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[NMS] Player - Dispatch (Send) Packet(s)
EffectLuskv2
Sends the provided client packets to the provided players' client./docs?id=ozvrh
[NMS] Player - Fake Death
EffectLuskv2
Fakes a death state of an entity/docs?id=vjtbr
[NMS] Player - Spawn Fake Entity
SectionLuskv2
Spawns a client sided (fake) entity for the provided players. If you don't put in an ID, one will be provided for you, randomly. The entity's UUID is random. If you wish to modify the uuid, entity data, velocity or head rotation (1.19+), use the spawn packet section expression./docs?id=cluw8
Abort Creature Spawn
EffectSkBee
Abort a creature spawn event, preventing it from retrying more attempts after canceling. Aborting should only be done if you're blanket blocking this entity type from spawning./docs?id=tncpo
abs
FunctionSkript
Returns the absolute value of the argument, i.e. makes the argument positive./docs?id=t8mwh
Absorbed blocks
ExpressionSkript
The blocks absorbed by a sponge block./docs?id=crfmm
Absorption Amount
ExpressionSkBee
Represents the absorption amount of an entity./docs?id=lytzy
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=h1ez6
Action Bar
EffectSkript
Sends an action bar message to an audience./docs?id=xpnfc
Active Group
TypeDisplayEntityUtils
An ambiguous representation of a Spawned Group or Packet Group/docs?id=d8p5t
Active Group Follow Entity Direction
EffectDisplayEntityUtils
Make an active group respect an entity's looking direction. IN VERSIONS BELOW v3.3.5, EACH TYPE IS PREFIXED WITH "ft": "ft_body", "ft_pitch", "ft_yaw", and "ft_pitch_and_yaw"!/docs?id=eu8w1
Active Group From Active Part/Part Filter/Entity
ExpressionDisplayEntityUtils
Get the active group of a active part, part filter, or a Display/Interaction entity/docs?id=jjogl
Active Group Is Animating?
ConditionDisplayEntityUtils
Check if an active group is animating/docs?id=n8gpl
Active Group Is Persistent
ConditionDisplayEntityUtils
Check if a spawned group is persistent/docs?id=xv2rx
Active Group is Visible?
ConditionDisplayEntityUtils
Check if a player can see an active group or active part/docs?id=ou52t
Active Group Location
ExpressionDisplayEntityUtils
Get the location of an active group/docs?id=uqug4
Active Group Mount/Ride
EffectDisplayEntityUtils
Make an active group ride an entity or vice versa/docs?id=ff3wi
Active Group Persistence
EffectDisplayEntityUtils
Change the persistence state of a spawned group/docs?id=edkpk
Active Group Scale Multiplier
EffectDisplayEntityUtils
Change the scale multiplier of an active group/docs?id=t7zww
Active Group Stop Follow Entity Direction
EffectDisplayEntityUtils
Make an active group stop following an entity's looking direction/docs?id=d0u6u
Active Group to Saved
ExpressionDisplayEntityUtils
Get a saved group from a active group/docs?id=55wgi
Active Group/Part / Multi Part Selection Interpolation
EffectDisplayEntityUtils
Set the interpolation duration/delay of an active group / spawned part / part selection/docs?id=fguvg
Active Group/Part/Part Filter Teleportation Duration
ExpressionDisplayEntityUtils
Set the teleportation duration of an active group, part or parts in a part filter. Get the duration on an active group or active part object./docs?id=842t1
Active Group/Part/PartFilter Visibility
EffectDisplayEntityUtils
Show or hide a DisplayEntityUtils object to/from a player/docs?id=wyrq4
Active Group/Part/Selection View Range
EffectDisplayEntityUtils
Change the view range of an active group, part, or part selection/docs?id=7qfkw
Active Item
ExpressionSkript
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./docs?id=a87wn
Active Item Use Time
ExpressionSkript
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./docs?id=h7hw2
Active Object is Packet Based?
ConditionDisplayEntityUtils
Check if an active object is a Packet Group/docs?id=mqbl7
Active Part
TypeDisplayEntityUtils
Represents an individual Display/Interaction entity from a spawned Display Entity Group/Model. This can be either a Spawned Part or Packet Part./docs?id=dz9ey
Active Part's Part UUID
ExpressionDisplayEntityUtils
Get the part uuid of an active part, used to identify the part in its group and for animations. This is different than the uuid of the entity a part represents./docs?id=5fx0s
Active Part's Tags
ExpressionDisplayEntityUtils
Get all the tags of an active part/docs?id=hadn3
Active Part's Type
ExpressionDisplayEntityUtils
Get the active part's type/docs?id=ptteg
Active Parts of Group / Part Filter
ExpressionDisplayEntityUtils
Get the active/packet parts of a group or part filter/docs?id=33e2w
activemodel
Typeanimated-skript
N/A/docs?id=w1cpx
ActivePart / Display Is Master Part?
ConditionDisplayEntityUtils
Check if an active part or a display entity is the master part of an active group/docs?id=igir7
Activity Emote
ExpressionDiSky
/docs?id=tuvxy
Activity Text
ExpressionDiSky
/docs?id=mj4h4
Activity Type
ExpressionDiSky
/docs?id=snbtm
Activity URL
ExpressionDiSky
/docs?id=k2tqi
Add Data From String To Object
EffectPoaSk
/docs?id=8nntn
Add String To Tablist For Players Uuid String
EffectPoaSk
/docs?id=lvxq8
Add Welcome Screen Channel
EffectDiSky
Add a channel to the welcome screen of a guild. Can only be used in a 'modify welcome screen' section./docs?id=eca8j
Add/Remove Part Tag
EffectDisplayEntityUtils
Add/Remove a part tag from a spawned part/docs?id=u06qn
Advancement
TypeSkBee
/docs?id=c4leq
Advancement - All Available
ExpressionSkBee
Get a list of all available advancements currently registered on the server./docs?id=c4obt
Advancement - Criteria
ExpressionSkBee
Get a list of the criteria for an advancement./docs?id=u4j9l
Advancement - Done
ConditionSkBee
Check if the advancement progress is done./docs?id=gks7w
Advancement - Load
EffectSkBee
Load an advancement represented by the specified string into the server. The advancement format is governed by Minecraft. It is currently a JSON object, as described by [**Advancement Definition**](https://minecraft.wiki/w/Advancement_definition) on McWiki. NOTE: Bukkit has marked this as 'Unsafe', so please use at your own risk. Watch console for errors when loading an advancement./docs?id=ulcpr
Advancement - Progress
ExpressionSkBee
Returns the advancement progress of a player./docs?id=kn7gg
Advancement - Progress Criteria
EffectSkBee
Award or revoke criteria of an advancement progress./docs?id=na0qi
Advancement - Progress Criteria
ExpressionSkBee
Get the awarded/remaining criteria of an advancement progress./docs?id=annuh
Advancement Progress
TypeSkBee
/docs?id=44u9t
Affected Entities
ExpressionSkript
The affected entities in the <a href='#aoe_cloud_effect'>area cloud effect</a> event./docs?id=xhz4f
Age of Block/Entity
ExpressionSkript
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./docs?id=m1mge
Aliases
StructureSkript
Used for registering custom aliases for a script./docs?id=gpsc4
All Banned Players/IPs
ExpressionSkript
Obtains the list of all banned players or IP addresses./docs?id=n83ji
All commands
ExpressionSkript
Returns all registered commands or all script commands./docs?id=o4fw4
All Groups
ExpressionSkript
All the groups a player can have. This expression requires Vault and a compatible permissions plugin to be installed./docs?id=pydzs
All Groups
Expressionskript-luckperms
returns a list of all groups. This expression will require `luckperms` in it until Skript deprecates their `groups of`./docs?id=53fnj
All Guild Guild Channels
ExpressionDiSky
Get every guild channel in the guild, including text, voice, stage, news, and thread channels./docs?id=c2cr5
All Guild Scheduled Events
ExpressionDiSky
Returns all scheduled events of a guild./docs?id=hmi6m
All Guild Stage Channels
ExpressionDiSky
Returns all stage channels of a guild./docs?id=pyh7k
All Guild Text Channels
ExpressionDiSky
Returns all text channels of a guild./docs?id=w8lru
All Items In Containers In Chunk Chunk
ExpressionPoaSk
/docs?id=muuon
All Operators
ExpressionSkript
The list of operators on the server./docs?id=so3fm
All Permissions
ExpressionSkript
Returns all permissions of the defined player(s). Note that the modifications to resulting list do not actually change permissions./docs?id=64t5s
All Persistent Data Keys
ExpressionSkript
Returns all persistent data keys stored in the specified objects. This is not limited to tags set by Skript, but includes all keys regardless of their origin./docs?id=hwh8h
All Scripts
ExpressionSkript
Returns all of the scripts, or just the enabled or disabled ones./docs?id=tkqea
All Scripts
ExpressionSkript
Returns all of the scripts, or just the enabled or disabled ones./docs?id=p7wuj
All Tags of a Type
ExpressionSkript
Returns all the tags. `minecraft tag` will return only the vanilla tags, `datapack tag` will return only datapack-provided tags, `paper tag` will return only Paper's custom tags (if you are running Paper), and `custom tag` will look in the "skript" namespace for custom tags you've registered. You can also filter by tag types using "item", "block", or "entity"./docs?id=lweus
All Tracks
Expressionskript-luckperms
returns a list of all tracks./docs?id=fjpev
All True?
ConditionSkCheese
Checks if a list of booleans are all true./docs?id=jye75
All YAML Nodes
Expressionskript-yaml
Gets a list of all nodes of a cached YAML file./docs?id=kn9s1
Allay - can Be Duplicated
ConditionLusk
Checks if an allay can be duplicated./docs?id=9lmf7
Allay - can Be Duplication (Property)
ExpressionLusk
Returns whether or not the allay can duplicate itself. Can be set./docs?id=o0wdx
Allay - Duplicate
EffectLusk
Forces an allay to duplicate itself without dance or item necessary./docs?id=krgfk
Allay - Duplication Cooldown
ExpressionLusk
Returns the duplication cooldown of an Allay. Can be set./docs?id=ds6nx
Allay - Jukebox
ExpressionLusk
Gets the jukebox the allay is set to dance to./docs?id=xv06m
Allay - Start/Stop Dance
EffectLusk
Forces an Allay to start/stop dancing./docs?id=k50d6
Allay Can Duplicate
ConditionSkript
Checks to see if an allay is able to duplicate naturally./docs?id=6nnee
Allay Duplicate
EffectSkript
Set whether an allay can or cannot duplicate itself. This is not the same as breeding allays./docs?id=wwmu1
Allay Duplication Cooldown
ExpressionSkript
The cooldown time until an allay can duplicate again naturally. Resetting the cooldown time will set the cooldown time to the same amount of time after an allay has duplicated./docs?id=p3sbp
Allay Target Jukebox
ExpressionSkript
The location of the jukebox an allay is set to./docs?id=bepzi
Allow / Prevent Leash Drop
EffectSkript
Allows or prevents the leash from being dropped in an unleash event./docs?id=df1bu
Allow Aging
EffectSkript
Sets whether or not living entities will be able to age./docs?id=n0wxh
Alpha/Red/Green/Blue Color Value
ExpressionSkript
The alpha, red, green, or blue value of colors. Ranges from 0 to 255. Alpha represents opacity./docs?id=y7mrf
Alphabetical Sort
ExpressionSkript
Sorts given strings in alphabetical order./docs?id=idbg8
Alphanumeric
ConditionSkript
Checks if the given string is alphanumeric./docs?id=v7ri5
Altitude
ExpressionSkript
Effectively an alias of 'y-<a href='#ExprCoordinate'>coordinate</a> of …', it represents the height of some location within the world./docs?id=89idp
Amount
ExpressionSkript
The amount of something. Using 'amount of {list::*}' will return the length of the list, so if you want the amounts of the things inside the lists, use 'amounts of {list::*}'./docs?id=7asyu
Amount of Items
ExpressionSkript
Counts how many of a particular <a href='#itemtype'>item type</a> are in a given inventory./docs?id=xsmtp
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=1uftj
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=c41h0
Animal - is Interested
ConditionLusk
Checks if the provided foxed or wolves are interested. For Foxes, Paper 1.18.2+ is required./docs?id=ms9ag
Animal - is Sitting
ConditionLusk
Checks if an entity is sitting. (Camels, Cats, Wolves, Parrots, Pandas and Foxes)/docs?id=8rbx9
Animate Active Group
EffectDisplayEntityUtils
Play an animation on an active group with a display animator/docs?id=464vk
animation
Typeanimated-skript
N/A/docs?id=ofknh
Animation
TypeDisplayEntityUtils
Represents an animation that can be played on an activegroup/docs?id=cyshm
Animation Frame
TypeDisplayEntityUtils
Represents an Animation Frame from an Animation/docs?id=etd0h
Animation Id Number For Entity Number For Players
EffectPoaSk
/docs?id=cxf10
Animation of Display Animator
ExpressionDisplayEntityUtils
Get the animation set for a display animator./docs?id=ayuv4
Animation Type
TypeDisplayEntityUtils
Represents an animation type, being LINEAR or LOOP/docs?id=5e8fe
Anvil Gui
TypeLusk
An anvil gui./docs?id=f2mi8
Anvil GUI - All Open Anvil Gui
ExpressionLusk
Gets all the open anvil guis./docs?id=3s7r0
Anvil GUI - Can Be Closed
ConditionLusk
Checks if an anvil gui can be closed. This is only true if the `Anvil GUI - Prevent Closing` effect is used and cannot be reversed without creating a new gui./docs?id=6x1bt
Anvil GUI - Close
EffectLusk
Closes an anvil gui. *NOTES*: - Won't do anything if the anvil gui is not open. - Must be used before opening another anvil gui for a player./docs?id=unpjw
Anvil GUI - First/Second/Result Item
ExpressionLusk
Gets one of the 3 items in an anvil gui. *NOTES*: - These can be set. - To apply the changes you need to reopen the anvil gui to the player./docs?id=vt731
Anvil GUI - Interactable Slots
ExpressionLusk
Gets the interactable slots of an Anvil GUI. Allowed slots: 0, 1 and 2 No slots are interactable by default, resetting or deleting this will make all slots not interactable./docs?id=st0f3
Anvil GUI - Inventory
ExpressionLusk
Gets the inventory of one or more anvil guis, this shouldn't be used to edit slots or in non-anvil-gui events./docs?id=me4sh
Anvil GUI - is Viewing
ConditionLusk
Checks if a player is currently viewing a specific anvil GUI or any at all./docs?id=fu7r1
Anvil GUI - New Anvil Gui
ExpressionLusk
Creates a new anvil gui. Allows you to copy slots and text data from another anvil gui, this doesn't copy the "prevent closing" property, this is intentional./docs?id=54anz
Anvil Gui - on Open/Close/Click Section
SectionLusk
Runs the code inside of it when the provided anvil gui is opened, closed or clicked. Local Variables that are: - defined BEFORE this section CAN be used inside of it. - defined AFTER this section CANNOT be used inside of it. - defined INSIDE this section CANNOT be used outside of it./docs?id=813zz
Anvil GUI - Open
EffectLusk
Opens an anvil GUI to one or more players. *NOTES*: - Anvil GUIs are always opened 1 tick later. - You can only open an anvil GUI for a player if the player is not already viewing another (or this) anvil GUI. - Using `force` will forcibly close the anvil GUI the player is currently viewing to open a new one. Be aware that, due to how anvil GUIs work, closing an anvil GUI is global, meaning it will be closed for all players viewing it. To avoid this, ensure that you create per-player anvil GUIs./docs?id=dbf3z
Anvil GUI - Opened Anvil GUI
ExpressionLusk
Gets the open anvil GUI of one or more players./docs?id=urzza
Anvil GUI - Prevent Closing
EffectLusk
Prevents an anvil gui from closing. *NOTES*: - This effect must be used *BEFORE* the gui is opened; if you need to use it after it's already opened you'll have to open it again. - If this effect is used you'll need to use the `Anvil GUI - Close` effect to close the gui./docs?id=vym6m
Anvil GUI - Text Input/Title
ExpressionLusk
Gets the title and the text input of the provided anvil guis. *NOTES*: - These can be set. - To apply the changes you need to reopen the anvil gui to the player./docs?id=nm1en
Anvil GUI - The Anvil Gui
ExpressionLusk
Gets the anvil gui involved in an event./docs?id=s0u0u
Anvil Prepare Event
EventSkBee
Called when a player attempts to combine 2 items in an anvil. 'event-slot' represents the result slot, can be used to get or set./docs?id=ghuaf
Anvil Repair Cost
ExpressionSkript
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./docs?id=dckx7
Anvil Text Input
ExpressionSkript
An expression to get the name to be applied to an item in an anvil inventory./docs?id=b2ih4
Any Named Thing
TypeSkript
Something that has a name (e.g. an item)./docs?id=7mh13
Any Numbered/Sized Thing
TypeSkript
Something that has an amount or size./docs?id=rkek7
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=vq99a
Any Valued Thing
TypeSkript
Something that has a value./docs?id=6v385
Anything with Contents
TypeSkript
Something that contains other things./docs?id=eto0l
Application Description
ExpressionDiSky
/docs?id=6dohn
Application Owner
ExpressionDiSky
/docs?id=uxokq
Application Policy
ExpressionDiSky
/docs?id=dilge
Application TOS
ExpressionDiSky
/docs?id=oqj4t
Applied Beacon Effect
ExpressionSkript
The type of effect applied by a beacon./docs?id=ut0jg
Applied Enchantments
ExpressionSkript
The applied enchantments in an enchant event. Deleting or removing the applied enchantments will prevent the item's enchantment./docs?id=m96bl
Apply Attribute Attributesnapshots Livingentities
EffectLuskv2
/docs?id=4xf4t
Apply Bone Meal
EffectSkript
Applies bone meal to a crop, sapling, or composter/docs?id=ljl6i
Apply Fishing Lure
EffectSkript
Sets whether the lure enchantment should be applied, which reduces the wait time./docs?id=v67pu
Apply Fishing Lure
EffectSkript
Sets whether the lure enchantment should be applied, which reduces the wait time./docs?id=dvg4w
Apply Lock to Block
EffectSkBee
Apply an item as a lock for a block./docs?id=nc5vn
Apply Potion Effect
EffectSkript
Applies a potion effect to an entity./docs?id=52js5
Apply Suggestion
EffectSkBriggy
Apply a suggestion with tooltip or list of suggestions to an argument. This is used only in the argument registration section of a brig command and the suggestions section of a big command tree./docs?id=urnhz
apply_effects
FunctionSkBee
/docs?id=yfg1y
Archive / Unarchive Thread
EffectDiSky
Archive or unarchive a specific thread./docs?id=e86sj
Argument
ExpressionSkript
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./docs?id=2xb2u
Argument Suggestions
ExpressionSkBriggy
Set the suggestions for an argument. Will accept any object, but strings are the best way to go. For args you can use a number (the position of the argument) or a string (name of the argument), see examples. NOTE: This expression is not dynamic, meaning if variables/expressions are used, they wont update./docs?id=9zagb
Arithmetic
ExpressionSkript
Arithmetic expressions, e.g. 1 + 2, (health of player - 2) / 3, etc./docs?id=da21h
Armadillo - roll Out/Up
EffectLusk
Attempts to roll the provided armadillos up (if they're idle) or out (if they're not idle)./docs?id=1rcl7
Armadillo - State
ExpressionLusk
Gets the State of one or more Armadillos, cannot be set./docs?id=klrgu
Armor - Color
ExpressionLusk
Gets the color of the provided armor items. This works for leather armor, horse leather armor and wolf armor. Can be set./docs?id=yu9mu
Armor - is Dyed
ConditionLusk
Checks whether the provided armor items are dyed (they don't have the default color). This works for leather armor, horse leather armor and wolf armor. This might not work correctly on Spigot./docs?id=z7h34
Armor Change Item
ExpressionSkript
Get the unequipped or equipped armor item from a 'armor change' event./docs?id=x6d83
Armor Slot
ExpressionSkript
Equipment of living entities, i.e. the boots, leggings, chestplate or helmet. Body armor is a special slot that can only be used for: <ul> <li>Horses: Horse armour (doesn't work on zombie or skeleton horses)</li> <li>Wolves: Wolf Armor</li> <li>Llamas (regular or trader): Carpet</li> <li>Happy Ghasts: Harness</li> </ul> Saddle is a special slot that can only be used for: pigs, striders and horse types (horse, camel, llama, mule, donkey)./docs?id=oscay
Armor Stand - can Move (Property)
ExpressionLusk
Gets and sets the `canMove` property of an armorstand entity or item. Unlike other Armorstand properties, this one cannot be used on the armorstand item as of 1.21.3./docs?id=ttst7
Armor Stand - can Tick (Property)
ExpressionLusk
Gets and sets the `canTick` property of an armorstand entity or item. Unlike other Armorstand properties, this one cannot be used on the armorstand item as of 1.21.3./docs?id=2la64
Armor Stand - Disabled Slots
ExpressionLusk
All the disabled slots of an armor stand. Can be set, remove from, added to, reset and deleted./docs?id=q0ixo
Armor Stand - has Arms (Property)
ExpressionLusk
Gets and sets the `hasHarms` property of an armorstand entity or item, to do so with an armorstand item you must be using Paper./docs?id=p8bp9
Armor Stand - has Base Plate (Property)
ExpressionLusk
Gets and sets the `hasBasePlate` property of an armorstand entity or item, to do so with an armorstand item you must be using Paper./docs?id=2nyeg
Armor Stand - is Equipment Slot Disabled
ConditionLusk
Checks if a specific equipment slot of an armorstand is disabled./docs?id=75vgk
Armor Stand - is Invisible (Property)
ExpressionLusk
Gets and sets the `Invisible` property of an armorstand entity or item, to do so with an armorstand item you must be using Paper./docs?id=qcy8f
Armor Stand - is Marker (Property)
ExpressionLusk
Gets and sets the `marker` property of an armorstand entity or item, to do so with an armorstand item you must have Paper./docs?id=5qllr
Armor Stand - is Small (Property)
ExpressionLusk
Gets and sets the `small` property of an armorstand entity or item, to do so with an armorstand item you must have Paper./docs?id=5r2hf
Armor Stand - Rotations
ExpressionLusk
The rotation of each part of an armor stand. Can be set, added to, removed from, and reset. All change modes allow both a vector and an euler angle./docs?id=2d2wz
ArmorTrim
TypeSkBee
/docs?id=wqeaf
ArmorTrim - Create
ExpressionSkBee
Create a new armor trim to be applied to an item./docs?id=9duvk
ArmorTrim - Item
ExpressionSkBee
Represents the armor trim of an item. You can get, set, add or delete/reset. Reset will reset the trim back to any default vanilla value. Delete will remove any trim on the item./docs?id=7hev1
ArmorTrim - Material/Pattern
ExpressionSkBee
Represents the material and pattern of an armor trim. These cannot be changed, you'd have to create a new armor trim./docs?id=234we
ArmorTrim - TrimMaterial
TypeSkBee
/docs?id=g5okr
ArmorTrim - TrimPattern
TypeSkBee
/docs?id=atgje
Arrow - Damage
ExpressionLusk
Gets the base amount of damage one or more arrows will do. Defaults to 2.0 for a normal arrow with 0.5 * (1 + power level) added for arrows fired from enchanted bows. Can be set, added to, removed from, deleted (set to 0) and reset (set to 2, the default value)./docs?id=l3kjl
Arrow - Pierce Amount
ExpressionLusk
Sets the number of times this arrow can pierce through an entity. Must be between 0 and 127./docs?id=hvjiv
Arrow Attached Block
ExpressionSkript
Returns the attached block of an arrow. If running Paper 1.21.4+, the plural version of the expression should be used as it is more reliable compared to the single version./docs?id=6zfx8
Arrow Knockback Strength
ExpressionSkript
An arrow's knockback strength./docs?id=k0q6m
Arrows Stuck
ExpressionSkript
The number of arrows stuck in a living entity./docs?id=6omzu
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=swkyf
Assert
EffectSkCheese
Checks if a condition is true, otherwise throws an error or a warning with a custom message and stops the code./docs?id=8354z
Async Chat
EventSkBee
An event fired when a Player sends a chat message to the server. This event is for use with text components, if you don't need components stick with Skript's chat event. **NOTE**: Due to being async, some Skript things won't work and will fire errors (ex: setting a block). Requires PaperMC./docs?id=6y4qv
Async Chat Viewers
ExpressionSkBee
Represents the viewers that this chat message will be displayed to. NOTE: Can only be used in an `async chat event`. Requires PaperMC/docs?id=8cvpm
Async Player Connection Configure
EventSkBee
An event that allows you to configure the player. This is async and allows you to run configuration code on the player. Once this event has finished execution, the player connection will continue. Freezing code within this event will pause the player from logging in. **NOTE**: When this event is called, there is no Player object yet, so you will have to rely on name/uuid/audience./docs?id=38ni4
At Time
EventSkript
An event that occurs at a given <a href='#time'>minecraft time</a> in every world or only in specific worlds./docs?id=j2xm4
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=opvuc
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=yuamn
Attachments File Extension
ExpressionDiSky
Get the file extension of an attachment./docs?id=smrm3
Attachments File Name
ExpressionDiSky
Get the file name of an attachment./docs?id=rkb9b
Attachments URL
ExpressionDiSky
Get the url of an attachment./docs?id=nd6fo
Attack Cooldown
ExpressionSkript
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./docs?id=cjbca
Attacked
ExpressionSkript
The victim of a damage event, e.g. when a player attacks a zombie this expression represents the zombie./docs?id=n50io
Attacker
ExpressionSkript
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./docs?id=2t5vd
Attribute - Modifier
TypeLuskv2
Modifies the base value of an attribute by using certain operations. The resulting value after modification is capped by the attribute's minimum and maximum limits. Modifiers have a namespaced identifiers to uniquely identify them./docs?id=ulz6y
Attribute - Mutable Modifier
TypeLuskv2
Modifies the base value of an attribute by using certain operations. The resulting value after modification is capped by the attribute's minimum and maximum limits. Modifiers have a namespaced identifiers to uniquely identify them. *This type includes the `isTransient` property./docs?id=etxei
Attribute Modifier
TypeSkBee
/docs?id=p44i3
Attribute Modifier - Apply
SectionSkBee
Apply an attribute modifier to an item or living entity. See [**McWiki Component**](https://minecraft.wiki/w/Data_component_format#attribute_modifiers) and [**McWiki Modifiers**](https://minecraft.wiki/w/Attribute#Modifiers) for further details. `transient` = Non-persisent attribute modifier (LivingEntities only, not Items), will not save to the entity's NBT (Requires PaperMC). **Entries/Sections**: - `attribute` = The attribute this modifier is to act upon. - `slot` = EquipmentSlotGroup the item must be in for the modifier to take effect (optional, default = any). - `id` = The NamespacedKey to identify this modifier. - `amount` = Amount of change from the modifier. - `operation` = The operation to decide how to modify./docs?id=5xe60
Attribute Modifier - Remove By Key
EffectSkBee
Remove attribute modifiers by key from items/entities. You can optionally specify the attribute types you want to remove. Will default to all attribute types./docs?id=th9hc
Attribute Modifier Operation
TypeSkBee
/docs?id=88vr8
Attribute Modifier Properties
ExpressionSkBee
Represents the different components of an attribute modifier. NOTE: These cannot be changed. `id` = The unique NamespacedKey of a modifier. `amount` = Amount of change from the modifier. `slot` = Equipment Slot Group the item must be in for the modifier to take effect. `operation` = The operation of a modifier. See [**McWiki**](https://minecraft.wiki/w/Attribute#Operations) for more details./docs?id=i63ev
Attribute Modifiers of Item/LivingEntity
ExpressionSkBee
Get/change the attribute modifiers of an item/living entity. `default` = This option will return the vanilla modifiers of an item (only used for GET). `transient` = Non-persisent attribute modifier, will not save to the entity's NBT (only used for ADD) (Requires PaperMC). `modifier` will return a single modifier (will default to the 1st element of modifiers of that attribute type if more than 1 exists). `modifiers` will return a list of modifiers of that attribute type. **CHANGERS:** - `add` = Will add a modifier of an attribute type to an item/living entity. - `remove` = Remove a specific modifier of an attribute type from an item/living entity. - `delete` = Will delete all modifiers of an attribute type from an item/living entity./docs?id=eejmh
Attribute Type
TypeSkript
Represents the type of an attribute. Note that this type does not contain any numerical values.See attribute types for more info. NOTE: Minecraft namespaces are supported, ex: 'minecraft:generic.attack_damage'./docs?id=p2z2v
Audience
TypeSkript
An audience is a receiver of media, such as individual players, the console, or groups of players (such as those on a team or in a world)./docs?id=6krsz
Auto Reload
StructureSkript
Place at the top of a script file to enable and configure automatic reloading of the script. When the script is saved, Skript will automatically reload the script. The config.sk node 'script loader thread size' must be set to a positive number (async or parallel loading) for this to be enabled. available optional nodes: recipients: The players to send reload messages to. Defaults to console. permission: The permission required to receive reload messages. 'recipients' will override this node./docs?id=41kju
Automod Response
ExpressionDiSky
/docs?id=l2bkn
Automod Type
ExpressionDiSky
/docs?id=jm8wq
Available Objects
ExpressionSkBee
Get a list of all available objects of a specific type. SPECIAL TYPES: `materials` = All materials as ItemTypes (will be a list of blocks and items). `itemtypes` = All item materials as ItemTypes. `blocktypes` = All block materials as ItemTypes./docs?id=8pxnw
Average Tick Time - MSPT
ExpressionSkBee
Represents the average amount of time (in milliseconds) it takes for the server to finish a tick, also know as MSPT/docs?id=mzqvd
Await Effect
EffectDiSky
Forces an effect to be executed asynchronously and waits for its completion. This is useful for non-async effects that need to run in an async context. Note: If the effect is already async, using await is redundant./docs?id=2u3s2
axisAngle
FunctionSkript
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./docs?id=3b2xq
AxisAngle/Quaternion/Vector(2D/3D/4D)/Location/EulerAngle/Chunk - XYZ(W) Coordinate/Coordinate List
ExpressionLusk
Gets a list or one of the coordinates of: - Locations - Vectors - Chunks (only X and Z) - EulerAngles - 2D Vectors (only X and Z) - 3D Vectors - 4D Vectors (XYZW) - Quaternions (XYZW) - AxisAngles (XYZW) - MapCursor Note: Out of all of these Lusk only implements EulerAngles./docs?id=pv75b
axisAngleDegrees
Functionskript-particle
Returns a quaternion from the given axis and angle parameters. The axis is a vector composed of 3 numbers, x, y, and z, and the angle is the rotation around that axis, in degrees./docs?id=asl16
Baefellify Entities For Players
EffectPoaSk
/docs?id=ed9v2
Ban
EffectSkript
Bans or unbans a player or an IP address. If a reason is given, it will be shown to the player when they try to join the server while banned. A length of ban may also be given to apply a temporary ban. If it is absent for any reason, a permanent ban will be used instead. We recommend that you test your scripts so that no accidental permanent bans are applied. Note that banning people does not kick them from the server. You can optionally use 'and kick' or consider using the <a href='#EffKick'>kick effect</a> after applying a ban./docs?id=o7rrv
Ban Reason
ExpressionDiSky
The optional reason which say why the user of this ban was banned./docs?id=5sfi5
Ban User
EffectDiSky
Ban a member or user ID from a guild, with optional reason and message deletion. Starting DiSky v4.20.0, you can specify a USER ID to ban a user without retrieving the member first./docs?id=gitek
Ban User
ExpressionDiSky
The user linked to this ban./docs?id=m0sj8
Banner Pattern
ExpressionSkript
Creates a new banner pattern./docs?id=vo7j7
Banner Pattern - From Pattern Type and Color
ExpressionLusk
Created a Banner Pattern from a Pattern Type and a (dye) Color./docs?id=j3vub
Banner Pattern Item
ExpressionSkript
Gets the item from a banner pattern type. Note that not all banner pattern types have an item./docs?id=ri8l6
Banner Pattern Type
TypeSkript
Represents the various banner patterns that can be applied to a banner./docs?id=87vyj
Banner Patterns
ExpressionSkript
Gets or sets the banner patterns of a banner. In order to set a specific position of a banner, there needs to be that many patterns already on the banner. This expression will add filler patterns to the banner to allow the specified position to be set. For Example, setting the 3rd banner pattern of a banner that has no patterns on it, will internally add 3 base patterns, allowing the 3rd banner pattern to be set./docs?id=7cfwx
Barter Drops
ExpressionSkript
The items dropped by the piglin in a piglin bartering event./docs?id=22y5a
Barter Input
ExpressionSkript
The item picked up by the piglin in a piglin bartering event./docs?id=hj80k
BDEngine Model to Spawned Group
ExpressionDisplayEntityUtils
Spawn a model from a ".bdengine" file, stored in DisplayEntityUtils' "bdenginefiles" folder/docs?id=rkp30
Beacon - Entities in Effect Range
ExpressionSkBee
Returns a list of entities in the effect range of a beacon./docs?id=l5vpb
Beacon Effects
ExpressionSkript
The active effects of a beacon. The secondary effect can be set to anything, but the icon in the GUI will not display correctly. The secondary effect can only be set when the beacon is at max tier. The primary and secondary effect can not be the same, primary will always retain the potion type and secondary will be cleared./docs?id=eexwg
Beacon Range
ExpressionSkript
The range of a beacon's effects, in blocks./docs?id=fsijl
Beacon Tier
ExpressionSkript
The tier of a beacon. Ranges from 0 to 4./docs?id=s3u33
Bed
ExpressionSkript
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>. NOTE: Offline players can not have their bed location changed, only online players./docs?id=21uue
Beehive Honey Level
ExpressionSkript
The current or max honey level of a beehive. The max level is 5, which cannot be changed./docs?id=92if9
Beehive Is Sedated
ConditionSkript
Checks if a beehive is sedated from a nearby campfire./docs?id=49x5q
Beehive Target Flower
ExpressionSkript
The flower a beehive has selected to pollinate from./docs?id=icvv1
Bell - is Resonating
ConditionLusk
Checks if a bell is resonating./docs?id=2htme
Bell - is Ringing
ConditionLusk
Checks if a bell is ringing./docs?id=bdkfw
Bell - Resonating Time/Ticks
ExpressionLusk
Returns the time or ticks since one or more bells have been resonating, or 0 seconds for each bell that's not currently resonating. A bell will typically resonate for 40 ticks (2 seconds) Note: if you wish to use this expression on Skript 2.9+ you will need to use Lusk 1.3+./docs?id=56nc9
Bell - Ring
EffectLusk
Rings a bell. The blockface must be cartesian. **NOTE: Skript has its own version of this effect, difference is in the fact that Skript's uses Directions while Lusk's uses Blockfaces, for that reason I will not deprecate this Effect.**/docs?id=usjhh
Bell - Shaking Time/Ticks
ExpressionLusk
Returns the time or ticks since one or more bells have been shaking, or 0 seconds for each bell that's not currently resonating. A bell will typically resonate for 50 ticks (2.5 seconds) Note: if you wish to use this expression on Skript 2.9+ you will need to use Lusk 1.3+./docs?id=2j7k4
Bell Is Resonating
ConditionSkript
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./docs?id=ydnuf
Bell Is Ringing
ConditionSkript
Checks to see if a bell is currently ringing. A bell typically rings for 50 game ticks./docs?id=q09qd
Best Equipment Slot
ExpressionLusk
Returns the best Slot for an item./docs?id=y4vrp
Binary and Hexadecimal Numbers
ExpressionSkCheese
Allows the use of hexadecimal and binary formats to represent literal numbers./docs?id=utojn
Biome
TypeSkript
All possible biomes Minecraft uses to generate a world. NOTE: Minecraft namespaces are supported, ex: 'minecraft:basalt_deltas'./docs?id=agtwp
Biome
ExpressionSkript
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)./docs?id=qxefo
Biome Key of Location
ExpressionSkBee
Get/set the biome of a block/location using a NamespacedKey. Requires Paper 1.19+. **NOTES**: - This will support custom biomes. - When setting this will not immediately visually update the biome to players, you will need to use the `refresh %chunk%` effect./docs?id=2zmkw
Bits - Bit of Number
ExpressionSkCheese
Gets the bit at index in a number./docs?id=qk4bx
Bits - Bitwise Operation
ExpressionSkCheese
Performs bitwise operations on numbers and returns their value./docs?id=8yg1u
Bits - Shift
ExpressionSkCheese
Performs a bitwise shift operation and returns the value./docs?id=d92wh
Blank Equippable Component
ExpressionSkript
Gets a blank equippable component. NOTE: Equippable component elements are experimental. Thus, they are subject to change and may not work as intended./docs?id=rtxsz
Block
TypeSkript
A block in a world. It has a location and a type, and can also have a direction (mostly a facing), an inventory, or other special properties./docs?id=ip5f9
Block
ExpressionSkript
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'./docs?id=7z0i7
Block
ExpressionSkript
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'./docs?id=3etqd
Block - Blast Resistance
ExpressionLusk
Gets the blast resistance value (also known as block "durability"). This value is used in explosions to calculate whether a block should be broken or not. Only works for placeable item/blocks./docs?id=2gtg3
Block - can Be Waterlogged
ConditionLusk
Checks whether or not one or more blocks, blockstates or blockdatas can be waterlogged./docs?id=p4gj7
Block - Exact Location
ExpressionSkBee
Returns the EXACT location of a block. Skript's `location of block` adds 0.5 to each x,y,z coord of the location, the "center" of the block. This expression will return the true location of a block./docs?id=gwjy9
Block - is Full Block
ConditionLusk
Checks if a block is a full block (like dirt, stone, endstone). Essentially checks if a block is 1x1x1 and only has one mesh./docs?id=361la
Block - is Waterlogged
ConditionLusk
Checks whether or not one or more blocks, blockstates or blockdatas are waterlogged./docs?id=s9j4g
Block - is Waterlogged (Property)
ExpressionLusk
Returns whether or not one or more blocks, blockstates or blockdatas are waterlogged. Can be set./docs?id=go44e
Block - Liquid Level
ExpressionLusk
Represents the maximum, minimum or current amount of fluid contained within a block, either by itself or inside a cauldron. Minimum Level requires Paper and 1.18.2. This expression includes liquid blocks, cauldron and composters. For water and lava blocks the levels have special meanings: a level of 0 corresponds to a source block, 1-7 regular fluid heights, and 8-15 to "falling" fluids. All falling fluids have the same behaviour, but the level corresponds to that of the block above them, equal to this. level - 8 **Note that counterintuitively, an adjusted level of 1 is the highest level, whilst 7 is the lowest.** May not be higher than the max level. Can be set, added to, removed from and reset. Reset requires Paper and 1.18.2./docs?id=q050m
Block - on Break Section
SectionLusk
Runs the code inside of it when the provided block gets broken. Local Variables that are: - defined BEFORE this section CAN be used inside of it. - defined AFTER this section CANNOT be used inside of it. - defined INSIDE this section CANNOT be used outside of it./docs?id=7outo
Block - Relative
ExpressionSkBee
Get a block relative to another block using a BlockFace./docs?id=hhvt2
Block - Water Log
EffectLusk
Changes whether one or more blocks or blockstates are waterlogged./docs?id=byno4
Block Action
TypeSkBee
/docs?id=sqdeq
Block Break Speed
ExpressionSkript
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./docs?id=3ifrd
Block Can Random Tick
ConditionSkBee
Gets if this block is ticked randomly in the world. The blocks current state may change this value./docs?id=o9gou
Block Damage Abort
EventSkBee
Called when a player stops damaging a Block. Requires MC 1.18.x+/docs?id=33csq
Block Data
TypeSkript
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./docs?id=vrc2t
Block Data
ExpressionSkript
Get the <a href='#blockdata'>block data</a> associated with a block. This data can also be used to set blocks./docs?id=34u2e
Block Destruction Packet
TypeLuskv2
A packet that dictates the destruction stage shown to the client./docs?id=bhsvn
Block Dropped Items
ExpressionSkBee
Represents the dropped items in a block drop item event. `block dropped items` = The dropped item entities. `block dropped itemtypes` = The dropped item./docs?id=c5v3b
Block Explode
EventSkBee
Called when a block explodes interacting with blocks. The event isn't called if the gamerule MOB_GRIEFING is disabled as no block interaction will occur. The Block returned by this event is not necessarily the block that caused the explosion, just the block at the location where the explosion originated./docs?id=bjlxt
Block Hardness
ExpressionSkript
Obtains the block's hardness level (also known as "strength"). This number is used to calculate the time required to break each block./docs?id=fhcpd
Block in Chunk
ExpressionSkBee
Represents a block in a chunk. X/Z coords will be a value from 0 to 15./docs?id=gvzkh
Block Physical Interact Event
EventSkBee
Called when an entity physically interacts with a block, for example, entities trampling farmland and villagers opening doors./docs?id=itdd7
Block Receive Game Event
EventSkBee
Called when a block receives a Minecraft game event. As of now the only block that receives game events are sculk shrieker, sculk sensor, and calibrated sculk sensor. Requires MC 1.17+/docs?id=dmb1l
Block Sound
ExpressionSkript
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. 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./docs?id=mvc1h
Block Sphere
ExpressionSkript
All blocks in a sphere around a center, mostly useful for looping./docs?id=x5tbe
Block/BlockData/BlockState/Item - Slipperiness
ExpressionLusk
Returns a value that represents how 'slippery' the block is. Blocks with higher slipperiness, like ice can be slid on further by the player and other entities. Most blocks have a default slipperiness of 0.6. Can be used with items, blocks, blockstates, and blockdatas./docs?id=6kfar
BlockData - All Variations
ExpressionSkBee
Returns a list of all possible blockdatas for a particular block type. Requires Paper 1.21.4+/docs?id=fj05o
BlockData - Item BlockData
ExpressionSkBee
Get/set the BlockData that is attached to an item./docs?id=tybbt
BlockData - Item BlockData Tag
ExpressionSkBee
Get/set the value of a tag in the BlockData of an item./docs?id=hfiic
BlockData - Item BlockData Tags
ExpressionSkBee
Get all the tags from the BlockData of an item./docs?id=w1e8v
BlockData - Tag
ExpressionSkBee
Get/set a block data tag of BlockData or a Block./docs?id=pd6qq
BlockData - Tags
ExpressionSkBee
Get a list of all block data tags of a Block or BlockData./docs?id=jziip
BlockData - Updates
ExpressionSkBee
Set the BlockData of a block without updates (will prevent physics updates of neighbouring blocks)./docs?id=vxhjt
BlockFace
TypeSkBee
/docs?id=rldtl
BlockFace - Between Blocks
ExpressionLusk
Returns the face relation of a block compared to another block. If the blocks are not connected nothing will be returned./docs?id=s7twt
BlockFace - Direction
ExpressionSkBee
Gets a skript direction using a blockface with an optional distance value. Not defining a distance will default it to 0. **NOTE:** this will not work using the `self_face` block face, as Skript makes it NaN./docs?id=byq5s
Blockface - is Cartesian
ConditionLusk
Returns true if the provided blockfaces are aligned with one of the unit axes in 3D Cartesian space (NORTH, SOUTH, EAST, WEST, UP, DOWN)./docs?id=t3xcm
BlockFace - Mod XYZ
ExpressionLusk
Returns the amount of x/y/z to modify to get the represented block(s)./docs?id=3j038
BlockFace - Opposite BlockFace
ExpressionLusk
Returns the opposite blockface of the provided blockfaces./docs?id=yw9xs
BlockFace - Vector
ExpressionLusk
Returns the vector corresponding to the provided blockfaces./docs?id=1thts
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=w6x2b
Blocks in Region
ExpressionSkript
All blocks in a <a href='#region'>region</a>. This expression requires a supported regions plugin to be installed./docs?id=90v4o
Blocks of Region
Expressionskript-worldguard
An expression that returns all of the blocks in the given regions./docs?id=yg942
BlockState
TypeLuskv2
Represents a captured state of a block, which will not change automatically. Unlike Block, which only one object can exist per coordinate, BlockState can exist multiple times for any given Block. Note that another plugin may change the state of the block and you will not know, or they may change the block to another type entirely, causing your BlockState to become invalid./docs?id=7xuvx
BlockState
TypeSkBee
/docs?id=fsu38
BlockState - Block
ExpressionSkBee
Gets the block represented by this block state. Will return nothing if blockstate is not placed in the world./docs?id=z2jpv
BlockState - BlockData
ExpressionSkBee
Represents the blockdata of a block state./docs?id=bmfvr
BlockState - Get
ExpressionSkBee
Get a captured state of a block, which will not change automatically. Unlike Block, which only one object can exist per coordinate, BlockState can exist multiple times for any given Block. This can later be used to update, which will force the block back to this state./docs?id=6ev8n
BlockState - is Placed
ConditionLusk
Checks whether the provided blockstates are placed in a world, if not, they are 'virtual' (e. g. on an item). Some syntaxes will not work if the block state isn't placed in the world./docs?id=v1uxn
BlockState - ItemType
ExpressionSkBee
Represents the itemtype of a block state./docs?id=6wfv3
BlockState - Offset
ExpressionSkBee
Represents the offset of a blockstate in a structure. This is a vector, distance from the starting block of a structure./docs?id=ak6xx
Blockstate - Update/Apply
EffectSkBee
Attempts to update the block represented by this state. Unless force is applied, this will not modify the state of a block if it is no longer the same type as it was when this state was taken. You can optionally apply this blockstate to another block. If done without physics updates, it will not trigger a physics update on surrounding blocks which could cause them to update or disappear./docs?id=d4ik9
Book - Pages
ExpressionSkBee
Allows you to set pages in a book to text components. You can also retrieve the pages. Based on testing, a book's author/title needs to be set AFTER setting the pages, why? I have no idea!/docs?id=v9pa6
Book Author
ExpressionSkript
The author of a book./docs?id=clzkw
Book Pages
ExpressionSkript
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./docs?id=t0myq
Book Title
ExpressionSkript
The title of a book./docs?id=sf5fx
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=b69sn
BossBar
TypeSkBee
/docs?id=g5zd6
BossBar - All
ExpressionSkBee
Get a list of all BossBars./docs?id=fhn4d
BossBar - Create
ExpressionSkBee
Create your own custom BossBar. **NOTE**: Progress is a number between 0-100. **NOTE**: This just creates a new custom bossbar. It will by default not be visible to anyone until you actually add players to it. See examples!!! **NOTE**: The ID is optional. If excluded, the BossBar will not save to the server./docs?id=pcb7x
BossBar - Create Section
ExpressionSkBee
Create a new BossBar with some optional values. If a BossBar with the same ID already exists, it will be updated with the new values. **Entries**: - `id` = ID for the bossbar (required String/NamespacedKey). - `title` = Title of the bossbar [optional string]. - `color` = Color of the bossbar [optional SkriptColor, defaults to purple]. - `style` = Style of the bossbar [optional BarStyle, defaults to solid]. - `fog` = Whether to enable fog effect [optional Boolean, defaults to false]. - `darken_sky` = Whether to darken the sky [optional Boolean, defaults to false]. - `play_boss_music` = Whether to play boss music [optional Boolean, defaults to false]. - `progress` = Progress of the bossbar [optional Number between 0 and 100]. - `visible` = Whether the bossbar is visible [optional Boolean, defaults to true]./docs?id=wv90y
BossBar - Entity/Player
ExpressionSkBee
Get a BossBar from an entity (such as a wither) or all BossBars of players. NOTE: BossBars from entities cannot be saved in global variables, as the entity may not be loaded on the server when that variable is trying to load. Custom BossBars and BossBars from players can be saved in variables./docs?id=8hr3y
BossBar - From ID
ExpressionSkBee
Get an already created BossBar from ID (this will NOT create a new one)./docs?id=7ww0v
BossBar - Properties
ExpressionSkBee
Represents the properties of a BossBar that can be changed. Progress of a bar is a number from 0-100./docs?id=q5qgd
BossBar Flag
TypeSkBee
/docs?id=dg9ff
BossBar Style
TypeSkBee
/docs?id=qlcmi
Bot Guilds
ExpressionDiSky
/docs?id=6j87l
Bot Ping
ExpressionDiSky
/docs?id=kz3sr
Bot Presence
ExpressionDiSky
/docs?id=llj1w
Bot Self Member
ExpressionDiSky
Get the self member instance of a bot, in a specific guild./docs?id=z2p5c
Bot Token
ExpressionDiSky
/docs?id=d9iib
Bot Uptime
ExpressionDiSky
/docs?id=lcx47
BotIsLoaded
ConditionDiSky
Check if a bot with the specified name is currently loaded in DiSky./docs?id=f5c34
Bound
TypeSkBee
/docs?id=r1oqk
Bound - All Bounds
ExpressionSkBee
Get a list of non-temporary, temporary, or all bounds/ids. Optionally inside of a specific set of worlds./docs?id=ttw3k
Bound - Blocks
ExpressionSkBee
Get all of the blocks within a bound./docs?id=kmz9e
Bound - Bounds at Location
ExpressionSkBee
Get a list of non-temporary, temporary, or all bounds bounds/ids at a location./docs?id=14axo
Bound - Contains Location
ConditionSkBee
Check if a location is within the bounds of a bounding box./docs?id=nr2kp
Bound - Coords
ExpressionSkBee
DEPRECATED - Use bound locations/world expressions instead The coords and world of a bounding box. You can get the world/coords for a specific bound, you can also set the coords of a bounding box. You can NOT set the world of a bounding box. Greater will always equal the higher south-east corner. Lesser will always equal the lower north-west corner./docs?id=cmqbz
Bound - Copy Bound
SectionSkBee
Create an exact replica of an existing bound with a new id./docs?id=gyrvt
Bound - Create
SectionSkBee
Create a bound within 2 locations. This can be used as an effect and as a section. Optional value `temporary` creates a bound which persists until server stops (not saved to file). Optional value `full` will mark the bound to use the world's min/max height. These optional values can be used together. **SPECIAL NOTE**: - When using locations = The bound created will use the locations you pass thru - When using blocks = The bound created will extend the x/y/z axes by 1 to fully include those blocks./docs?id=r54ik
Bound - Enter
EventSkBee
Called when a player enters a bound. Optional ID of bound. 'event-string' = bound ID. NOTE: Due to breaking changes in Bukkit API, enter/exit events will not be called when a player mounts/dismounts an entity if running SkBee 3.5.0+ on MC 1.20.4 and below./docs?id=e9yk7
Bound - Entities
ExpressionSkBee
Get all of the entities within a bound. NOTE: If the chunk in a bound is unloaded, entities will also be unloaded./docs?id=2i6vw
Bound - Exit
EventSkBee
Called when a player exits a bound. Optional ID of bound. 'event-string' = bound ID./docs?id=f00k6
Bound - From ID
ExpressionSkBee
Get a bound object from a bound ID/docs?id=zbo6d
Bound - Full State
ExpressionSkBee
Get/set whether this bound is a full bound (reaches from lowest to highest points of a world)./docs?id=ydk89
Bound - ID
ExpressionSkBee
Get/set the id of a bound. When setting the ID of a bound, if another bound has that ID, this will fail with an error in console. You cannot set the IDs of multiple bounds at once./docs?id=f4r2r
Bound - Intersects
ConditionSkBee
Check if a bound intersects with another bound or a potential bound at 2 locations./docs?id=lccf7
Bound - Is Temporary
ConditionSkBee
Check if a bound is temporary./docs?id=qzy83
Bound - Last Created Bound
ExpressionSkBee
Returns the last created bound./docs?id=qhfj1
Bound - Locations
ExpressionSkBee
Get/modify the locations of a bound. Greater will always equal the higher south-east corner. Lesser will always equal the lower north-west corner. You can set the two corners of the bound to new values. You can also add/subtract vectors to/from the corners./docs?id=637z0
Bound - Move Reason
TypeSkBee
/docs?id=ykrjo
Bound - Owners/Members
ExpressionSkBee
Represents the owners and members of a bound. Will be saved as UUIDs in the bound config./docs?id=wkl08
Bound - Resize
EffectSkBee
Resize a current bound. Full will mark the bound to use the lowest/highest points of the world. The second pattern will mark as a full bound without changing the locations. NOTE: World of a bound cannot be changed. **SPECIAL NOTE**: - When using locations = The bound resizing will use the locations you pass thru - When using blocks = The bound resizing will extend the x/y/z axes by 1 to fully include those blocks./docs?id=jny04
Bound - Values
ExpressionSkBee
Get/set/delete custom values for bounds. Some objects will be serialized as their type, others will serialize as just a string. Numbers/Locations/Booleans/(Offline)Players/Items will be serialized as their type. Entities will be serialized as a string version of their UUID. All other objects will be serialized as a string. All bound values will return a list of the values, all bound keys will return a list of keys for these values. Deleting all bound values/keys will clear the list./docs?id=3lzm9
Bound - World
ExpressionSkBee
Get the world of a bound./docs?id=h526a
Bounding Box
TypeLusk
A Bounding Box. Persistent in global variables since 1.2./docs?id=k4j5u
Bounding Box - Blocks Within
ExpressionLusk
Gets all the blocks within a bounding box in a specific world./docs?id=qxzd2
Bounding Box - Corners/Center
ExpressionLusk
Gets either the lesser or the greater corner or the lesser of one or more bounding boxes. Returns vectors./docs?id=mczvb
Bounding Box - Corners/Center Coordinates
ExpressionLusk
Gets the x,y or z coordinate for the lesser corner, the greater corner or the center of one or more bounding boxes./docs?id=pf5ug
Bounding Box - Entities Within
ExpressionLusk
Gets all the entities within a bounding box in a specific world./docs?id=pumyw
Bounding Box - Height and Width X/Z
ExpressionLusk
Gets the height, X width and Z width of 1 or more bounding boxes./docs?id=ohx9t
Bounding Box - New Bounding Box
ExpressionLusk
Creates a new empty Bounding Box, one from two corners or a copy of a given bounding box/docs?id=awn1p
Bounding Box - of Entity/Block
ExpressionLusk
Returns the bounding box of a block or an entity which reflects its location and size. (But not its world, kind of like vectors)/docs?id=t382m
Bounding Box - of Voxel Shape
ExpressionLusk
Converts shapes into a collection of Bounding Boxes equivalent to the shape they come from./docs?id=efubw
Bounding Box - Overlaps
ConditionLusk
Whether or not one or more bounding boxes overlap other bounding boxes. Bounding boxes that are only intersecting at the borders are not considered overlapping./docs?id=y0rhc
Bounding Box - Volume
ExpressionLusk
Gets the volume of 1 or more bounding boxes./docs?id=lupjk
Bounding Box - X is Within
ConditionLusk
Whether or not a Vector, Location, or Bounding Box is within a Bounding Box. Vector and Location = Checks if the Bounding Box contains a specified position. Bounding Box = Checks if the Bounding Box fully contains a Bounding Box./docs?id=qdu97
Break Block
EffectSkript
Breaks the block and spawns items as if a player had mined it You can add a tool, which will spawn items based on how that tool would break the block (ie: When using a hand to break stone, it drops nothing, whereas with a pickaxe it drops cobblestone)/docs?id=hnvfv
Break Blocks with Effects
EffectSkBee
Breaks blocks as if a player had broken them. Will drop items, play particles and sounds. Requires PaperMC. Optionally you can trigger it to drop experience as well. Optionally you can include an item which is used to determine which drops the block will drop./docs?id=9fyji
Breeding Family
ExpressionSkript
Represents family members within a breeding event./docs?id=ka2iu
Brewing - Fuel Level
ExpressionLusk
Returns the brewing fuel level of a Brewing Stand. Can be set, reset and deleted./docs?id=odqpr
Brewing - Remaining Time/Ticks
ExpressionLusk
Returns the brewing time of a Brewing Stand (the time before the brewing is over, 0 seconds = finished, 20 seconds = just started. Can be set to a longer time, progress won't be displayed until it reaches 20 seconds). Can be set./docs?id=dacyb
Brewing Results
ExpressionSkript
The resulting items in an 'on brew complete' event./docs?id=5z4st
Brewing Stand - Will Consume Fuel
ConditionLusk
Checks whether or not the brewing stand's fuel will be consumed in a Brewing Stand Fuel Event/docs?id=bd5i1
Brewing Stand Fuel Level
ExpressionSkript
The fuel level of a brewing stand. The fuel level is decreased by one at the start of brewing each potion./docs?id=ean6u
Brewing Stand Fuel Power
ExpressionLusk
Returns the fuel power for the fuel in the Brewing Stand Fuel event. Can be set./docs?id=gqh17
Brewing Stand Slot
ExpressionSkript
A slot of a brewing stand, i.e. the first, second, or third bottle slot, the fuel slot or the ingredient slot./docs?id=27u5b
Brewing Time
ExpressionSkript
The remaining brewing time of a brewing stand./docs?id=cosjc
Brewing Will Consume Fuel
ConditionSkript
Checks if the 'brewing fuel' event will consume fuel. Preventing the fuel from being consumed will keep the fuel item and still add to the fuel level of the brewing stand./docs?id=6ew8b
BrewingStand - Fuel Item
ExpressionLusk
Returns the brewing fuel item of a Brewing Stand. Can be set./docs?id=gg3oh
BrewingStand - Ingredient
ExpressionLusk
Returns the brewing ingredient of a Brewing Stand. Can be set./docs?id=cjmfm
Brig Command
StructureSkBriggy
Register a new Brigadier command. See wiki for more details on registering: [**SkBriggy Wiki**](https://github.com/ShaneBeee/SkBriggy/wiki/Registering-New-Command) Command Format: `brig command /namespace:commandName <brigArgType> [<brigArgType>] <argName:brigArgType> [<argName:brigArgType>]:` `namespace` = The namespace of a command. (Optional, defaults to "minecraft:") `commandName` = Represents the command itself, ex: '/mycommand'. `brigArgType` = Represents a brig argument type. - While some may match Skript types, this doesn't actually support Skript types. `argName` = The name of the arg, which will be used to create a local variable for the arg. - In some cases this will show when typing out a command in game. - If this isn't set a local variable will be created using the type (see examples). Just like Skript commands, wrapping your arg in `[]` makes it optional. Do note at this time there is no support for defaults. Entries and Sections: `executor_type` = What types of execturs can run this command (Optional, defaults to `all`). `permission:` = Just like Skript, the permission the player will require for this command. `description:` = Just like Skript, this is a string that will be used in the help command. `arguments:` = Section for registering arguments. See `Register Argument` effect. `trigger:` = Section, just like Skript, for executing your code in the command. Event Values: `[event-]sender` = The sender (console/player/entity) who ran the command or the sender used in Minecraft's `/execute as <sender>` command. `[event-]world` = World of the sender, or default world if sender is console, or world used in Minecraft's `/execute in <world>` command./docs?id=vcqj4
Brig Command Arg
ExpressionSkBriggy
Represents the arguments in a Brig Command. These works the same way as Skript's `arg` and `arg-1`. Since command args create local variables at runtime, these are virtually useless. These can be used in both the `register argument` and `trigger` sections./docs?id=qkq86
brigarg
TypeSkBriggy
/docs?id=2aju6
Broadcast
EffectSkript
Broadcasts a message to the server./docs?id=l4ok8
Broadcast Message
ExpressionSkript
The message broadcasted in a broadcast event./docs?id=u5f3s
Brushing Stage
ExpressionSkript
Represents how far the block has been uncovered. The only blocks that can currently be "brushed" are Suspicious Gravel and Suspicious Sand. 0 means the block is untouched, the max (usually 3) means nearly fulled brushed. Resetting this value will set it to 0./docs?id=rdx1n
Bucketable - Base Bucket Item
ExpressionLusk
Gets the base item of this entity in a bucket form./docs?id=8022y
Bucketable - Bucket Pickup Sound
ExpressionLusk
Gets the sound that is played when the provided entity is picked up in a bucket./docs?id=rr2h0
Bucketable - is From a Bucket
ConditionLusk
Checks whether a living entity was previously in a bucket./docs?id=frj49
Bucketable - is From a Bucket (Property)
ExpressionLusk
Gets whether a living entity was previously in a bucket. Can be set and reset./docs?id=m4i7e
Bukkit Color
TypeSkBee
/docs?id=8ei0g
Bukkit Material
ExpressionSkript-Packet
Get the Material of an item or block/docs?id=k8cdf
Bukkit Tree Type
TypeSkBee
/docs?id=9dfum
bukkitColor
FunctionSkBee
/docs?id=34g6j
Bundle Packet
TypeLuskv2
A packet that wraps around other packets to send them all at once./docs?id=73x43
Bundle Packets Of Bundlepackets
ExpressionLuskv2
/docs?id=h3f96
Buried Item
ExpressionSkript
Represents the item that is uncovered when dusting. The only blocks that can currently be "dusted" are Suspicious Gravel and Suspicious Sand./docs?id=j2def
calcExperience
FunctionSkript
Calculates the total amount of experience needed to achieve given level from scratch in Minecraft./docs?id=1aahs
Camel Is Dashing
ConditionSkript
Checks whether a camel is currently using its dash ability./docs?id=prnju
Camera Of Players To Entity Id Number
EffectPoaSk
/docs?id=er754
Can Age
ConditionSkript
Checks whether or not an entity will be able to age/grow up./docs?id=t8uwl
Can Breed
ConditionSkript
Checks whether or not a living entity can be bred./docs?id=5ohhp
Can Build
ConditionSkript
Tests whether a player is allowed to build at a certain location. This condition requires a supported <a href='#region'>regions</a> plugin to be installed./docs?id=u1u87
Can Build In Regions
Conditionskript-worldguard
A condition to test whether a player can build in a region or at a specific location./docs?id=f49fa
Can Despawn
ConditionSkript
Check if an entity can despawn when the chunk they're located at is unloaded. More information on what and when entities despawn can be found at <a href="https://minecraft.wiki/w/Mob_spawning#Despawning">reference</a>./docs?id=1tisg
Can Fly
ConditionSkript
Whether a player is allowed to fly./docs?id=3kh3d
Can Hold
ConditionSkript
Tests whether a player or a chest can hold the given item./docs?id=2thmy
Can Pick Up Items
ConditionSkript
Whether living entities are able to pick up items off the ground or not./docs?id=ymvl3
Can See
ConditionSkript
Checks whether the given players can see the provided entities./docs?id=kep98
Can See Chat Colors
ConditionSkript
Checks whether a player can see chat colors./docs?id=x87jv
Can See Messages
ConditionSkript
Checks whether a player can see specific message types in chat./docs?id=xy831
Cancel Active Item
EffectSkript
Interrupts the action entities may be trying to complete. For example, interrupting eating, or drawing back a bow./docs?id=36p64
Cancel Command Cooldown
EffectSkript
Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown./docs?id=x8hxe
Cancel Composter Level Rise
EffectLusk
This Effect requires Paper. Can only be used in a Compost Item Event. Sets whether or not the composter's level should rise./docs?id=qve0t
Cancel Drops
EffectSkript
Cancels drops of items in a death, block break, block drop, and block harvest events. The dropped experience can be cancelled in a death and block break events. Please note that using this in a death event doesn't keep items or experience of a dead player. If you want to do that, use the <a href='#EffKeepInventory'>Keep Inventory / Experience</a> effect./docs?id=81yk6
Cancel Event
EffectSkript
Cancels the event (e.g. prevent blocks from being placed, or damage being taken)./docs?id=ycq1t
Cancel GUI Close
Effectskript-gui
Cancels or uncancels the closing of a GUI. This effect can be used within a GUI close section. A 1 tick delay is applied by this effect after the code has run./docs?id=217ib
Case Text
ExpressionSkript
Copy of given text in Lowercase, Uppercase, Proper Case, camelCase, PascalCase, Snake_Case, and Kebab-Case/docs?id=e5zus
Cat - is Looking Up
ConditionLusk
Checks if a cat is looking up/docs?id=ixjvq
Cat - is Looking Up (Property)
ExpressionLusk
Returns whether or not a cat is looking up. Can be set and reset./docs?id=c39cg
Cat - is Lying Down
ConditionLusk
Checks if a cat is laying down./docs?id=a07nw
Cat - is Lying Down (Property)
ExpressionLusk
Returns whether or not a cat is lying down. Can be set and reset./docs?id=p7tbg
Cat Type
TypeSkript
Represents the race/type of a cat entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:british_shorthair'./docs?id=rp3b7
Catch Runtime Errors
SectionSkript
Catch any runtime errors produced by code within the section. This is an in progress feature./docs?id=gsvqt
Cauldron - Change Reason
ExpressionLusk
Returns the Change Reason in a Cauldron Level Change Event./docs?id=fefdb
ceil
FunctionSkript
Rounds a number up, i.e. returns the closest integer larger than or equal to the argument./docs?id=g57n3
ceiling
FunctionSkript
Alias of <a href='#ceil'>ceil</a>./docs?id=w8rur
Center of World Border
ExpressionSkript
The center of a world border./docs?id=da4qo
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=6b8p0
Change
EffectDiSky
/docs?id=7va15
Change Skin
EffectSkonic
Changes the skin of a player./docs?id=w2ujq
Change Slime Properties
ExpressionSlimeLink
Modify a property value in a SlimePropertyMap./docs?id=ug8ks
Change Vision Of Players To Entitytype
EffectPoaSk
/docs?id=bq805
Change YAML ID
Effectskript-yaml
Changes the ID of a loaded YAML file or reassigns its file path. - The first syntax changes the ID of a YAML file. Any changes to the ID are made at your own risk as this can cause issues with any other scripts that use the YAML file. - The second syntax reassigns the file path of a YAML file. This is useful when a file has been deleted but kept in memory. - The YAML file must be loaded before changing its ID or file path. - The new ID must not already be in use by another loaded YAML file./docs?id=4j79h
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=82nw3
Channel Bitrate
ExpressionDiSky
/docs?id=wqt7j
Channel Channels
ExpressionDiSky
/docs?id=ows3z
Channel Jump URL
ExpressionDiSky
Returns the jump-to URL for this channel. Clicking this URL in the Discord client will cause the client to jump to the specified channel./docs?id=ycl6e
Channel Max User
ExpressionDiSky
/docs?id=9un93
Channel Name
ExpressionDiSky
/docs?id=ydg30
Channel NSFW
ExpressionDiSky
/docs?id=l8u3k
Channel Of
ExpressionDiSky
/docs?id=z64ny
Channel of Scheduled Event
ExpressionDiSky
Get the channel of a scheduled event. Can be null if the event is external. Will returns either a stage or voice channel./docs?id=ajl2g
Channel Parent
ExpressionDiSky
/docs?id=keyfv
Channel Region
ExpressionDiSky
/docs?id=qxcst
Channel Slowmode
ExpressionDiSky
/docs?id=l9242
Channel Status
ExpressionDiSky
/docs?id=g12d0
Channel Topic
ExpressionDiSky
/docs?id=a3zxk
Character Codepoint
ExpressionSkript
Returns the Unicode codepoint of a character/docs?id=5b0iz
Character from Codepoint
ExpressionSkript
Returns the character at the specified codepoint/docs?id=wuk2a
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=rypsq
Charge Entity
EffectSkript
Charges or uncharges a creeper or wither skull. A creeper is charged when it has been struck by lightning./docs?id=8b9a9
Charging Attack
ExpressionSkBee
Represents a RangedEntity that is "charging" up an attack, by raising its hands. Setting requires a PaperMC server. RangedEntities: Drowned, Illusioner, Llama, Piglin, Pillager, Skeleton, Snowman, Stray, TraderLlama, Witch, Wither, WitherSkeleton./docs?id=z6zyq
Chat Completions
ExpressionSkBee
Represents the chat completions of a player. `set` = Set the list of chat completion suggestions shown to the player while typing a message. If completions were set previously, this method will remove them all and replace them with the provided completions. `add` = Add custom chat completion suggestions shown to the player while typing a message. `remove` = Remove custom chat completion suggestions shown to the player while typing a message. Online player names cannot be removed with this method. This will affect only custom completions added by add/set. `reset` = Will remove all custom chat completions. NOTE: Supports all objects, will be stringified based on however Skript does it./docs?id=a6ish
Chat Format
ExpressionSkript
Can be used to modify the chat format. The sender of a message is represented by [player] or [sender]. The message is represented by [message] or [msg]./docs?id=ezse1
Chat Message
ExpressionSkript
The chat message in a chat event./docs?id=37j9k
Chat Meta Builder
Expressionskript-luckperms
Creates a builder for a prefix/suffix. You can add said prefix/suffix to a user or a group via the prefix or suffix expression./docs?id=p1rko
Chat Meta Priority
Expressionskript-luckperms
Represents the priority of a chat meta node./docs?id=w4kc4
Chat Meta Source
Expressionskript-luckperms
Represents the source of a chatmeta. If inherited directly (not from a group) it will return the user's UUID./docs?id=4051c
Chat Recipients
ExpressionSkript
The recipients of a chat event/docs?id=lsm85
Check Slime Property
ConditionSlimeLink
Checks if the specified property in the property map is equal to the specified value./docs?id=wwswl
Check Slime World Loaded
ConditionSlimeLink
Checks if the specified world is loaded or not./docs?id=14kv0
Check Slime World ReadOnly
ConditionSlimeLink
Checks if the specified world is readonly or not./docs?id=r74v0
Chicken - Egg Lay Time/Ticks
ExpressionLusk
Returns the time till a chicken lays an egg./docs?id=3z9xm
Chicken - is Chicken Jockey
ConditionLusk
Checks if the provided chickens are chicken jockeys./docs?id=5h59h
Chicken - is Chicken Jockey (Property)
ExpressionLusk
Checks if the provided chickens are chicken jockeys./docs?id=4clfr
Chicken Variant
TypeSkript
Represents the variant of a chicken entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:warm'./docs?id=mc871
Chunk
TypeSkript
A chunk is a cuboid of 16×16×128 (x×z×y) blocks. Chunks are spread on a fixed rectangular grid in their world./docs?id=9l4ps
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=oya8h
Chunk - ChunkKey
ExpressionSkBee
Returns a chunk's chunk coordinates packed into a long. Example would be chunk at 0,0 = 0, chunk at 1,1 = 4294967297. This can be thought of an ID for chunks./docs?id=foqx3
Chunk - Contains BlockData
ConditionSkBee
Check if a chunk contains a specific block data. This can be useful to check before looping blocks in a chunk./docs?id=4vi98
Chunk - Inhabited Time
ExpressionSkBee
Get/set the time a chunk has been inhabited. Note that the time is incremented once per tick per player within mob spawning distance of this chunk./docs?id=3xuqd
Chunk - Load
EffectSkBee
Load a chunk. **Options**: - `%number%,[ ]%number%` = Represents the X/Z coords of a chunk. Not to be confused with a location. Chunk coords are essentially a location divided by 16, example: Chunk 1/1 = Location 16/16 - `chunk key %number%` = Represents the key of a chunk (chunk's chunk coordinates packed into a long). - `async` = Will load the chunk off the main thread. Your code will halt whilst waiting for the chunk[s] to load. - `with ticket` = Will add a ticket to the chunk, preventing it from unloading until you explicitly unload it or the server stops./docs?id=urus2
Chunk - Unload
EffectSkBee
Unload a chunk. This will remove any chunk tickets that were holding the chunk open. **Options**: - `%number%,[ ]%number%` = Represents the X/Z coords of a chunk. Not to be confused with a location. Chunk coords are essentially a location divided by 16, example: Chunk 1/1 = Location 16/16 - `without saving` = Will prevent the chunk from saving when unloading./docs?id=x0p2g
Chunk at Coords
ExpressionSkBee
Get a chunk using chunk coords. NOTE: Chunk coords are different than location coords. Chunk coords are basically location coords divided by 16. Optionally get the chunk without generating it (possibly doesn't load as well)./docs?id=ser43
Chunk Coordinates
ExpressionSkBee
Represents the coordinates of a chunk./docs?id=56nuk
Chunk Load Level
TypeSkBee
/docs?id=1a3qm
Chunk Load Level
ExpressionSkBee
Get the load level of a chunk. See type for description of levels. Requires Minecraft 1.19.4+/docs?id=18w1v
Chunk Refresh
EffectSkBee
Resends chunks to the clients. This is useful if you change a biome and need to refresh the client. The two numbers represent a chunk's X/Y coords, NOT a location. A chunk's X/Y coords are basically a location divided by 16. Ex: Chunk 1/1 would be at location X=16, Z=16./docs?id=112x6
ChunkGenerator - Biome Parameter Point
TypeSkBee
/docs?id=on91r
ChunkGenerator - Biome Parameter Point
ExpressionSkBee
Represents the biome noise parameters which may be passed to a world generator. This is used in the `biome gen` section of a chunk generator./docs?id=7mbme
ChunkGenerator - Biome Parameter Point Values
ExpressionSkBee
Represents the different values of a Biome Parameter Point. This is used in the `biome gen` section of a chunk generator. `fixed` = Will return the grouped ranged value of a param point, example for continentalness: - `-1.2~-1.05` = 0 (Mushroom fields) - `-1.05~-0.455` = 1 (Deep ocean) - `-0.455~-0.19` = 2 (Ocean) - `-0.19~-0.11` = 3 (Coast) - `-0.11~0.03` = 4 (Near-inland) - `0.03~0.3` = 5 (Mid-inland) - `0.3~1.0` = 6 (Far-inland) See [**World Generation/Biomes**](https://minecraft.wiki/w/World_generation#Biomes) on McWiki for more details./docs?id=9f6yb
ChunkGenerator - ChunkData Biome
ExpressionSkBee
Represents the biome in ChunkData. The first pattern is used to set the biome in the `biome gen` section. The second pattern is used to retrieve biomes in the `chunk gen` and `block pop` sections. NOTE: The vector represents the position of the biome in the chunk, not the world./docs?id=8v2e6
ChunkGenerator - ChunkData Block
ExpressionSkBee
Represents blocks in a ChunkData. The first pattern is used to set a block in a `chunk gen` or `block pop` section. The second pattern is used to fill blocks between 2 points in a `chunk gen` section. NOTE: The vector represents the position in a chunk, not a world. NOTE: You CAN reach into neighbouring chunks going below 0/above 15 in the vector. I don't know how far you can safely reach though./docs?id=r9oqx
ChunkGenerator - ChunkData Height
ExpressionSkBee
Represents the highest point in a chunk used in a `height gen` section. This is used to tell Minecraft where the highest block is when it needs to generate structures./docs?id=z9641
ChunkGenerator - ChunkData X/Z
ExpressionSkBee
Represents the ChunkData's X/Z coordinates. This will typically be used to calculate world position from chunk position for your noise system./docs?id=8htuk
ChunkGenerator - Highest Block Y
ExpressionSkBee
Get the highest block y at a position in a chunk in a `block pop` or `surface gen` section. You can optionally choose which HeightMap to use (Defaults to `ocean_floor_wg`)./docs?id=k4qpw
ChunkGenerator - Populate Tree
EffectSkBee
Grow a tree in a ChunkGenerator `block pop` section. The vector represents chunk position not world position./docs?id=vqbfv
ChunkGenerator - Register Generator
StructureSkBee
Register a chunk generator to manipulate the world layout to your liking. ENTRIES: (These are all optional, and will default to false) - `vanilla decor` = Whether Minecraft will decorate the surface based on biomes. - `vanilla caves` = Whether Minecraft will carve caves. - `vanilla structures` = Whether Minecraft will generate structures based on biomes. - `vanilla mobs` = Whether Minecraft will spawn mobs based on biomes. SECTIONS: (These are all optional) - `noise gen` = Generate the base terrain of a chunk [optional, defaults to vanilla noise]. - `surface gen` = Generate the surface above the base terrain of the chunk [optional, defaults to vanilla surface]. - `chunk gen` = A combination of noise and surface gen (Cannot be used WITH noise/surface gen). - `cave gen` = Generate caves in a chunk [optional]. - `biome gen` = Generate the biomes to be placed in a chunk [optional, will default to vanilla biomes]. - `height gen` = Tell Minecraft where the highest block in a chunk is for generating structures. - `block pop` = Used to decorate after initial surface is generated (Structures can be placed during this stage). NOTES: - `world-creator` needs to be enabled in the config - Please see the [**Chunk Generator**](https://github.com/ShaneBeee/SkBee/wiki/Chunk-Generator) wiki for further details./docs?id=ubs6x
ChunkGenerator - Structure Place
EffectSkBee
Place a structure in a block populator. Due to the chunk not being finalized yet, the standard structure place effect will not work during generation. Since the chunk isn't finalized yet, we use a vector instead of a location, the vector will represent a chunk position not a world position./docs?id=ifobf
ChunkGenerator - WorldCreator Generator
EffectSkBee
Set the chunk generator of a world creator./docs?id=bi779
Chunks Within Locations
ExpressionSkBee
Get a list of all chunks within 2 locations./docs?id=27rg0
Citizens - is NPC
ConditionLusk
Checks if an entity is an NPC. (Citizens)/docs?id=8fm0o
clamp
FunctionSkript
Clamps one or more values between two numbers. This function retains indices/docs?id=r0mgb
Clear Entity Storage
EffectSkript
Clear the stored entities of an entity block storage (i.e. beehive)./docs?id=y80wb
clear_all_effects
FunctionSkBee
/docs?id=62dko
Click Type
TypeSkript
Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side./docs?id=zegix
Clicked Block/Entity/Inventory/Slot
ExpressionSkript
The clicked block, entity, inventory, inventory slot, inventory click type or inventory action./docs?id=mutsq
Client Brand
ExpressionSkBee
Returns player's client brand name. If the client didn't send this information, the brand name will be null. For the Notchian client this name defaults to "vanilla". Some modified clients report other names such as "forge". Requires a PaperMC server./docs?id=4gefb
Client Bundle Packet
TypeLuskv2
A packet that wraps around other packets to send them to the client all at once./docs?id=a7ncz
Clientbound Packet
TypeLuskv2
A packet bound to the client. Sent from the server to the client./docs?id=f11mk
Clone of Packet
ExpressionSkript-Packet
Get a full copy (=deep) or a fast copy (=shallow) of a packet/docs?id=rohf3
Cloned Active Group or Animation
ExpressionDisplayEntityUtils
Create a cloned version of a active group or animation/docs?id=d6640
Color
TypeSkript
Wool, dye and chat colors./docs?id=jqwxg
Color from Hex
ExpressionDiSky
Get a color from a hexadecimal string. Do not include the # in the string./docs?id=bxcwi
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=mj847
Color Items
EffectSkript
Colors items in a given <a href='#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./docs?id=5i99d
Color of
ExpressionSkript
The <a href='#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./docs?id=rf8d6
Colored/Formatted/Uncolored
ExpressionSkript
Parses or removes colors and, optionally, chat styles in/from a message./docs?id=f2vc3
combinations
FunctionSkript
Get the number of possible sets from 1 to 'options' with each set having a size equal to 'selected' For example, a combination with 3 options and a set size of 1, returns 3: (1), (2), (3) A combination of 3 options with a set size of 2 returns 3: (1, 2), (1, 3), (2, 3) Note that the bigger the 'options' and lower the 'selected' may result in approximations or even infinity values. Combinations differ from permutations in that combinations focus on unique sets, ignoring the order of elements, whereas permutations account for the arrangement of elements within the set. Example: (1, 2) and (2, 1) represent a single combination since order doesn't matter in combinations, but they are two distinct permutations because permutations consider the order./docs?id=ls5w1
Command
EffectSkript
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./docs?id=jqhk9
Command
StructureSkript
Used for registering custom commands./docs?id=y4igg
Command
ExpressionSkript
The command that caused an 'on command' event (excluding the leading slash and all arguments)/docs?id=65fnu
Command Block - Command
ExpressionLusk
Returns the command within a command block. Can be set. Works with minecart with command block./docs?id=45q3o
Command Block Command
ExpressionSkript
Gets or sets the command associated with a command block or minecart with command block./docs?id=wvdx2