/Index/Docs/Page 1
1–500 of 635
abs
FunctionSkript
Returns the absolute value of the argument, i.e. makes the argument positive./docs?id=Skript-abs
Absorption Hearts
ExpressionSkript
The absorption hearts of a player./docs?id=Skript-ExprAbsorptionHearts
acos
FunctionSkript
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./docs?id=Skript-acos
Action Bar
EffectSkript
Sends an action bar to the given players./docs?id=Skript-EffActionBar
additions
FunctionSkript
Creates ambient addition sound data for biome effects./docs?id=Skript-additions
Additions
TypeSkript
The additions for ambient sounds./docs?id=Skript-addition
Air Time
ExpressionSkript
The amount of time an entity has left for air./docs?id=Skript-ExprAirTime
Alive Ticks
ExpressionSkript
The number of ticks an entity has been alive./docs?id=Skript-ExprAliveTicks
All Equipment Slots
ExpressionSkript
Returns all possible equipment slots./docs?id=Skript-ExprAllEquipmentSlots
All NBT Tag Names
ExpressionSkript
All tag names or keys of a given type in an NBT compound./docs?id=Skript-ExprAllTagNames
All Scripts
ExpressionSkript
Returns all of the scripts, or just the enabled or disabled ones./docs?id=Skript-ExprScripts
All Tags of a Type
ExpressionSkript
Every minecraft tag the server knows about, optionally limited to one kind. Without a kind, the item, block and entity type registries are all included./docs?id=Skript-ExprTagsOfType
Alpha Color
TypeSkript
Alpha Color (color with an alpha (transparency) value)/docs?id=Skript-alphacolor
Alpha/Red/Green/Blue RGBLike Value
ExpressionSkript
The alpha, red, green, or blue value of colors. Ranges from 0 to 255. Alpha represents opacity./docs?id=Skript-ExprARGB
Alphabetical Sort
ExpressionSkript
Sorts given strings in alphabetical order./docs?id=Skript-ExprAlphabetList
Alphanumeric
ConditionSkript
Checks if the given string is alphanumeric./docs?id=Skript-CondAlphanumeric
Ambient Particle
TypeSkript
Particle (e.g. dust) with a probability of spawning/docs?id=Skript-ambientparticle
Ambient Sounds
TypeSkript
An ambient sound with an id, mood, and additions./docs?id=Skript-ambientsound
Ambient Sounds
ExpressionSkript
Creates ambient sounds with optional loop, mood, and additions./docs?id=Skript-ExprAmbientSounds
ambientParticle
FunctionSkript
Creates ambient particle data with a spawn probability for biome effects./docs?id=Skript-ambientParticle
Amount
ExpressionSkript
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. Also, you can get the recursive size of a list, which will return the recursive size of the list with sublists included, e.g. <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> 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!/docs?id=Skript-ExprAmount
Amount of Items
ExpressionSkript
Returns a certain amount of an item./docs?id=Skript-ExprXOfItem
Amount of Items
ExpressionSkript
Counts how many of a particular item are in a given inventory./docs?id=Skript-ExprAmountOfItems
An Eternity
ExpressionSkript
Represents a timespan with an infinite duration. An eternity is also created when arithmetic results in a timespan larger than about 292 million years. Infinite timespans generally follow the rules of infinity, where most math operations do nothing. However, operations that would return NaN with numbers will instead return a timespan of 0 seconds. Note that an eternity will often be treated as the longest duration something supports, rather than a true eternity./docs?id=Skript-LitEternity
Angle
ExpressionSkript
Represents the passed number value in degrees. If radians is specified, converts the passed value to degrees. This conversion may not be entirely accurate, due to floating point precision./docs?id=Skript-ExprAngle
Any Of
ExpressionSkript
Returns an 'or list' composed of the given objects. For example, `any of (1, 2, and 3)` is equivalent to `1, 2, or 3` Useful when doing comparisons with variable lists./docs?id=Skript-ExprAnyOf
Argument Suggestions
ExpressionSkript
The suggestion entries in an argument section callback./docs?id=Skript-ExprArgumentSuggestions
Arithmetic
ExpressionSkript
Arithmetic expressions, e.g. 1 + 2, (health of player - 2) / 3, etc./docs?id=Skript-ExprArithmetic
Arrow Count
ExpressionSkript
The number of arrows in a living entity./docs?id=Skript-ExprArrowCount
asin
FunctionSkript
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./docs?id=Skript-asin
atan
FunctionSkript
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./docs?id=Skript-atan
atan2
FunctionSkript
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)./docs?id=Skript-atan2
Attribute Type
TypeSkript
Represents the type of an attribute./docs?id=Skript-attributetype
Automatic Viewability
ExpressionSkript
The automatic viewability state of an entity. If this is false, in order to see the entity, a viewer must be manually added to this entity./docs?id=Skript-ExprAutoViewable
Background Color
ExpressionSkript
The background color of a text display entity./docs?id=Skript-ExprBackgroundColor
Background Music
TypeSkript
The background music./docs?id=Skript-backgroundmusic
Background Music
ExpressionSkript
Creates background music with optional default, creative, and underwater tracks./docs?id=Skript-ExprBackgroundMusic
Bed Rule
TypeSkript
The bed rule environment attribute./docs?id=Skript-bedrule
Bed Rule
ExpressionSkript
Creates a bed rule with sleep, spawn, and optional explosion settings./docs?id=Skript-ExprBedRule
Bed Rule Rule
TypeSkript
A sleep or spawn rule used when creating a bed rule./docs?id=Skript-bedrulerule
Billboard Constraints
TypeSkript
Billboard constraint e.g. FIXED/docs?id=Skript-billboardconstraint
Billboard Render Constraints
ExpressionSkript
The billboard render constraints of a display entity./docs?id=Skript-ExprBillboardConstraints
Biome
TypeSkript
A biome with several values./docs?id=Skript-biome
Biome
ExpressionSkript
The biome at a location in an instance./docs?id=Skript-ExprBiome
Biome Grass Color Modifier
TypeSkript
The grass color modifier of a biome./docs?id=Skript-grasscolormodifier
Biome Temperature Modifier
TypeSkript
The temperature modifier of a biome./docs?id=Skript-temperaturemodifier
Biome/Dimension From Key
ExpressionSkript
A biome or dimension type from a namespace key./docs?id=Skript-ExprEnvironmentFromKey
Block
TypeSkript
A block with a type, properties (blockdata), nbt, and handler./docs?id=Skript-block
Block
ExpressionSkript
The block at a certain point in an instance./docs?id=Skript-ExprBlock
Block Change
EffectSkript
Make the provided players see the provided points as the provided block (client sided blocks)./docs?id=Skript-EffBlockChange
Block Property
ExpressionSkript
A block state property value of a block./docs?id=Skript-ExprBlockProperty
Block Sphere
ExpressionSkript
All blocks in a sphere around a center, mostly useful for looping./docs?id=Skript-ExprBlockSphere
Block Vector
TypeSkript
A vector with the x, y, and z without decimals./docs?id=Skript-blockvector
Block With Property
ExpressionSkript
A block with a specific block state property set./docs?id=Skript-ExprBlockWithProperty
Blocks
ExpressionSkript
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./docs?id=Skript-ExprBlocks
blockVector
FunctionSkript
Creates a block vector with integer x, y, and z coordinates./docs?id=Skript-blockVector
blockVibrationData
FunctionSkript
Creates vibration data targeting a block./docs?id=Skript-blockVibrationData
Boolean
TypeSkript
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./docs?id=Skript-boolean
Boss Bar
TypeSkript
The bar shown at the top of a player's screen./docs?id=Skript-bossbar
Boss Bar Color
TypeSkript
The color of a boss bar. Possible values: pink bar, blue bar, red bar, green bar, yellow bar, purple bar, white bar./docs?id=Skript-bossbarcolor
Boss Bar Color
ExpressionSkript
The color of a boss bar. Changing it updates the bar for everybody already seeing it./docs?id=Skript-ExprBossBarColor
Boss Bar Overlay
TypeSkript
The notching of a boss bar. Possible values: progress, notched 6, notched 10, notched 12, notched 20./docs?id=Skript-bossbaroverlay
Boss Bar Overlay
ExpressionSkript
The notching of a boss bar, which is either progress for a solid bar or one of the notched styles. Changing it updates the bar for everybody already seeing it./docs?id=Skript-ExprBossBarOverlay
Boss Bar Progress
ExpressionSkript
How full a boss bar is, as number between 0 and 1. Changing it updates the bar for everybody already seeing it./docs?id=Skript-ExprBossBarProgress
Boss Bar Title
ExpressionSkript
The title of a boss bar. Changing it updates the bar for everybody already seeing it./docs?id=Skript-ExprBossBarTitle
Boss Bars of Player
ExpressionSkript
Every boss bar currently being shown to a player. Adding a boss bar shows it, removing one hides it, and clearing hides all of them. Setting this hides every boss bar the player can currently see, including any another script showed them, before showing the given ones./docs?id=Skript-ExprPlayerBossBars
Buffered Image
TypeSkript
A raster image loaded from a file./docs?id=Skript-bufferedimage
Bundle Material
EffectSkript
Make the provided players' clients view the provided items' material as bundle-acting (so you can detect scrolling). If you, for some reason, need more than one item, you must send all of the extra items you want in one effect, otherwise the old ones will not work./docs?id=Skript-EffMakeBundleMaterial
Camera Target
ExpressionSkript
The camera target of a player/docs?id=Skript-ExprCamera
Can Fly
ConditionSkript
Whether a player is allowed to fly./docs?id=Skript-CondCanFly
Can Hold
ConditionSkript
Tests whether a player or a chest can hold the given item./docs?id=Skript-CondCanHold
Can Pick Up Items
ConditionSkript
Whether a living entity is allowed to pick dropped items up. Disabled for every entity by default./docs?id=Skript-CondCanPickupItems
Cancel Event
EffectSkript
Cancels the event (e.g. prevent blocks from being placed, or damage being taken)./docs?id=Skript-EffCancelEvent
Case Text
ExpressionSkript
Copy of given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, and Kebab-Case/docs?id=Skript-ExprStringCase
ceil
FunctionSkript
Rounds a number up, i.e. returns the closest integer larger than or equal to the argument./docs?id=Skript-ceil
ceiling
FunctionSkript
Alias of <a href='#ceil'>ceil</a>./docs?id=Skript-ceiling
Centered Point
ExpressionSkript
Returns the center of a block position (adds 0.5 to x and z)./docs?id=Skript-ExprCentered
Chance
ConditionSkript
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./docs?id=Skript-CondChance
Change: Set/Add/Remove/Remove All/Delete/Reset
EffectSkript
A general effect that can be used for changing many <a href='./expressions'>expressions</a>. Some expressions can only be set and/or deleted, while others can also have things added to or removed from them./docs?id=Skript-EffChange
Character Codepoint
ExpressionSkript
Returns the Unicode codepoint of a character/docs?id=Skript-ExprCodepoint
Character from Codepoint
ExpressionSkript
Returns the character at the specified codepoint/docs?id=Skript-ExprCharacterFromCodepoint
Characters Between
ExpressionSkript
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./docs?id=Skript-ExprCharacters
Chat Format
ExpressionSkript
The format of a chat message in a chat event./docs?id=Skript-ExprChatFormat
Chat Message
ExpressionSkript
The raw message in a chat event./docs?id=Skript-ExprChatMessage
Chat Recipients
ExpressionSkript
The recipients of a chat message in a chat event./docs?id=Skript-ExprChatRecipients
Chunk
TypeSkript
A 16×16 section of blocks in an instance./docs?id=Skript-chunk
Chunk
ExpressionSkript
Returns the <a href='#chunk'>chunk</a> of a block, location or entity is in, or a list of the loaded chunks of a world./docs?id=Skript-ExprChunk
Chunk Coordinate
ExpressionSkript
The x or z coordinate of a chunk./docs?id=Skript-ExprChunkCoordinate
Chunk Vector
ExpressionSkript
The start or end block vector of a chunk being generated. Only available within a generator section./docs?id=Skript-ExprChunkVector
clamp
FunctionSkript
Clamps one or more values between two numbers./docs?id=Skript-clamp
Class
StructureClassySK
Creates a class with the specified fields and methods, see the [**Official Wiki**](https://github.com/novystar/ClassySK/wiki/Tutorials%3A-Classes-%26-Fields) for more detail/docs?id=ClassySK-StructClass
Class Instance
TypeClassySK
Instance version of a class, holds non-static methods and fields, representing a created instance of a class./docs?id=ClassySK-classinstance
Class of instance
ExpressionClassySK
Gets the class reference for the given instance, useful for comparisons/docs?id=ClassySK-PropExprClass
Class Reference
ExpressionClassySK
Gets the class reference for a given name, useful for comparisons/docs?id=ClassySK-ExprClass
Class Reference
TypeClassySK
Non-instance reference of a class, represents the class as a whole/docs?id=ClassySK-classreference
Clear Resource Pack
EffectSkript
Clears all resource packs from the given players./docs?id=Skript-EffClearPack
Click Type
TypeSkript
The type of click in an inventory click event./docs?id=Skript-clicktype
Collision Rule
TypeSkript
Whether members of a team push each other. Possible values: always, never, push other teams, push own team./docs?id=Skript-collisionrule
Color
TypeSkript
Color (outside of the team color range)/docs?id=Skript-color
Color from Hex Code
ExpressionSkript
Returns a proper argb color from a hex code string. The hex code must contain RRGGBB values, but can also contain a leading # or AARRGGBB format. Invalid codes will cause runtime errors./docs?id=Skript-ExprColorFromHexCode
Color With Alpha
ExpressionSkript
A color with a specific opacity/alpha value./docs?id=Skript-ExprColorWithAlpha
Command
StructureSkript
Allows creation of true custom commands. See the 'Command Argument' section documentation for a list of supported argument types and how to use them./docs?id=Skript-StructCommand
Command Argument
SectionSkript
This section allows you to create and more finely control custom command arguments. List of argument types with the skript type that will be stored in the variable: - literal -> string - boolean -> boolean - integer -> integer - long -> integer - double -> number - float -> number - string -> string # can be unlimited length, just must be surrounded by quotation marks if there are spaces for this argument - word -> string # singular piece of text - stringarray -> strings # should eat the rest of the command (typically how bukkit commands work) - gamemode -> gamemode # format entry supported - soundcategory -> soundcategory # format entry supported - particle -> particle - entitytype -> entitytype - block -> block # essentially paper's blockdata - entity -> entity - entities -> entities - player -> player - players -> players - item -> item - component -> component - uuid -> string - nbtcompound -> nbtcompound - blockposition -> position # relative, can use ~ in arguments for example - vector -> position # relative, can use ~ in arguments for example - 2dvector -> vector # relative, can use ~ in arguments for example. Relative part is for sender's yaw/pitch. X and Z are the values, y is 0. - attributetype -> attributetype - biome -> biome - damagetype -> string - enchant -> enchantment - sound -> string # sound id NOTE: Entity/player selectors (@s, @a, etc.) are supported, but the sender must have the proper permission level in order for it to show up. See the 'Permission Level' expression/docs?id=Skript-SecArgument
Command Sender
TypeSkript
Something that can execute a command and receive messages (players/console)./docs?id=Skript-sender
Comparison
ConditionSkript
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='#ExprTimeState'>time states</a> of the first expression./docs?id=Skript-CondCompare
Component
TypeSkript
A piece of text with formatting (adventure component)./docs?id=Skript-component
Component Like
TypeSkript
Represents something that can be viewed as a component, like a regular component or a hover event./docs?id=Skript-componentlike
Component Replace
EffectSkript
Replaces text in adventure components in place. Optionally replaces only the first occurrence or uses regex matching./docs?id=Skript-EffComponentReplace
concat
FunctionSkript
Joins the provided texts (and other things) into a single text./docs?id=Skript-concat
Conditionals
SectionSkript
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 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/docs?id=Skript-SecConditional
Console
ExpressionSkript
/docs?id=Skript-LitConsole
Console Sender
TypeSkript
The console./docs?id=Skript-consolesender
Contains
ConditionSkript
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./docs?id=Skript-CondContains
Continue
EffectSkript
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./docs?id=Skript-EffContinue
Coordinate
ExpressionSkript
The x, y, or z coordinate of a point./docs?id=Skript-ExprCoordinate
Copy Into Variable
EffectSkript
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>/docs?id=Skript-EffCopy
cos
FunctionSkript
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./docs?id=Skript-cos
Create Environment
SectionSkript
Registers a custom dimension type or biome under the provided namespace. Namespace must be in 'prefix:value' format. Both dimensions and biomes can have environment attributes. You can find a list of them at https://javadoc.minestom.net/net.minestom.server/net/minestom/server/world/attribute/EnvironmentAttribute.html. Entries should be in lower case with spaces instead of underscores. NOTE: Since both dimensions and biomes can have environment attributes, one may override the other, so if for example you find that your sky color isn't showing up, the default biome may be overriding that, so you may need a custom biome. - Dimension-specific Entries fixed time -> boolean sky light -> boolean ceiling -> boolean coordinate scale -> number minimum y -> integer maximum y -> integer logical y -> integer infiniburn -> integer ambient light -> number (typically between 0 and 1) skybox -> skybox cardinal light -> cardinal light - Biome-specific Entries precipitation -> boolean temperature -> number temperature modifier -> temperature modifier downfall -> number water color -> color foliage color -> color dry foliage color -> color grass color -> color grass color modifier -> grass color modifier/docs?id=Skript-EffSecCreateEnvironment
Create Instance/World
SectionSkript
Creates a new instance container or a shared instance. Instances are Minestom's lightweight world equivalent. Shared instances are an ultra lightweight 'world' that share the chunk data (blocks) from its parent world. Entities are not shared. - Entries dynamic lighting -> boolean file -> string file dimension -> string (only used if world was made after 26.1, example: minecraft:overworld) loader -> anvil/polar (Anvil is the world format that Minecraft uses and Polar was custom in-memory format made for smaller worlds by hollowcube for Minestom) dimension -> dimensiontype preload biome -> biome (fills the entire world with the provided biome) [async] preload option -> normal/strict (strict will not allow default generation of new chunks, even blank ones, as the player travels the world) preload chunk amount -> number (the radius in chunks to preload when there is no world file to read chunks from, defaults to the server's chunk view distance) generator -> section allowing custom generation of each chunk as the world loads (complex generation not recommended as it can get laggy with Skript)/docs?id=Skript-EffSecCreateInstance
Current Sleeping Position
ExpressionSkript
The position where a living entity is currently sleeping./docs?id=Skript-ExprCurrentSleepingPosition
Cursor Slot
ExpressionSkript
The item which the player has on their inventory cursor/docs?id=Skript-ExprCursorSlot
Custom Name Visibility
ExpressionSkript
The custom name visibility state of an entity./docs?id=Skript-ExprCustomNameVisibility
date
FunctionSkript
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)./docs?id=Skript-date-2
Date
TypeSkript
A date is a certain point in the real world's time which can be obtained with now expression, unix date expression and date function. See time and timespan for the other time types of Skript./docs?id=Skript-date
Date Ago/Later
ExpressionSkript
A date the specified timespan before/after another date./docs?id=Skript-ExprDateAgoLater
Debug Info
ExpressionSkript
Returns a string version of the given objects, but with their type attached: debug info of 1, "a", 0.5 -> 1 (long), "a" (string), 0.5 (double) This is intended to make debugging easier, not as a reliable method of getting the type of a value./docs?id=Skript-ExprDebugInfo
Default Value
ExpressionSkript
A shorthand expression for giving things a default value. If the first thing isn't set, the second thing will be returned./docs?id=Skript-ExprDefaultValue
Delay
EffectSkript
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! NOTE: Using sleep/pause will completely pause the thread this effect is run on. It's intended for pausing on another thread./docs?id=Skript-Delay
Delete Team
EffectSkript
Unregisters a team and removes it from every client that can see it./docs?id=Skript-EffDeleteTeam
Destroy BossBar
EffectSkript
Effectively deletes the provided bossbar/docs?id=Skript-EffDestroyBossBar
Dialog
TypeSkript
A dialog screen shown to a player./docs?id=Skript-dialog
Dialog Action
TypeSkript
An action performed when a dialog button is clicked./docs?id=Skript-dialogaction
Dialog After Action
TypeSkript
What happens after a dialog button is clicked. Possible values: close, none, wait for response./docs?id=Skript-dialogafteraction
Dialog Bodies
ExpressionSkript
The body elements of a dialog. Supports set, add, remove, and clear./docs?id=Skript-ExprDialogBodies
Dialog Body
TypeSkript
A piece of content shown in a dialog's body./docs?id=Skript-dialogbody
Dialog Button
TypeSkript
A button shown in a dialog./docs?id=Skript-dialogbutton
Dialog Buttons
ExpressionSkript
The action buttons of a multi action dialog. Supports set, add, remove, and clear. Does nothing for other dialog kinds, which have named buttons instead./docs?id=Skript-ExprDialogButtons
Dialog Input
TypeSkript
An input control shown in a dialog./docs?id=Skript-dialoginput
Dialog Input
ExpressionSkript
The value a player entered into a named dialog input, available inside a dialog button's code section and inside the dialog click event. Text inputs return text, checkboxes return their true or false value as text, sliders return a number, and dropdowns return the id of the chosen option. Returns nothing if the dialog had no input under that name./docs?id=Skript-ExprDialogInput
Dialog Inputs
ExpressionSkript
The inputs of a dialog. Supports set, add, remove, and clear./docs?id=Skript-ExprDialogInputs
Dialog Option
TypeSkript
An option in a dialog's single option input./docs?id=Skript-dialogoption
Dialog Title
ExpressionSkript
The title of a dialog. Changing it only affects dialogs shown after the change./docs?id=Skript-ExprDialogTitle
Difference
ExpressionSkript
The difference between two values Supported types include <a href='#number'>numbers</a>, <a href='./classes/#date'>dates</a> and <a href='./classes/#time'>times</a>./docs?id=Skript-ExprDifference
Dimension Cardinal Light
TypeSkript
The cardinal light of a dimension type./docs?id=Skript-cardinallight
Dimension Skybox
TypeSkript
The visual skybox of a dimension type./docs?id=Skript-skybox
Dimension Type
TypeSkript
A dimension type with several values./docs?id=Skript-dimensiontype
Direction
TypeSkript
Represents a direction (north, south, east, west, up, down)./docs?id=Skript-direction
Direction
ExpressionSkript
A helper expression for the <a href='classes.html#direction'>direction type</a>./docs?id=Skript-ExprDirection
Display Block
ExpressionSkript
The block displayed by a block display entity./docs?id=Skript-ExprDisplayBlock
Display Brightness Override
ExpressionSkript
The block or sky brightness override of a display entity./docs?id=Skript-ExprDisplayBrightness
Display Item
ExpressionSkript
The item displayed by an item display entity./docs?id=Skript-ExprItem
Display Rotation
ExpressionSkript
The left or right rotation of a display entity./docs?id=Skript-ExprRotation
Display Scale
ExpressionSkript
The scale of a display entity./docs?id=Skript-ExprScale
Display Shadow Radius
ExpressionSkript
The shadow radius of a display entity./docs?id=Skript-ExprShadowRadius
Display Shadow Strength
ExpressionSkript
The shadow strength of a display entity./docs?id=Skript-ExprShadowStrength
Display Text
ExpressionSkript
The text displayed by a text display entity./docs?id=Skript-ExprText
Display Translation
ExpressionSkript
The translation offset of a display entity./docs?id=Skript-ExprTranslation
Display View Range
ExpressionSkript
The view range of a display entity./docs?id=Skript-ExprViewRange
Distance
ExpressionSkript
The distance between two points./docs?id=Skript-ExprDistance
Do If
EffectSkript
Execute an effect if a condition is true./docs?id=Skript-EffDoIf
Draw Particle
EffectSkript
Draws particles at the given locations for specific players or everyone in specified instances. Either players or an instance must be provided. See ExprParticle for more particle customization/docs?id=Skript-EffParticle
Drop
SectionSkript
Drops items on the ground as dropped items, which any entity whose item pickup state is enabled can pick up right away. A non ticking dropped item never merges with other dropped items and never counts down its pickup delay. To spawn a dropped item that is only there to be looked at, spawn an item entity instead and give it an item through the dropped item expression./docs?id=Skript-EffSecDrop
Dropped Item
ExpressionSkript
The item a dropped item entity is showing. This also works on an item entity that was spawned through the spawn section rather than dropped, which is how such an entity is given an item to show./docs?id=Skript-ExprDroppedItem
Dust Option
TypeSkript
Dust options for the dust particle/docs?id=Skript-dustoption
Dust Transition
TypeSkript
Dust options for the dust color transition particle/docs?id=Skript-dusttransition
dustOption
FunctionSkript
Creates dust options with the given color and size./docs?id=Skript-dustOption
dustTransition
FunctionSkript
Creates a dust transition with the given color, transition color and size./docs?id=Skript-dustTransition
Edit Entity Meta
SectionSkript
Edits the metadata of one or more entities. Unnecessary unless you want entity meta to apply in one packet./docs?id=Skript-SecEditEntityMeta
Effect - Method Call
EffectClassySK
/docs?id=ClassySK-EffMethodCall
Effect Data
TypeSkript
Effect data options for the effect and instance effect particles./docs?id=Skript-effectdata
effectData
FunctionSkript
Creates effect data for an effect particle./docs?id=Skript-effectData
Elements
ExpressionSkript
The first, last, range or a random element of a set, e.g. a list variable, or a queue. Asking for elements from a queue will also remove them from the queue, see the new queue expression for more information. See also: <a href='#ExprRandom'>random expression</a>/docs?id=Skript-ExprElement
Enable/Disable/Reload Script File
EffectSkript
Enables, disables, or reloads a script file./docs?id=Skript-EffScriptFile
Enchantment
TypeSkript
An enchantment for an item, including its level./docs?id=Skript-enchantment
Enchantment Level
ExpressionSkript
The level of an enchantment on an item./docs?id=Skript-ExprEnchantLevel
Enchantments
ExpressionSkript
The enchantments of an item./docs?id=Skript-ExprEnchants
Entities
ExpressionSkript
Returns all entities on the server, optionally filtered by type, radius, or instance./docs?id=Skript-ExprEntities
Entity
TypeSkript
A mob/player/physical non-block object in an instance./docs?id=Skript-entity
Entity Activity
TypeSkript
The activity state of an entity (in water, on ground, in air, etc.)./docs?id=Skript-entityactivity
Entity Animation
TypeSkript
An animation that an entity can play (main hand swing, leave bed, etc.)/docs?id=Skript-animation
Entity Attribute
ExpressionSkript
The numerical value of an entity's particular attribute(s). 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./docs?id=Skript-ExprEntityAttribute
Entity Creature
TypeSkript
An entity that has health, armor, main/offhand, and is able to pathfind./docs?id=Skript-entitycreature
Entity ID
ExpressionSkript
The network entity ID of an entity./docs?id=Skript-ExprEntityId
Entity Type
TypeSkript
The type of an entity (zombie, player, skeleton, etc.)/docs?id=Skript-entitytype
entityVibrationData
FunctionSkript
Creates vibration data targeting an entity./docs?id=Skript-entityVibrationData
Equipment Handler
TypeSkript
An entity that is capable of bearing armor and off/main hand tools./docs?id=Skript-equipmenthandler
Equipment Slot
TypeSkript
An equipment slot for an entity. Possible values: main_hand, off_hand, boots, leggings, chestplate, helmet./docs?id=Skript-equipmentslot
Equipment Slot
ExpressionSkript
The equipment slot of an entity or player./docs?id=Skript-ExprEquipmentSlot
Event
StructureSkript
The structure used for listening to events. Optionally allows specifying whether to listen to events that have been cancelled, and allows specifying with which priority to listen to events. Events are called in the following order of priorities. ``` lowest -> low -> normal -> high -> highest -> monitor ``` Modifying event-values or cancelling events is not supported when using the 'monitor' priority. It should only be used for monitoring the outcome of an event./docs?id=Skript-StructEvent
Event Cancelled
ConditionSkript
Checks whether or not the event is cancelled./docs?id=Skript-CondCancelled
Event Entity/Player/CommandSender
ExpressionSkript
The entity/player/commandsender involved in an event, allowing the exclusion of 'event-'./docs?id=Skript-ExprEventObject
Except
ExpressionSkript
Filter a list by providing objects to be excluded./docs?id=Skript-ExprExcept
Exists/Is Set
ConditionSkript
Checks whether a given expression or variable is set./docs?id=Skript-CondIsSet
Exit
EffectSkript
Exits a given amount of loops and conditionals, or the entire trigger./docs?id=Skript-EffExit
exp
FunctionSkript
The exponential function. You probably don't need this if you don't know what this is./docs?id=Skript-exp
Expression - Field Access
ExpressionClassySK
/docs?id=ClassySK-ExprFieldAccess
Expression - Method Call
ExpressionClassySK
/docs?id=ClassySK-ExprMethodCall
Eye Height
ExpressionSkript
The eye height of an entity/entity type./docs?id=Skript-ExprEyeHeight
Eye Position
ExpressionSkript
The eye position of an entity./docs?id=Skript-ExprEyes
Facing
ExpressionSkript
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')/docs?id=Skript-ExprFacing
Feed
EffectSkript
Fills the player's hunger bar./docs?id=Skript-EffFeed
Field of View (FOV) Modifier
ExpressionSkript
The modifier of the player's fov. A higher value will result in their screen appearing more zoomed in/docs?id=Skript-ExprFOVModifier
Fill Chunk
EffectSkript
Fills a chunk or a portion of it with a specific block within a chunk generator./docs?id=Skript-EffFillChunk
Filter
ExpressionSkript
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./docs?id=Skript-ExprFilter
Fire State
ExpressionSkript
The fire state of an entity. Unlike the fire time that goes down, this will persist until you turn it off. If an entity gains fire time and it runs out, they will no longer be on fire regardless of what was set in this expression./docs?id=Skript-ExprFireState
Fire Time
ExpressionSkript
The amount of time an entity is on fire./docs?id=Skript-ExprFireTime
Flight Mode
ExpressionSkript
Whether the player is capable of flying or not./docs?id=Skript-ExprFlightMode
floor
FunctionSkript
Rounds a number down, i.e. returns the closest integer smaller than or equal to the argument./docs?id=Skript-floor
Food Level
ExpressionSkript
A player's food (hunger) level./docs?id=Skript-ExprFoodLevel
For Each Loop
SectionSkript
A specialised loop section run for each element in a list. Unlike the basic loop, this is designed for extracting the key & value from pairs. The loop element's key/index and value can be stored in a variable for convenience. When looping a simple (non-indexed) set of values, e.g. all players, the index will be the loop counter number./docs?id=Skript-SecFor
formatNumber
FunctionSkript
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>./docs?id=Skript-formatNumber
Formatted
ExpressionSkript
Format a string into a component. You can also use <head64:texture> to input a custom head./docs?id=Skript-ExprFormatted
Formatted Date
ExpressionSkript
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>./docs?id=Skript-ExprFormatDate
Former/Future State
ExpressionSkript
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./docs?id=Skript-ExprTimeState
Frame Type
TypeSkript
The type of the frame for an advancement/notification./docs?id=Skript-frametype
Free / Max / Total Memory
ExpressionSkript
The free, max or total memory of the server in Megabytes./docs?id=Skript-ExprMemory
From UUID
ExpressionSkript
A player, entity, or instance from a UUID string./docs?id=Skript-ExprFromUUID
Frozen Time
ExpressionSkript
The amount of time an entity has been frozen for. A higher value will result in a higher frozen effect on-screen./docs?id=Skript-ExprFrozenTime
Function
StructureSkript
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/docs?id=Skript-StructFunction
Game Mode
TypeSkript
Represents a Minecraft game mode. Possible values: survival, creative, adventure, spectator./docs?id=Skript-gamemode
Game Mode
ExpressionSkript
The game mode of a player./docs?id=Skript-ExprGameMode
Generation Chunk Bounds
ExpressionSkript
The start or end point of a generation chunk in a create instance section./docs?id=Skript-ExprChunkMinMax
Glow Color Override
ExpressionSkript
The glow color override of a display entity./docs?id=Skript-ExprGlowColorOverride
Glowing
ExpressionSkript
The glowing state of an entity./docs?id=Skript-ExprGlowing
Gravity
ExpressionSkript
The gravity state of an entity./docs?id=Skript-ExprGravity
Group
ExpressionSkript
The primary group or all groups of a player/docs?id=Skript-ExprGroup
Group Weight
ExpressionSkript
The weight of a LuckPerms group./docs?id=Skript-ExprGroupWeight
Has Metadata
ConditionSkript
Checks whether taggable objects have the given metadata tags./docs?id=Skript-CondHasMetadata
Has NBT Tag
ConditionSkript
Checks whether NBT compounds contain the given tag paths. Supports nested tags using dot notation./docs?id=Skript-CondHasTag
Has Permission
ConditionSkript
Test whether a player has a certain permission./docs?id=Skript-CondHasPermission
Hash
ExpressionSkript
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./docs?id=Skript-ExprHash
Heal
EffectSkript
Heals the given living entities to their maximum health./docs?id=Skript-EffHeal
Health
ExpressionSkript
The health of a living entity./docs?id=Skript-ExprHealth
Height
ExpressionSkript
The height of a display or interaction entity./docs?id=Skript-ExprHeight
Held Item
ExpressionSkript
The held item (tool) of an entity./docs?id=Skript-ExprTool
Held Item Slot
ExpressionSkript
The hotbar slot index a player is holding./docs?id=Skript-ExprHeldItemSlot
Hex Code
ExpressionSkript
Returns the hexadecimal value representing the given color(s). The hex value of a colour does not contain a leading #, just the RRGGBB value. For those looking for hex values of numbers, see the asBase and fromBase functions. NOTE: If the provided color is an alpha color, the hex format will be AARRGGBB./docs?id=Skript-ExprHexCode
Host Name
ExpressionSkript
The hostname a player connected with./docs?id=Skript-ExprHostName
Hover Event
ExpressionSkript
The hover event of a component./docs?id=Skript-ExprHoverEvent
Hover Event Of
ExpressionSkript
Creates a hover event that shows a component, item, or entity./docs?id=Skript-ExprHoverEventOf
Image From File
ExpressionSkript
Loads a buffered image from a file path./docs?id=Skript-ExprImageFromFile
In The Past/Future
ConditionSkript
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./docs?id=Skript-CondPastFuture
Index Of
ExpressionSkript
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./docs?id=Skript-ExprIndexOf
Indices of List
ExpressionSkript
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./docs?id=Skript-ExprIndices
Input
ExpressionSkript
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./docs?id=Skript-ExprInput
Input Key
TypeSkript
Represents a movement input key that is pressed by a player./docs?id=Skript-inputkey
Instance
TypeSkript
A world consisting of blocks and entities./docs?id=Skript-instance
Instance Container
TypeSkript
A world consisting of blocks and entities./docs?id=Skript-instancecontainer
Instance Copy
ExpressionSkript
Creates and registers a true copy of an instance container./docs?id=Skript-ExprInstanceCopy
Instance Of
ConditionClassySK
Used to check if a class instance belongs to a specified class/docs?id=ClassySK-CondInstanceOf
Instance Time
ExpressionSkript
The time or time rate of an instance./docs?id=Skript-ExprInstanceTime
Instance/World
ExpressionSkript
The instance an entity is in./docs?id=Skript-ExprInstance
Instant Break
ExpressionSkript
Whether a player can instantly break blocks./docs?id=Skript-ExprInstaBreak
Inventory
TypeSkript
Represents an inventory, such as a player's inventory or an anvil inventory./docs?id=Skript-inventory
Inventory
ExpressionSkript
The inventory of a player/slot./docs?id=Skript-ExprInventory
Inventory Slot
ExpressionSkript
A specific slot of an inventory./docs?id=Skript-ExprSlot
Inventory Type
TypeSkript
The type of an inventory window (chest, anvil, etc.)./docs?id=Skript-inventorytype
Inverse Boolean
ExpressionSkript
An expression to obtain the inverse value of a boolean/docs?id=Skript-ExprInverse
Is Alive/Dead
ConditionSkript
Checks if an entity is alive or dead./docs?id=Skript-CondIsAlive
Is Empty
ConditionSkript
Checks whether an inventory, an inventory slot, or a text is empty./docs?id=Skript-CondIsEmpty
Is Flying
ConditionSkript
Checks whether a player is flying./docs?id=Skript-CondIsFlying
Is Mergeable
ConditionSkript
Whether a dropped item merges with other dropped items of the same kind near it. Enabled by default./docs?id=Skript-CondIsMergeable
Is Normalized
ConditionSkript
Checks whether a vector is normalized i.e. length of 1/docs?id=Skript-CondIsVectorNormalized
Is Online
ConditionSkript
Checks if players are online. During a connect event, also accounts for whether the player was kicked./docs?id=Skript-CondIsOnline
Is Pickable
ConditionSkript
Whether a dropped item can be picked up right now, meaning its own flag is enabled, its pickup delay has passed and it has not been removed./docs?id=Skript-CondIsPickable
Is Raining
ConditionSkript
Checks whether an instance or a weather is raining or thundering, meaning its level is above 0./docs?id=Skript-CondIsRaining
Is Removed
ConditionSkript
Checks if an entity is removed from its instance./docs?id=Skript-CondIsRemoved
Is Script Loaded
ConditionSkript
Check if the current script, or another script, is currently loaded./docs?id=Skript-CondScriptLoaded
Is Stopping
ConditionSkript
Checks if the server is shutting down./docs?id=Skript-CondIsStopping
Is Tagged
ConditionSkript
Checks whether an item, block, entity or entity type is tagged with the given minecraft tag. Matching is done by namespaced key, so an oak log is tagged with both the item and the block version of "logs"./docs?id=Skript-CondIsTagged
Is Using Experimental Feature
ConditionSkript
Checks whether a script is using an experimental feature by name./docs?id=Skript-CondIsUsingFeature
Is Within
ConditionSkript
Whether a point is within something else. The "something" can be a chunk, a world border, the world border of an instance, or a cuboid formed by two other points. Note that using the <a href='#CondCompare'>is between</a> condition will refer to a straight line between points, while this condition will refer to the cuboid between points./docs?id=Skript-CondIsWithin
isNaN
FunctionSkript
Returns true if the input is NaN (not a number)./docs?id=Skript-isNaN
Item
TypeSkript
An item with its amount, enchantments and other data./docs?id=Skript-item
Item Amount
ExpressionSkript
The amount of an <a href='classes.html#itemstack'>item stack</a>./docs?id=Skript-ExprItemAmount
Item Animation
TypeSkript
Represents the animation an item is playing while consuming./docs?id=Skript-itemanimation
Item Display Context
TypeSkript
The context in which an item display is rendered (e.g. GUI)/docs?id=Skript-displaycontext
Item Display Context
ExpressionSkript
The display context of an item display entity./docs?id=Skript-ExprDisplayContext
Item Flag
TypeSkript
A part of an item's tooltip that can be hidden./docs?id=Skript-itemflag
Item Flags
ExpressionSkript
The item flags of an item, which are the parts of its tooltip that are hidden. A flag is only listed if everything it hides is currently hidden./docs?id=Skript-ExprItemFlags
Item From Block
ExpressionSkript
The item representation of a block./docs?id=Skript-ExprItemFromBlock
Item Material Id
ExpressionSkript
Allows you to get the material id (namespace) of an item./docs?id=Skript-ExprMaterialId
Item Named
ExpressionSkript
An item with a specific custom name./docs?id=Skript-ExprItemNamed
Item Pickup State
ExpressionSkript
Whether a living entity is allowed to pick dropped items up, which is disabled for every entity by default. The item pickup event only runs for entities that have this enabled. Entities that are not living entities are ignored./docs?id=Skript-ExprItemPickupState
Item Tooltip Hidden
ConditionSkript
Whether the tooltip of an item is hidden. The additional tooltip covers the same parts as the hide additional tooltip item flag, and an item only counts as having it hidden if every one of those parts is hidden, so an item that merely has its entire tooltip hidden doesn't match./docs?id=Skript-CondItemTooltipHidden
Item with Enchantments
ExpressionSkript
An item with one or more enchantments./docs?id=Skript-ExprItemWithEnchant
Item With Flags
ExpressionSkript
An item with the given item flags applied, hiding those parts of its tooltip./docs?id=Skript-ExprItemWithFlags
Item with Lore
ExpressionSkript
An item with a specific lore./docs?id=Skript-ExprItemWithLore
Item with NBT
ExpressionSkript
An item with a specific NBT./docs?id=Skript-ExprItemWithNBT
Item Without Tooltip
ExpressionSkript
An item with its tooltip hidden, or shown again. The entire tooltip hides everything, including the name and lore of the item. The additional tooltip hides the same parts as the hide additional tooltip item flag, such as potion effects, banner patterns and the contents of a container./docs?id=Skript-ExprItemWithoutTooltip
Items In
ExpressionSkript
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./docs?id=Skript-ExprItemsIn
Join & Split
ExpressionSkript
Joins several texts with a common delimiter (e.g. ", "), or splits a text into multiple texts at a given delimiter./docs?id=Skript-ExprJoinSplit
Keyed
ExpressionSkript
This expression is used to explicitly pass the keys of an expression alongside its values. For example, when setting a list variable or passing an expression to a function./docs?id=Skript-ExprKeyed
Kick
EffectSkript
Kicks the given players from the server with an optional message. During a connect event, kicks the connecting player through that event instead./docs?id=Skript-EffKick
Kill/Remove
EffectSkript
If the provided entity is a livingentity and 'kill' was typed, its death animation will play. Otherwise, the entity will be removed permanently./docs?id=Skript-EffKill
Length
ExpressionSkript
The length of a text, in number of characters./docs?id=Skript-ExprLength
Level
ExpressionSkript
The experience level of a player./docs?id=Skript-ExprLevel
Level Progress
ExpressionSkript
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%./docs?id=Skript-ExprLevelProgress
Line Width
ExpressionSkript
The line width of a text display entity./docs?id=Skript-ExprLineWidth
Listed
ExpressionSkript
Whether a player is listed in the tab list./docs?id=Skript-ExprListed
Living Entity
TypeSkript
An entity that has health, armor, and a main/offhand./docs?id=Skript-livingentity
ln
FunctionSkript
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./docs?id=Skript-ln
Load/Unload Chunk
EffectSkript
Unload or load a chunk in the given instance/docs?id=Skript-EffLoadChunk
Locally Suppress Warning
EffectSkript
Suppresses target warnings from the current script./docs?id=Skript-EffSuppressWarnings
log
FunctionSkript
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./docs?id=Skript-log
Log
EffectSkript
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./docs?id=Skript-EffLog
Look At
EffectSkript
Forces the mob(s) or player(s) to look at an entity, vector or position. Vanilla max head pitches range from 10 to 50./docs?id=Skript-EffLook
Loop
SectionSkript
Loop sections repeat their code with multiple values. 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. <b>Loopable Values</b> All expressions 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. <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 *)./docs?id=Skript-SecLoop
Loop Iteration
ExpressionSkript
Returns the loop's current iteration count (for both normal and while loops)./docs?id=Skript-ExprLoopIteration
Loop value
ExpressionSkript
Returns the previous, current, or next looped value./docs?id=Skript-ExprLoopValue
Lore
ExpressionSkript
An item's lore./docs?id=Skript-ExprLore
Make Fly
EffectSkript
Forces a player to start/stop flying./docs?id=Skript-EffMakeFly
Make Say
EffectSkript
Forces a player to send a message to the chat. If the message starts with a slash the player is made to run it as a command instead. A chat message goes through the normal chat pipeline, so the chat event fires and any format or recipient changes made there apply, exactly as if the player had typed it./docs?id=Skript-EffMakeSay
Matches
ConditionSkript
Checks whether the defined strings match the input regexes (Regular expressions)./docs?id=Skript-CondMatches
max
FunctionSkript
Returns the maximum number from a list of numbers./docs?id=Skript-max
Max Health
ExpressionSkript
The maximum health of a living entity./docs?id=Skript-ExprMaxHealth
Me
ExpressionSkript
A 'me' expression that can be used in players' effect commands only./docs?id=Skript-ExprMe
Merge Range
ExpressionSkript
How far away a dropped item looks for other dropped items to merge with, in blocks. Only a dropped item that is mergeable uses this./docs?id=Skript-ExprMergeRange
Mergeable State
ExpressionSkript
Whether a dropped item merges with other dropped items of the same kind near it, which is enabled by default. A non ticking dropped item never merges either way./docs?id=Skript-ExprMergeableState
Message
EffectSkript
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./docs?id=Skript-EffMessage
Metadata
ExpressionSkript
The metadata of an entity or an object./docs?id=Skript-ExprMetadata
min
FunctionSkript
Returns the minimum number from a list of numbers./docs?id=Skript-min
Minecraft Tag
TypeSkript
A tag used to group items, blocks or entity types, such as 'minecraft:logs'. Tags have a namespace and a value, written as "namespace:value". Obtain them with the 'tag' expression./docs?id=Skript-minecrafttag
mm
FunctionSkript
Deserializes a MiniMessage string into a Component, with optional tag resolvers. You can also use <head64:texture> to input a custom head./docs?id=Skript-mm
mod
FunctionSkript
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./docs?id=Skript-mod
mood
FunctionSkript
Creates ambient mood sound data for biome effects./docs?id=Skript-mood-2
Mood
TypeSkript
The mood for ambient sounds./docs?id=Skript-mood
Moon Phase
TypeSkript
The phase of the moon in a dimension./docs?id=Skript-moonphase
MOTD Chat Security
ExpressionSkript
Whether the server enforces secure chat in the server list ping event./docs?id=Skript-ExprMOTDChatSecurity
MOTD Description
ExpressionSkript
The description shown in the server list ping event./docs?id=Skript-ExprMOTDDescription
MOTD Hover Sample
ExpressionSkript
The hover/player sample text in the server list ping event./docs?id=Skript-ExprMOTDHoverSample
MOTD Icon
ExpressionSkript
The favicon image in the server list ping event./docs?id=Skript-ExprMOTDIcon
MOTD Player Count
ExpressionSkript
The online or maximum player count in the server list ping event./docs?id=Skript-ExprMOTDPlayerCount
MSPT
ExpressionSkript
The duration of the server's ticks in milliseconds, as measured by spark. Defaults to the mean tick duration of the window, but the minimum, maximum, median and 95th percentile can be asked for instead. Without a window, this returns all three of spark's averages, in order: the last 10 seconds, minute and 5 minutes./docs?id=Skript-ExprMSPT
music
FunctionSkript
Creates background music data with min/max delay and whether it replaces current music./docs?id=Skript-music-2
Music
TypeSkript
The regular/creative/underwater background music./docs?id=Skript-music
Name
ExpressionSkript
The name of a player, entity, or item./docs?id=Skript-ExprName
Name Tag Visibility
TypeSkript
Who can see the name tags of a team. Possible values: always, never, hide for other teams, hide for own team./docs?id=Skript-nametagvisibility
Named Text Color
TypeSkript
Team colors (dark red, dark aqua, etc.)/docs?id=Skript-namedtextcolor
Navigation Target
ExpressionSkript
The navigation target of an entity. Minestom's pathfinding system isn't great right now./docs?id=Skript-ExprNavigationTarget
NBT Compound
TypeSkript
A compound (e.g. {test:1b,hello:"hi"}/docs?id=Skript-nbtcompound
NBT Compound
ExpressionSkript
The NBT compound of a taggable, string, item, or file./docs?id=Skript-ExprNBT
NBT Item
ExpressionSkript
Creates an item from NBT or returns the full item NBT of items./docs?id=Skript-ExprNBTItem
NBT Tag
ExpressionSkript
A typed NBT tag from an NBT compound./docs?id=Skript-ExprNBTTag
NBT Tag Type
TypeSkript
The tag type of an nbt tag (e.g. int array)/docs?id=Skript-tagtype
New Boolean Input
ExpressionSkript
Creates a checkbox for a dialog. It starts unchecked unless 'initially true' is given, matching the vanilla default. The true and false values are the strings sent back in the click payload, defaulting to "true" and "false"./docs?id=Skript-ExprBooleanInput
New Boss Bar
ExpressionSkript
Creates a new boss bar. Progress is a number between 0 and 1 and is clamped to that range, defaulting to 1. The color defaults to white and the overlay to progress. A boss bar is not shown to anybody until it is shown to them./docs?id=Skript-ExprBossBar
New Dialog
ExpressionSkript
Builds a dialog. A dialog is a plain value, so it can be stored in a variable, returned from a function or shown directly; use 'register dialog' instead to put one in the server dialog registry under a key. Shared entries: title -> component (required) external title -> component can close with escape -> boolean (default true) pause -> boolean (default false) after action -> dialog after action (close, none, wait for response; default close) body -> dialog bodies inputs -> dialog inputs Notice: button -> dialog button Confirmation: yes button, no button -> dialog button Multi action: buttons -> dialog buttons, exit button -> dialog button, columns -> number Dialog list: dialogs -> dialogs, exit button -> dialog button, columns -> number, button width -> number Server links: exit button -> dialog button, columns -> number, button width -> number/docs?id=Skript-ExprSecDialog
New Dialog Body
ExpressionSkript
Creates a body element for a dialog: either a block of text or an item with an optional description. Width defaults to 200 and item size defaults to 16 by 16./docs?id=Skript-ExprDialogBody
New Dialog Button
ExpressionSkript
Creates a button for a dialog with a fixed action. A button with no action just closes the dialog according to its after action setting. Add 'running code' with a section instead when the button should run script code. A custom action key must be in 'namespace:value' format and is what 'on dialog click' matches on. A dynamic custom action key is the same, but the client sends the dialog's input values back with the click, so 'dialog input' works in an 'on dialog click' handler for it; 'with additions' merges extra fixed NBT into that payload./docs?id=Skript-ExprDialogButton
New Dialog Button Running Code
ExpressionSkript
Creates a dialog button whose code runs when a player clicks it. The button sends the dialog's input values back with the click, so 'dialog input' works inside the section. The player who clicked is the event-player. The section runs on the server, so it can do anything a normal trigger can. Use 'new dialog button' without 'running code' for a button with a fixed client-side action. Warning: the button's callback key is live from parse time onward, and any player can send a click for it at any time with arbitrary input values, not just the player it was shown to. Always validate anything read from 'dialog input' before trusting it./docs?id=Skript-ExprSecDialogButton
New Dialog Option
ExpressionSkript
Creates one entry for a single option input. The id is what comes back in the click payload; the label is what the player sees and defaults to the id. Marking an option as selected makes it the initial choice./docs?id=Skript-ExprDialogOption
New Instance
ExpressionClassySK
Create a new instance of a class, you can optionally supply fields as a section/docs?id=ClassySK-SecExprNewInstance
New Inventory
ExpressionSkript
An expression to create a new inventory./docs?id=Skript-ExprNewInventory
New Line
ExpressionSkript
Returns a line break separator./docs?id=Skript-LitNewLine
New Number Range Input
ExpressionSkript
Creates a slider for a dialog. The label format is the vanilla format string used to render the current value, defaulting to "options.generic_value" which shows 'label: value'. Step defaults to none, which lets the slider move continuously./docs?id=Skript-ExprNumberRangeInput
New Sidebar/Scoreboard
ExpressionSkript
Creates a new sidebar/scoreboard./docs?id=Skript-ExprScoreboard
New Single Option Input
ExpressionSkript
Creates a dropdown for a dialog. Options come from the 'dialog option' expression. If no option is marked as selected, the client shows the first one./docs?id=Skript-ExprSingleOptionInput
New Team
ExpressionSkript
Creates and registers a team with the given name. If a team with that name already exists it is returned unchanged, so reloading a script does not fail./docs?id=Skript-ExprNewTeam
New Text Input
ExpressionSkript
Creates a text field for a dialog. The name is the key the value comes back under in 'dialog input'. Width defaults to 200 and max length to 32. A multiline field with no max lines given grows freely./docs?id=Skript-ExprTextInput
New Weather
ExpressionSkript
Creates a weather with the given rain and thunder levels. Both are numbers between 0 and 1 and are clamped to that range. A level that isn't given defaults to 0./docs?id=Skript-ExprNewWeather
New World Border
ExpressionSkript
Creates a world border with the given diameter, and optionally a center, a warning distance and a warning time. Anything left out is taken from the default world border, which is centered at 0, 0 with a warning distance of 5 and a warning time of 15 seconds./docs?id=Skript-ExprNewWorldBorder
Nonsense
TypeSkript
Internal inventory class alias used by Skript./docs?id=Skript-nonsense
Normalized Vector
ExpressionSkript
Returns normalized (unit length) vectors./docs?id=Skript-ExprVectorNormalized
Now
ExpressionSkript
The current <a href='#date'>system time</a> of the server. Use <a href='#ExprTime'>time</a> to get the <a href='#time'>Minecraft time</a> of a world./docs?id=Skript-ExprNow
Number
TypeSkript
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./docs?id=Skript-number
Number of Characters
ExpressionSkript
The number of uppercase, lowercase, or digit characters in a string./docs?id=Skript-ExprNumberOfCharacters
Numbers
ExpressionSkript
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:'/docs?id=Skript-ExprNumbers
On Armor Change
EventSkript
Called when an entity equips or unequips a piece of armor. This is fired before the armor is applied, so 'past event-item' is the piece being replaced and 'event-item' is the piece being put on. Setting 'event-item' changes what ends up equipped. This event cannot be cancelled./docs?id=Skript-EvtArmorChange
On Begin Item Use
EventSkript
Called when a player begins to use (consume) their item./docs?id=Skript-SimpleEvent-29
On Bundle Item Select
EventSkript
Called when a player scrolls on an item to select a bundle item. Also called when the player stops hovering over the item./docs?id=Skript-SimpleEvent-31
On Cancel Item Use
EventSkript
Called when a player cancels their item usage before it finishes./docs?id=Skript-SimpleEvent-9
On Click
EventSkript
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./docs?id=Skript-EvtClick
On Configuration / First Configuration
EventSkript
Called while a player is being configured asynchronously before they spawn into an instance. This is the point at which the spawning instance can be changed. Use 'first' to only listen for a player's initial configuration in a session./docs?id=Skript-EvtConfiguration
On Dialog Click
EventSkript
Called when a player clicks a dialog button that carries a custom action, and for any other custom click packet the client sends. Buttons created with 'new dialog button ... running code' are handled by their own code instead and never reach this event. The input values of the dialog are available through the 'dialog input' expression when the button used a dynamic custom action./docs?id=Skript-EvtDialogClick
On Effect Command
EventSkript
Called when a player runs an effect command./docs?id=Skript-SimpleEvent-8
On Entity Attack
EventSkript
Called when one entity attacks another. The attacking entity can be referred to as 'attacker' and the entity being attacked as 'victim'. Optionally filter by the attacker's entity type and/or the victim's entity type./docs?id=Skript-EvtAttack
On Entity Spawn
EventSkript
Called when an entity spawns in an instance. Optionally specify one or more entity types to only listen for those entities./docs?id=Skript-EvtSpawn
On Entity Velocity
EventSkript
Called when an entity's velocity is about to change. Cancelling this keeps the entity's current velocity./docs?id=Skript-SimpleEvent-14
On Finish Item Use
EventSkript
Called when a player completes their item usage./docs?id=Skript-SimpleEvent-19
On Ground
ConditionSkript
Checks if an entity is on the ground. For the player this is reported by them, so it is unreliable./docs?id=Skript-CondOnGround
On Group Add
EventSkript
Called when a player receives a luckperms group./docs?id=Skript-SimpleEvent-23
On Group Remove
EventSkript
Called when a player loses a luckperms group./docs?id=Skript-SimpleEvent-32
On Inventory Click
EventSkript
Called when a player clicks while in an inventory./docs?id=Skript-SimpleEvent-15
On Inventory Close
EventSkript
Called when a player closes an inventory./docs?id=Skript-SimpleEvent
On Inventory Open
EventSkript
Called when a player opens an inventory./docs?id=Skript-SimpleEvent-11
On Item Pickup
EventSkript
Called when a living entity walks over a dropped item. Note that entities cannot pick items up unless their item pickup state is enabled, so this event never runs on its own. Note also that Minestom does not put the item into the entity's inventory; it only removes the dropped item and plays the pickup animation, so the script decides what the entity actually receives. Cancelling the event leaves the dropped item on the ground./docs?id=Skript-EvtPickup
On Join / First Player Spawn
EventSkript
/docs?id=Skript-EvtFirstPlayerSpawn
On Permission Add
EventSkript
Called when a player receives a luckperms permission./docs?id=Skript-SimpleEvent-25
On Permission Remove
EventSkript
Called when a player loses a luckperms permission./docs?id=Skript-SimpleEvent-26
On Player Block Break
EventSkript
Called when a player breaks a block. Optionally specify one or more block types to only listen for those blocks./docs?id=Skript-EvtBlockBreak
On Player Block Place
EventSkript
Called when a player places a block. Optionally specify one or more block types to only listen for those blocks./docs?id=Skript-EvtBlockPlace
On Player Chat
EventSkript
Called when a player chats./docs?id=Skript-SimpleEvent-6
On Player Command
EventSkript
Called when a player attempts to run a command./docs?id=Skript-SimpleEvent-13
On Player Connect
EventSkript
Called when a player is connecting to the server./docs?id=Skript-SimpleEvent-16
On Player Finish Digging
EventSkript
Called when a player finishes digging on a block. Optionally specify one or more block types to only listen for those blocks. By default, this event will fire even if the player finishes digging on a fake block./docs?id=Skript-EvtFinishDigging
On Player GameMode Change
EventSkript
Called when a player's gamemode is about to be changed./docs?id=Skript-SimpleEvent-33
On Player GameMode Request
EventSkript
Called when a player requests to change their gamemode (F3 + F4 Menu)./docs?id=Skript-SimpleEvent-17
On Player Input
EventSkript
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./docs?id=Skript-EvtPlayerInput
On Player Item Drop
EventSkript
/docs?id=Skript-EvtItemDrop
On Player Leave
EventSkript
Called when a player leaves the server./docs?id=Skript-SimpleEvent-27
On Player Load
EventSkript
Called when the client says it has finished loading into the world./docs?id=Skript-SimpleEvent-20
On Player Move
EventSkript
Called when a player attempts to move/docs?id=Skript-SimpleEvent-5
On Player Pick Block
EventSkript
Called when a player middle clicks on a block./docs?id=Skript-SimpleEvent-18
On Player Pick Entity
EventSkript
Called when a player middle clicks on an entity./docs?id=Skript-SimpleEvent-21
On Player Respawn
EventSkript
Called when a player is about to respawn./docs?id=Skript-SimpleEvent-22
On Prefix Add
EventSkript
Called when a player receives a luckperms prefix./docs?id=Skript-SimpleEvent-30
On Prefix Remove
EventSkript
Called when a player loses a luckperms prefix./docs?id=Skript-SimpleEvent-7
On Script Load
EventSkript
/docs?id=Skript-EvtScriptLoad
On Script Unload
EventSkript
/docs?id=Skript-EvtScriptUnload
On Server List Ping
EventSkript
Called when the client pings this server from their server list./docs?id=Skript-SimpleEvent-10
On Spectate
EventSkript
Called when a player attempts to start spectating an entity./docs?id=Skript-SimpleEvent-2
On Stab Attack
EventSkript
Called when a player attempts to use a piercing item./docs?id=Skript-SimpleEvent-28
On Suffix Add
EventSkript
Called when a player receives a luckperms suffix./docs?id=Skript-SimpleEvent-12
On Suffix Remove
EventSkript
Called when a player loses a luckperms suffix./docs?id=Skript-SimpleEvent-4
On Swap Hand Item
EventSkript
Called when a player swaps items in their hands./docs?id=Skript-SimpleEvent-3
On Toggle Elytra Flight
EventSkript
Called when a player toggles their elytra flight state./docs?id=Skript-EvtToggleElytraFlight
On Toggle Flight
EventSkript
Called when a player toggles their flight state./docs?id=Skript-EvtToggleFlight
On Toggle Sprint
EventSkript
Called when a player toggles their sprint state./docs?id=Skript-EvtToggleSprint
On Tool/Held Slot Change
EventSkript
Called when a player changes their held item slot./docs?id=Skript-SimpleEvent-24
On Unknown Command
EventSkript
Called when a sender executes an unknown/unregistered command./docs?id=Skript-SimpleEvent-34
Online Player Count
ExpressionSkript
The number of online players./docs?id=Skript-ExprOnlinePlayerCount
Open/Close Inventory
EffectSkript
Opens an inventory to a player. The player can then access and modify the inventory as if it was a chest that they 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./docs?id=Skript-EffOpenInventory
Options
StructureSkript
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./docs?id=Skript-StructOptions
Panda Rolling State
ExpressionSkript
The rolling state of a panda. Entities that are not pandas are ignored. NOTE: If you set its rolling state to true, then want to make it roll again, you must first set its rolling state to false./docs?id=Skript-ExprPandaRolling
Parrot Type
TypeSkript
The type of a parrot that can sit on a player's shoulder./docs?id=Skript-parrottype
Parse
ExpressionSkript
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}./docs?id=Skript-ExprParse
Parse Error
ExpressionSkript
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./docs?id=Skript-ExprParseError
Particle
TypeSkript
Particle (e.g. dust)/docs?id=Skript-particle
Particle Setting
TypeSkript
The setting the player has set for their particles./docs?id=Skript-particlesetting
Particle Setting
ExpressionSkript
A player's particle display setting./docs?id=Skript-ExprParticleSetting
Particle With Data
ExpressionSkript
A particle with extra data such as block, item, or dust options./docs?id=Skript-ExprParticle
Passenger Height Offset
ExpressionSkript
Allows you to get the passenger offset for an entity type that would be riding on the provided entity at the given index./docs?id=Skript-ExprPassengerHeightOffset
Passengers
ExpressionSkript
The passengers of an entity./docs?id=Skript-ExprPassengers
Percent of
ExpressionSkript
Returns a percentage of one or more numbers./docs?id=Skript-ExprPercent
Periodical
EventSkript
An event that is called periodically./docs?id=Skript-EvtPeriodical
Permission Level
ExpressionSkript
A player's permission level. This is only used to tell the client what "permissions" it has. This is used for whether the player can use the gamemode switcher, operator creative tab, entity selector in commands (@s, @a, etc.), etc./docs?id=Skript-ExprPermissionLevel
Physics
ExpressionSkript
Whether physics is enabled for an entity./docs?id=Skript-ExprPhysics
Pi
ExpressionSkript
Returns the mathematical constant pi. (approx. 3.1415926535)/docs?id=Skript-LitPi
Pickable State
ExpressionSkript
Whether a dropped item can be picked up, which is enabled by default. Setting this only toggles the item's own flag, while reading it also takes the pickup delay and removal into account, so a dropped item whose pickup delay is still counting down reads false even though its flag is true. A dropped item that cannot be picked up is never merged into another one either./docs?id=Skript-ExprPickableState
Pickup Delay
ExpressionSkript
How long a dropped item has to lie on the ground before it can be picked up, counted from the moment it was dropped. A non ticking dropped item never counts its delay down./docs?id=Skript-ExprPickupDelay
Ping
ExpressionSkript
A player's network latency in milliseconds. Is able to be spoofed as well, but will be overridden when the server is pinged./docs?id=Skript-ExprPing
Play Animation
EffectSkript
Plays an animation for the given entities./docs?id=Skript-EffPlayAnimation
Play Sound
EffectSkript
Plays a sound at a certain location, for certain players, or from an entity./docs?id=Skript-EffPlaySound
player
FunctionSkript
Find an online player from their username or UUID./docs?id=Skript-player-2
Player
TypeSkript
A entity of type Player with a connection to the server./docs?id=Skript-player
Player Chat Completions
ExpressionSkript
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 server limitations./docs?id=Skript-ExprPlayerChatCompletions
Player Hand
TypeSkript
Represents a player's hand. Possible values: main, off./docs?id=Skript-playerhand
Player Input Keys
ExpressionSkript
Get the current input keys of a player./docs?id=Skript-ExprCurrentInputKeys
Player Inventory
TypeSkript
Represents a player's inventory./docs?id=Skript-playerinventory
Player Skin
ExpressionSkript
The skin of a player./docs?id=Skript-ExprPlayerSkin
Point
TypeSkript
An object with 3 values: x, y, z. Is internally either a block vector, vector, or position./docs?id=Skript-point
Point
ExpressionSkript
The position 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)./docs?id=Skript-ExprPosition
Point Offset
ExpressionSkript
A point offset by a certain amount./docs?id=Skript-ExprPointOffset
Point with Property
ExpressionSkript
A point with a specific property (x, y, z, yaw, pitch) modified./docs?id=Skript-ExprPointWithProperty
position
FunctionSkript
Creates a position with the given x, y, z, yaw and pitch./docs?id=Skript-position-2
Position
TypeSkript
A location with an x, y, z, yaw, and pitch. An instance is not attached to this type./docs?id=Skript-position
Position
ExpressionSkript
The position of a block or entity. This not only represents the x, y and z coordinates of the position but also includes the world and the direction an entity is looking (e.g. teleporting to a saved position will make the teleported entity face the same saved direction every time). Please note that the position of an entity is at it's feet, use <a href='#ExprEyePoint'>head position</a> to get the position of the head./docs?id=Skript-ExprPositionOf
Prefix/Suffix
ExpressionSkript
A player's LuckPerms prefix or suffix./docs?id=Skript-ExprPrefixSuffix
Previous Position
ExpressionSkript
An entity's position from the previous tick./docs?id=Skript-ExprPreviousPosition
product
FunctionSkript
Calculates the product of a list of numbers./docs?id=Skript-product
Protocol Version
ExpressionSkript
A player's protocol version, or the protocol version in a server list ping event./docs?id=Skript-ExprProtocolVersion
Push
EffectSkript
Push entities in a given direction or towards a specific point. Velocity values on Minestom are 1/20th (20 ticks per second is why) the value of Paper's./docs?id=Skript-EffPush
Rain/Thunder Level
ExpressionSkript
The rain or thunder level of an instance or a weather, a number between 0 and 1. Values outside of that range are clamped. Only the level of an instance can be changed, as a weather itself can't be modified./docs?id=Skript-ExprWeatherLevel
Random
ExpressionSkript
Gets a random item out of a set, e.g. a random player out of all players online./docs?id=Skript-ExprRandom
Random Character
ExpressionSkript
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./docs?id=Skript-ExprRandomCharacter
Random Number
ExpressionSkript
A random number or integer 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>./docs?id=Skript-ExprRandomNumber
Random UUID
ExpressionSkript
Returns a random UUID./docs?id=Skript-ExprRandomUUID
Raw String
ExpressionSkript
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>/docs?id=Skript-ExprRawString
Reconfigure
EffectSkript
Puts the given players back into the configuration phase./docs?id=Skript-EffReconfigure
Reduced Debug Information
ExpressionSkript
Whether a player has reduced debug information enabled. Limits their F3 menu's capabilities and disables hitboxes (F3+b)./docs?id=Skript-ExprReducedDebugInformation
Refresh Commands
EffectSkript
Refreshes the command list sent to the given players./docs?id=Skript-EffRefreshCommands
Regenerate Chunk
EffectSkript
Regenerates the given chunks using the instance's chunk generator./docs?id=Skript-EffRegenerateChunk
Register Dialog
StructureSkript
Builds a dialog and registers it in the server dialog registry under a namespaced key, so it can be shown by key and referenced by other dialogs. Entries are the same as the matching 'new dialog' section. Registry changes do not reach players who are already connected, because they would have to return to the configuration phase first. Use this for dialogs defined at startup, and show runtime-built dialogs as values instead./docs?id=Skript-StructRegisterDialog
Remote Address
ExpressionSkript
A player's IP address or remote address./docs?id=Skript-ExprRemoteAddress
Repeat String
ExpressionSkript
Repeats inputted strings a given amount of times./docs?id=Skript-ExprRepeat
Replace
EffectSkript
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./docs?id=Skript-EffReplace
resolver
FunctionSkript
Creates a MiniMessage tag resolver./docs?id=Skript-resolver
Resource Pack Status
TypeSkript
The status of a resource pack that was sent./docs?id=Skript-resourcepackstatus
Resource Pack Status
ExpressionSkript
The status of a resource pack in a resource pack callback event./docs?id=Skript-ExprPackStatus
Resource Pack UUID
ExpressionSkript
The UUID of a resource pack in a resource pack callback event./docs?id=Skript-ExprPackUUID
Respawn
EffectSkript
Respawns the given players./docs?id=Skript-EffRespawn
Respawn Point
ExpressionSkript
The respawn point of a player./docs?id=Skript-ExprRespawnPoint
Respawn Screen Usage
ExpressionSkript
Whether a player sees the respawn screen on death./docs?id=Skript-ExprRespawnScreen
Response
ExpressionSkript
The response state of an interaction entity (whether the player's hand will swing or not when interacting with it)./docs?id=Skript-ExprResponse
Return
EffectSkript
Makes a trigger (e.g. a function) return a value/docs?id=Skript-EffReturn
Reversed List
ExpressionSkript
Reverses given list./docs?id=Skript-ExprReversedList
rgb
FunctionSkript
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./docs?id=Skript-rgb
RGB Like (Color)
TypeSkript
Essentially a color/docs?id=Skript-rgblike
round
FunctionSkript
Rounds a number, i.e. returns the closest integer to the argument. Place a second argument to define the decimal placement./docs?id=Skript-round
Rounding
ExpressionSkript
Rounds numbers normally, up (ceiling) or down (floor) respectively./docs?id=Skript-ExprRound
Run at End of Tick
SectionSkript
Schedules the code inside this section to run at the end of the current server tick. Local variables from the current scope are preserved./docs?id=Skript-SecRunEndOfTick
Saturation Level
ExpressionSkript
A player's saturation level./docs?id=Skript-ExprSaturationLevel
Save Instance
EffectSkript
Saves the given instances./docs?id=Skript-EffSaveInstance
Save NBT
EffectSkript
Saves an NBT compound to a gzip-compressed file in the server directory./docs?id=Skript-EffSaveNBT
Scoreboard
TypeSkript
The scoreboard on the side of a player's screen/docs?id=Skript-scoreboard
Scoreboard Line
ExpressionSkript
A specific line of a sidebar/scoreboard./docs?id=Skript-ExprScoreboardLine
Script Name
ExpressionSkript
Holds the current script's name (the file name without '.sk')./docs?id=Skript-ExprScript
See Through
ExpressionSkript
The see through state of a text display entity./docs?id=Skript-ExprSeeThrough
Self
ExpressionClassySK
Only available in non-static methods. Refers to the current class instance from whatever method is running it, Allowing your code to behave differently depending on what instance is running it./docs?id=ClassySK-ExprSelf