> When looping list variables, you can also use <code>loop-index</code> in addition to <code>loop-value</code> inside the loop. <code>loop-value</code> is the value of the currently looped variable, and <code>loop-index</code> is the last part of the variable's name (the part where the list variable has its asterisk *). </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> loop all players:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "Hello %loop-player%!" to loop-player<br><br>loop items in player's inventory:<br>&nbsp;&nbsp;&nbsp;&nbsp;if loop-item is dirt:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;set loop-item to air<br><br>loop 10 times:<br>&nbsp;&nbsp;&nbsp;&nbsp;send title "%11 - loop-value%" and subtitle "seconds left until the game begins" to player for 1 second # 10, 9, 8 etc.<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second<br><br>loop {Coins::*}:<br>&nbsp;&nbsp;&nbsp;&nbsp;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 actually coins value such as 200 </div> </div> </div> </div> <div class="item-wrapper type-EffectSection" id="EffSecSpawn" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Spawn</h1> <a href="#EffSecSpawn" class="link-icon">&#128279;</a> <p class="item-type">EffectSection</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">(spawn|summon) %<a href='./classes.html#entitytype'>entity types</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> <li class="skript-code-block">(spawn|summon) %<a href='./classes.html#number'>number</a>% of %<a href='./classes.html#entitytype'>entity types</a>% [%<a href='./classes.html#direction'>directions</a>% %<a href='./classes.html#location'>locations</a>%]</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0, 2.6.1 (with section), 2.8.6 (dropped items)</td> </tr> </table> <div class="item-description"> Spawns entities. This can be used as an effect and as a section.<p>If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section.<p>If you're spawning a display and want it to be empty on initialization, like not having a block display be stone, set hidden config node 'spawn empty displays' to true. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> spawn 3 creepers at the targeted block<br>spawn a ghast 5 meters above the player<br>spawn a zombie at the player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set name of the zombie to ""<br><br>spawn a block display of a ladder[waterlogged=true] at location above player:<br>&nbsp;&nbsp;&nbsp;&nbsp;set billboard of event-display to center # allows the display to rotate around the center axis </div> </div> </div> </div> <div class="item-wrapper type-Section" id="SecWhile" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">While Loop</h1> <a href="#SecWhile" class="link-icon">&#128279;</a> <p class="item-type">Section</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[do] while &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.0, 2.6 (do while)</td> </tr> </table> <div class="item-description"> While Loop sections are loops that will just keep repeating as long as a condition is met. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> while size of all players &lt; 5:<br>&nbsp;&nbsp;&nbsp;&nbsp;send "More players are needed to begin the adventure" to all players<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 5 seconds<br><br>set {_counter} to 1<br>do while {_counter} &gt; 1: # false but will increase {_counter} by 1 then get out<br>&nbsp;&nbsp;&nbsp;&nbsp;add 1 to {_counter}<br><br># Be careful when using while loops with conditions that are almost <br># always true for a long time without using 'wait %timespan%' inside it, <br># otherwise it will probably hang and crash your server.<br>while player is online:<br>&nbsp;&nbsp;&nbsp;&nbsp;give player 1 dirt<br>&nbsp;&nbsp;&nbsp;&nbsp;wait 1 second # without using a delay effect the server will crash </div> </div> </div> </div> </div> </div> </body> </html> 
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--- a/docs/nightly/feature/input-api/structures.html
+++ b/docs/nightly/feature/input-api/structures.html
@@ -1 +1 @@
-<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-59e0b46</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-59e0b46" target="_blank">v2.9.4-nightly-59e0b46</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#StructAliases">Aliases</a> <a href="#StructCommand">Command</a> <a href="#StructFunction">Function</a> <a href="#StructOptions">Options</a> <a href="#StructUsing">Using Experimental Feature</a> <a href="#StructVariables">Variables</a> </div> </nav> <h1 id="nav-title">Structures</h1> <div id="content"> <div class="item-wrapper type-Structure" id="StructAliases" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Aliases</h1> <a href="#StructAliases" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">aliases</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Used for registering custom aliases for a script. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> aliases:<br>&nbsp;&nbsp;&nbsp;&nbsp;blacklisted items = TNT, bedrock, obsidian, mob spawner, lava, lava bucket<br>&nbsp;&nbsp;&nbsp;&nbsp;shiny swords = gold sword, iron sword, diamond sword </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command</h1> <a href="#StructCommand" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">command &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Required Entries:</td> <td>trigger</td> </tr> <tr class="item-details"> <td class="item-table-label">Optional Entries:</td> <td>usage, description, prefix, permission, permission message, aliases, executable by, cooldown, cooldown message, cooldown bypass, cooldown storage</td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Used for registering custom commands. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /broadcast &lt;string&gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;usage: A command for broadcasting a message to all players.<br>&nbsp;&nbsp;&nbsp;&nbsp;permission: skript.command.broadcast<br>&nbsp;&nbsp;&nbsp;&nbsp;permission message: You don't have permission to broadcast messages<br>&nbsp;&nbsp;&nbsp;&nbsp;aliases: /bc<br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players and console<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown: 15 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown message: You last broadcast a message %elapsed time% ago. You can broadcast another message in %remaining time%.<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown bypass: skript.command.broadcast.admin<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown storage: {cooldown::%player%}<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast the argument </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructFunction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Function</h1> <a href="#StructFunction" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[local] function &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2, 2.7 (local functions)</td> </tr> </table> <div class="item-description"> Functions are structures that can be executed with arguments/parameters to run code. They can also return a value to the trigger that is executing the function. Note that local functions come before global functions execution </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function sayMessage(message: text):<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast {_message} # our message argument is available in '{_message}'<br><br>local function giveApple(amount: number) :: item:<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_amount} of apple<br><br>function getPoints(p: player) returns number:<br>&nbsp;&nbsp;&nbsp;&nbsp;return {points::%{_p}%} </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructOptions" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Options</h1> <a href="#StructOptions" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">options</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Options are used for replacing parts of a script with something else. For example, an option may represent a message that appears in multiple locations. Take a look at the example below that showcases this. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> options:<br>&nbsp;&nbsp;&nbsp;&nbsp;no_permission: You're missing the required permission to execute this command!<br><br>command /ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;permission: command.ping<br>&nbsp;&nbsp;&nbsp;&nbsp;permission message: {@no_permission}<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Pong!"<br><br>command /pong:<br>&nbsp;&nbsp;&nbsp;&nbsp;permission: command.pong<br>&nbsp;&nbsp;&nbsp;&nbsp;permission message: {@no_permission}<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Ping!" </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructUsing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Using Experimental Feature</h1> <a href="#StructUsing" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">using &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> </table> <div class="item-description"> Place at the top of a script file to enable an optional experimental feature. For example, this might include </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> using 1.21<br>using my-cool-addon-feature </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructVariables" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Variables</h1> <a href="#StructVariables" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">variables</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Used for defining variables present within a script. This section is not required, but it ensures that a variable has a value if it doesn't exist when the script is loaded. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> variables:<br>&nbsp;&nbsp;&nbsp;&nbsp;{joins} = 0<br>&nbsp;&nbsp;&nbsp;&nbsp;{balance::%player%} = 0<br><br>on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;add 1 to {joins}<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Your balance is %{balance::%player%}%"<br> </div> </div> </div> </div> </div> </div> </body> </html> 
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+<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-6fdce8b</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-6fdce8b" target="_blank">v2.9.4-nightly-6fdce8b</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> <a href="#StructAliases">Aliases</a> <a href="#StructCommand">Command</a> <a href="#StructFunction">Function</a> <a href="#StructOptions">Options</a> <a href="#StructUsing">Using Experimental Feature</a> <a href="#StructVariables">Variables</a> </div> </nav> <h1 id="nav-title">Structures</h1> <div id="content"> <div class="item-wrapper type-Structure" id="StructAliases" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Aliases</h1> <a href="#StructAliases" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">aliases</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Used for registering custom aliases for a script. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> aliases:<br>&nbsp;&nbsp;&nbsp;&nbsp;blacklisted items = TNT, bedrock, obsidian, mob spawner, lava, lava bucket<br>&nbsp;&nbsp;&nbsp;&nbsp;shiny swords = gold sword, iron sword, diamond sword </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructCommand" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Command</h1> <a href="#StructCommand" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">command &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Required Entries:</td> <td>trigger</td> </tr> <tr class="item-details"> <td class="item-table-label">Optional Entries:</td> <td>usage, description, prefix, permission, permission message, aliases, executable by, cooldown, cooldown message, cooldown bypass, cooldown storage</td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Used for registering custom commands. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> command /broadcast &lt;string&gt;:<br>&nbsp;&nbsp;&nbsp;&nbsp;usage: A command for broadcasting a message to all players.<br>&nbsp;&nbsp;&nbsp;&nbsp;permission: skript.command.broadcast<br>&nbsp;&nbsp;&nbsp;&nbsp;permission message: You don't have permission to broadcast messages<br>&nbsp;&nbsp;&nbsp;&nbsp;aliases: /bc<br>&nbsp;&nbsp;&nbsp;&nbsp;executable by: players and console<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown: 15 seconds<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown message: You last broadcast a message %elapsed time% ago. You can broadcast another message in %remaining time%.<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown bypass: skript.command.broadcast.admin<br>&nbsp;&nbsp;&nbsp;&nbsp;cooldown storage: {cooldown::%player%}<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;broadcast the argument </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructFunction" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Function</h1> <a href="#StructFunction" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">[local] function &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.2, 2.7 (local functions)</td> </tr> </table> <div class="item-description"> Functions are structures that can be executed with arguments/parameters to run code. They can also return a value to the trigger that is executing the function. Note that local functions come before global functions execution </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> function sayMessage(message: text):<br>&nbsp;&nbsp;&nbsp;&nbsp;broadcast {_message} # our message argument is available in '{_message}'<br><br>local function giveApple(amount: number) :: item:<br>&nbsp;&nbsp;&nbsp;&nbsp;return {_amount} of apple<br><br>function getPoints(p: player) returns number:<br>&nbsp;&nbsp;&nbsp;&nbsp;return {points::%{_p}%} </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructOptions" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Options</h1> <a href="#StructOptions" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">options</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Options are used for replacing parts of a script with something else. For example, an option may represent a message that appears in multiple locations. Take a look at the example below that showcases this. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> options:<br>&nbsp;&nbsp;&nbsp;&nbsp;no_permission: You're missing the required permission to execute this command!<br><br>command /ping:<br>&nbsp;&nbsp;&nbsp;&nbsp;permission: command.ping<br>&nbsp;&nbsp;&nbsp;&nbsp;permission message: {@no_permission}<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Pong!"<br><br>command /pong:<br>&nbsp;&nbsp;&nbsp;&nbsp;permission: command.pong<br>&nbsp;&nbsp;&nbsp;&nbsp;permission message: {@no_permission}<br>&nbsp;&nbsp;&nbsp;&nbsp;trigger:<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;message "Ping!" </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructUsing" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Using Experimental Feature</h1> <a href="#StructUsing" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">using &lt;.+&gt;</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>2.9.0</td> </tr> </table> <div class="item-description"> Place at the top of a script file to enable an optional experimental feature. For example, this might include </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> using 1.21<br>using my-cool-addon-feature </div> </div> </div> </div> <div class="item-wrapper type-Structure" id="StructVariables" data-keywords=""> <div class="item-title"> <h1 style="display: inline-block">Variables</h1> <a href="#StructVariables" class="link-icon">&#128279;</a> <p class="item-type">Structure</p> </div> <div class="item-content"> <table> <tr class="item-details"> <td class="item-table-label">Patterns:</td> <td class="noleftpad"> <ul> <li class="skript-code-block">variables</li> </ul> </td> </tr> <tr class="item-details"> <td class="item-table-label">Since:</td> <td>1.0</td> </tr> </table> <div class="item-description"> Used for defining variables present within a script. This section is not required, but it ensures that a variable has a value if it doesn't exist when the script is loaded. </div> <div class="item-examples"> <p class="example-details-closed">Examples:</p> <div class="skript-code-block"> variables:<br>&nbsp;&nbsp;&nbsp;&nbsp;{joins} = 0<br>&nbsp;&nbsp;&nbsp;&nbsp;{balance::%player%} = 0<br><br>on join:<br>&nbsp;&nbsp;&nbsp;&nbsp;add 1 to {joins}<br>&nbsp;&nbsp;&nbsp;&nbsp;message "Your balance is %{balance::%player%}%"<br> </div> </div> </div> </div> </div> </div> </body> </html> 
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-<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-59e0b46</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-59e0b46" target="_blank">v2.9.4-nightly-59e0b46</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> </div> </nav> <h1 id="nav-title">Text in Scripts</h1> <div id="content-no-docs" class="no-left-panel" style="padding-top: 32px;"> <h2 class="title">Text (String)</h2> <p class="subtitle"> Skript allows you to write pieces of text (programmers usually call them strings) in the scripts. This is done by putting the text inside double quotes, as follows: </p> <div class="box skript-code-block left-margin">"this is text"</div> <p class="subtitle"> Simple, isn't it? If an effect, expression, condition, trigger or function accepts something of type text or string, you can use this format to write it right there! </p> <h2 class="title">Formatting Text</h2> <p class="subtitle"> But isn't just text a bit boring? Worry not, as Minecraft has support for colors, styles and other formatting options in chat. Most of the options also work with item and entity names. </p> <h2 class="title">Colors</h2> <p class="subtitle"> Minecraft has 16 pre-set color codes to be used in text. Skript supports them in two different ways: </p> <p class="box left-margin"> Color name tags, for example <b>&lt;red&gt;</b>
+<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-6fdce8b</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-6fdce8b" target="_blank">v2.9.4-nightly-6fdce8b</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> </div> </nav> <h1 id="nav-title">Text in Scripts</h1> <div id="content-no-docs" class="no-left-panel" style="padding-top: 32px;"> <h2 class="title">Text (String)</h2> <p class="subtitle"> Skript allows you to write pieces of text (programmers usually call them strings) in the scripts. This is done by putting the text inside double quotes, as follows: </p> <div class="box skript-code-block left-margin">"this is text"</div> <p class="subtitle"> Simple, isn't it? If an effect, expression, condition, trigger or function accepts something of type text or string, you can use this format to write it right there! </p> <h2 class="title">Formatting Text</h2> <p class="subtitle"> But isn't just text a bit boring? Worry not, as Minecraft has support for colors, styles and other formatting options in chat. Most of the options also work with item and entity names. </p> <h2 class="title">Colors</h2> <p class="subtitle"> Minecraft has 16 pre-set color codes to be used in text. Skript supports them in two different ways: </p> <p class="box left-margin"> Color name tags, for example <b>&lt;red&gt;</b>
  Minecraft color codes, like <b>§c</b>; using <b>&amp;</b> works, too </p> <p class="subtitle"> Here's a table of all colors, including both Skript names and color codes: </p> <table class="colors-table"> <tr style="font-weight: 700"> <td>Color</td> <td>Code</td> <td>Name</td> <td>Alternative Names</td> </tr> <tr> <td style=" background-color: #000000; color: #ffffff; width: 10px; height: 10px; "></td> <td>§0</td> <td>black</td> <td></td> </tr> <tr> <td style=" background-color: #0000aa; color: #ffffff; width: 10px; height: 10px; "></td> <td>§1</td> <td>blue</td> <td>dark blue</td> </tr> <tr> <td style=" background-color: #00aa00; color: #ffffff; width: 10px; height: 10px; "></td> <td>§2</td> <td>green</td> <td>dark green</td> </tr> <tr> <td style=" background-color: #00aaaa; color: #ffffff; width: 10px; height: 10px; "></td> <td>§3</td> <td>cyan</td> <td>aqua, dark cyan, dark aqua, dark turquoise, dark turquois</td> </tr> <tr> <td style=" background-color: #aa0000; color: #ffffff; width: 10px; height: 10px; "></td> <td>§4</td> <td>red</td> <td>dark red</td> </tr> <tr> <td style=" background-color: #aa00aa; color: #ffffff; width: 10px; height: 10px; "></td> <td>§5</td> <td>purple</td> <td>dark purple</td> </tr> <tr> <td style=" background-color: #ffaa00; color: #000000; width: 10px; height: 10px; "></td> <td>§6</td> <td>orange</td> <td>orange, gold, dark yellow</td> </tr> <tr> <td style=" background-color: #aaaaaa; color: #000000; width: 10px; height: 10px; "></td> <td>§7</td> <td>grey</td> <td>light grey, gray, light gray, silver</td> </tr> <tr> <td style=" background-color: #555555; color: #ffffff; width: 10px; height: 10px; "></td> <td>§8</td> <td>dark gray</td> <td>dark grey</td> </tr> <tr> <td style=" background-color: #5555ff; color: #ffffff; width: 10px; height: 10px; "></td> <td>§9</td> <td>light blue</td> <td>light blue, indigo</td> </tr> <tr> <td style=" background-color: #55ff55; color: #000000; width: 10px; height: 10px; "></td> <td>§a</td> <td>light green</td> <td>lime, lime green</td> </tr> <tr> <td style=" background-color: #55ffff; color: #000000; width: 10px; height: 10px; "></td> <td>§b</td> <td>light cyan</td> <td>light aqua, turquoise, turquois, light blue</td> </tr> <tr> <td style=" background-color: #ff5555; color: #000000; width: 10px; height: 10px; "></td> <td>§c</td> <td>light red</td> <td>pink</td> </tr> <tr> <td style=" background-color: #ff55ff; color: #000000; width: 10px; height: 10px; "></td> <td>§d</td> <td>magenta</td> <td>light purple</td> </tr> <tr> <td style=" background-color: #ffff55; color: #000000; width: 10px; height: 10px; "></td> <td>§e</td> <td>yellow</td> <td>light yellow</td> </tr> <tr> <td style=" background-color: #ffffff; color: #000000; width: 10px; height: 10px; "></td> <td>§f</td> <td>white</td> <td></td> </tr> </table> <p class="subtitle"> In <b>Minecraft 1.16</b>, support was added for <b>6-digit</b> hexadecimal colors to specify custom colors other than the 16 default color codes. A new tag can be used to format with these colors. The tag looks like this: </p> <div class="box skript-code-block left-margin">&lt;#hex code&gt;</div> <p class="subtitle">Here's what the tag would look like when used in a script:</p> <div class="box skript-code-block left-margin"> send "&lt;#123456&gt;Hey %player%!" to player </div> <p class="subtitle"> For information not related to Skript, see <a href="https://minecraft.gamepedia.com/Formatting_codes#Color_codes">Minecraft Wiki page</a > concerning colors. Note that depending on Skript configuration, color codes may do more than just change color of text after them. By default, for backwards compatibility, they clear following styles: magic, bold, strikethrough, underlined, italic. Other styles are not affected, and this feature can be toggled of in config.sk. </p> <h2 class="title">Other Styles</h2> <p class="subtitle"> Minecraft also has various other styles available. The following are available everywhere, including item and entity names: </p> <table class="colors-table"> <tr style="font-weight: 700"> <td>Code</td> <td>Name</td> <td>Alternative Names</td> </tr> <tr> <td>§k</td> <td>magic&nbsp;<span class="magic-text" style="position: absolute;">test</span></td> <td>obfuscated</td> </tr> <tr> <td>§l</td> <td style="font-weight: bold">bold</td> <td>b</td> </tr> <tr> <td>§m</td> <td style="text-decoration: line-through">strikethrough</td> <td>strike, s</td> </tr> <tr> <td>§n</td> <td style="text-decoration: underline">underlined</td> <td>underline, u</td> </tr> <tr> <td>§o</td> <td style="font-style: italic">italic</td> <td>italics, i</td> </tr> <tr> <td>§r</td> <td>reset</td> <td>r</td> </tr> </table> <p class="subtitle"> If it wasn't clear from the table, §r clears all other formatting and colors. You'll probably use it quite often when sending chat messages from scripts. </p> <p class="subtitle"> Skript also supports certain newer features, which are only available in chat. Those do not have formatting codes, so you must use tags for them. </p> <table class="colors-table"> <tr style="font-weight: 700"> <td>Name</td> <td>Alternative Names</td> <td>Description</td> </tr> <tr> <td>link</td> <td>open url, url</td> <td>Opens a link when player clicks on text</td> </tr> <tr> <td>run command</td> <td>command, cmd</td> <td>Makes player execute a chat command when they click on text</td> </tr> <tr> <td>suggest command</td> <td>sgt</td> <td>Adds a command to chat prompt of player when clicked</td> </tr> <tr> <td>tooltip</td> <td>show text, ttp</td> <td>Shows a tooltip when player hovers over text with their mouse</td> </tr> &nbsp;&nbsp;&nbsp;&nbsp;<tr> &nbsp;&nbsp;&nbsp;&nbsp;<td>font</td> &nbsp;&nbsp;&nbsp;&nbsp;<td>f</td> &nbsp;&nbsp;&nbsp;&nbsp;<td>Change the font of the text (1.16+)</td> &nbsp;&nbsp;&nbsp;&nbsp;</tr> <tr> <td>insertion</td> <td>insert, ins</td> <td>Will append a text at player's current cursor in chat input only while holding SHIFT.</td> </tr> </table> <p class="subtitle">All of these styles require a parameter, in format</p> <div class="box skript-code-block left-margin"> &lt;name:parameter&gt; </div> <p class="subtitle"> For link, parameter must be either http or https url if you want clients to recognize it. For others, it can be any text you'd like (you can make player run invalid commands if you wish). </p> <h2 class="title">Text and Variables</h2> <p class="subtitle"> Variable names are text, but obviously formatting that text does no good. However, everything else you can do for text, you can do for variable names. A guide about this is coming... some day. </p> <p style="padding-bottom: 20px"> Guide written by <a href="https://github.com/bensku">bensku</a>. </p> <div style="padding-top: 32px;"></div> <!-- Space --> </div> </div> </body> </html> 
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-<!doctype html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=0.8, maximum-scale=1.0"> <meta name="description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them. - SkriptLang/Skript"> <link rel="icon" type="image/png" href="./assets/icon.png"> <meta property="og:type" content="website"> <meta property="og:title" content="Skript Documentation"> <meta property="og:site_name" content="Skript Documentation"> <meta property="og:description" content="Skript is a Bukkit plugin which allows server admins to customize their server easily, but without the hassle of programming a plugin or asking/paying someone to program a plugin for them."> <meta property="og:image" content="https://docs.skriptlang.org/assets/icon.png"> <meta property="og:url" content="https://docs.skriptlang.org/"> <meta name="theme-color" content="#ff9800"> <title>Skript Documentation - 2.9.4-nightly-59e0b46</title> <link href="css/styles.css" rel="stylesheet"> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.6.0/jquery.min.js" defer></script> <script src="./js/functions.js"></script> <script src="./js/main.js" defer></script> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Source+Code+Pro:ital,wght@0,200;0,300;0,400;0,500;0,600;0,700;0,900;1,200;1,300;1,400;1,500;1,600;1,700;1,900&display=swap" rel="stylesheet"> <link rel="preconnect" href="https://fonts.gstatic.com"> <link href="https://fonts.googleapis.com/css2?family=Poppins:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;0,900;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800;1,900&display=swap" rel="stylesheet"> <link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.15.4/css/all.css" integrity="sha384-DyZ88mC6Up2uqS4h/KRgHuoeGwBcD4Ng9SiP4dIRy0EXTlnuz47vAwmeGwVChigm" crossorigin="anonymous"> </head> <body> <div id="docs-body"> <!-- loaded inside body without defer to fix theme flicker --> <script src="./js/theme-switcher.js"></script> <ul id="global-navigation"> <li><a href="index.html">Home</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="docs.html">Docs <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="events.html">Events</a> <a href="conditions.html">Conditions</a> <a href="sections.html">Sections</a> <a href="effects.html">Effects</a> <a href="expressions.html">Expressions</a> <a href="classes.html">Types</a> <a href="structures.html">Structures</a> <a href="functions.html">Functions</a> </div> </div> <li><a href="docs.html?isNew" class="new-tab">New</a></li> <div class="menu-tab"> <li><a class="menu-tab-item" href="tutorials.html">Tutorials <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="text.html">Text</a> </div> </div> <div class="menu-tab"> <li><a class="menu-tab-item" href="#">Dev Tools <i class="fas fa-caret-down"></i></a></li> <div class="menu-subtabs"> <a href="javadocs/" target="_blank">Javadocs</a> </div> </div> <li><a href="https://github.com/SkriptLang/Skript/" target="_blank" style="font-weight: bold;">GitHub</a></li> <li style="margin-left: auto;"><a style="font-weight: bold; color: #ff9800" href="https://github.com/SkriptLang/Skript/releases/tag/2.9.4-nightly-59e0b46" target="_blank">v2.9.4-nightly-59e0b46</a></li> </ul> <nav id="side-nav"> <div id="nav-contents"> </div> </nav> <h1 id="nav-title">Tutorials</h1> <div id="content-no-docs" class="no-left-panel" style="margin-top: 40px"> <p class="box-title-red">Note:</p> <div class="box-red" style="height: max-content"> <strong>Skript Tutorials are coming soon.</strong> <br><br> <ol class="custom-list"> <li>Loops</li> <li>Commands</li> <li>Functions</li> <li>Variables</li> <li>Visual effects</li> </ol> <br> </div> </div> </div> </body> </html> 
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