/Index/Docs/Page 4
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Is Invulnerable
ConditionSkript
Checks whether an entity or a gamemode is invulnerable. For gamemodes, Paper and Minecraft 1.20.6 are required/docs?id=6w4vq
Is Java List
ConditionSkript-Packet
Check if a given object is an instance of java.util.List/docs?id=oqr4w
Is Jumping
ConditionSkript
Checks whether a living entity is jumping. This condition does not work on players./docs?id=trx4m
Is Leashed
ConditionSkript
Checks to see if an entity is currently leashed./docs?id=mf03n
Is Loaded
ConditionSkript
Checks whether a world, chunk or script is loaded. 'chunk at 1, 1' uses chunk coordinates, which are location coords divided by 16./docs?id=j0x3e
Is Locked
ConditionSkBee
Check if a lockable container is in a locked state./docs?id=8bndw
Is Lootable
ConditionSkript
Checks whether an entity or block is lootable. Lootables are entities or blocks that can have a loot table./docs?id=xrscv
Is Member/Owner of Region
ConditionSkript
Checks whether a player is a member or owner of a particular region. This condition requires a supported regions plugin to be installed./docs?id=s74z8
Is Message Forwarded
ConditionDiSky
Check if a message is a 'forwarded message' or not, basically a message that was sent from another channel./docs?id=rpqcm
Is MMS
ConditionSkript-Packet
Check if a given object can be found within the package net.minecraft.server/docs?id=qnssd
Is Normalized
ConditionSkript
Checks whether a vector is normalized i.e. length of 1/docs?id=sdhg8
Is Occluding
ConditionSkript
Checks whether an item is a block and completely blocks vision./docs?id=cudju
Is of Type
ConditionSkript
Checks whether an item or an entity is of the given type. This is mostly useful for variables, as you can use the general 'is' condition otherwise (e.g. 'victim is a creeper')./docs?id=p1se4
Is on Ground
ConditionSkript
Checks whether an entity is on ground./docs?id=7wvzs
Is Online
ConditionSkript
Checks whether a player is online. The 'connected' pattern will return false once this player leaves the server, even if they rejoin. Be aware that using the 'connected' pattern with a variable will not have this special behavior. Use the direct event-player or other non-variable expression for best results./docs?id=35gis
Is Operator
ConditionSkript
Checks whether a player is a server operator./docs?id=cafcf
Is Parent Region
Conditionskript-worldguard
A condition to test whether a region is a parent region of another./docs?id=unevp
Is Passable
ConditionSkript
Checks whether a block is passable. A block is passable if it has no colliding parts that would prevent players from moving through it. Blocks like tall grass, flowers, signs, etc. are passable, but open doors, fence gates, trap doors, etc. are not because they still have parts that can be collided with./docs?id=g408z
Is Pathfinding
ConditionSkript
Checks whether living entities are pathfinding. Can only be a living entity that is a Mob./docs?id=cjgxd
Is Persistent
ConditionSkript
Whether entities, players, or leaves are persistent. Persistence of entities is whether they are retained through server restarts. Persistence of leaves is whether they should decay when not connected to a log block within 6 meters. Persistence of players is if the player's playerdata should be saved when they leave the server. Players' persistence is reset back to 'true' when they join the server. Passengers inherit the persistence of their vehicle, meaning a persistent zombie put on a non-persistent chicken will become non-persistent. This does not apply to players. By default, all entities are persistent./docs?id=1n8fe
Is Pinned
ConditionDiSky
Return true if the message is pinned./docs?id=9a1az
is Placing in Pot
ConditionLusk
This Condition requires Paper. Checks whether or not the item is being placed inside the flower pot in a Flower Pot Manipulate Event./docs?id=ips0y
Is Player Listed
ConditionSkBee
Check if a player is listed (shown in PlayerList) for another player./docs?id=248it
Is Playing Dead
ConditionSkript
Checks to see if an axolotl is playing dead./docs?id=axm6z
Is Plugin Enabled
ConditionSkript
Check if a plugin is enabled/disabled on the server. Plugin names can be found in the plugin's 'plugin.yml' file or by using the '/plugins' command, they are NOT the name of the plugin's jar file. When checking if a plugin is not enabled, this will return true if the plugin is either disabled or not on the server. When checking if a plugin is disabled, this will return true if the plugin is on the server and is disabled./docs?id=6aktk
Is Poisoned
ConditionSkript
Checks whether an entity is poisoned./docs?id=oi4ly
Is Posted
ConditionDiSky
Return true if the message is posted, means sent in every guild that follow this news channel./docs?id=dk1jg
Is Preferred Tool
ConditionSkript
Checks whether an item is the preferred tool for a block. A preferred tool is one that will drop the block's item when used. For example, a wooden pickaxe is a preferred tool for grass and stone blocks, but not for iron ore./docs?id=h0hzu
Is Pressing Key
ConditionSkript
Checks if a player is pressing a certain input key./docs?id=vm9f7
Is Region Member/Owner
Conditionskript-worldguard
A condition to test whether a player/group is a member/owner of a region./docs?id=c2c23
Is Region Temporary
Conditionskript-worldguard
A condition to test whether a region is temporary. Temporary regions are those that are removed when the server restarts./docs?id=6gbex
Is Region Type
Conditionskript-worldguard
A condition to test what type/shape a region is./docs?id=qoa1q
Is Responsive
ConditionSkript
Checks whether an interaction is responsive or not. Responsiveness determines whether clicking the entity will cause the clicker's arm to swing./docs?id=a5w34
Is Riding
ConditionSkript
Tests whether an entity is riding any entity, a specific entity type, or a specific entity./docs?id=2zvka
Is Riptiding
ConditionSkript
Checks to see if an entity is currently using the Riptide enchantment./docs?id=ab1wl
Is Saddled
ConditionSkript
Checks whether a given entity (horse or steerable) is saddled. If 'properly' is used, this will only return true if the entity is wearing specifically a saddle item./docs?id=dwvsh
Is Screaming
ConditionSkript
Check whether a goat or enderman is screaming./docs?id=622h4
Is Script Loaded
ConditionSkript
Check if the current script, or another script, is currently loaded./docs?id=7ns8g
Is Silent
ConditionSkript
Checks whether an entity is silent i.e. its sounds are disabled./docs?id=sjlkw
Is Sleeping
ConditionSkript
Checks whether an entity is sleeping./docs?id=ydol9
Is Slime Chunk
ConditionSkript
Tests whether a chunk is a so-called slime chunk. Slimes can generally spawn in the swamp biome and in slime chunks. For more info, see <a href='https://minecraft.wiki/w/Slime#.22Slime_chunks.22'>the Minecraft wiki</a>./docs?id=wanc1
Is Sneaking
ConditionSkript
Checks whether a player is sneaking./docs?id=exl5d
Is Solid
ConditionSkript
Checks whether an item is solid./docs?id=t6xsa
Is Spawnable
ConditionSkript
Whether an entity type can be spawned in a world. Any general types such as 'monster, mob, entity, living entity' etc. will never be spawnable./docs?id=hsgaj
Is Sprinting
ConditionSkript
Checks whether a player is sprinting./docs?id=dtp92
Is Stackable
ConditionSkript
Checks whether an item is stackable./docs?id=ekfto
Is Swimming
ConditionSkript
Checks whether a living entity is swimming./docs?id=xj9ru
Is Tagged
ConditionSkript
Checks whether an item, block, entity, or entitydata is tagged with the given tag./docs?id=k4h4w
Is Tameable
ConditionSkript
Check if an entity is tameable./docs?id=jmexj
Is Tamed
ConditionSkript
Check if a tameable entity is tamed (horse, parrot, cat, etc.)./docs?id=qa2fc
Is Ticking
ConditionSkript
Checks if an entity is ticking./docs?id=6pdpz
Is Transferred
ConditionSkBee
Check if a player transferred servers./docs?id=bdmx5
Is Transparent
ConditionSkript
Checks whether an item is transparent. Note that this condition may not work for all blocks, due to the transparency list used by Spigot not being completely accurate./docs?id=mgw8h
Is TTS
ConditionDiSky
Return true if the message is TTS (TextToSpeech)./docs?id=wnezj
Is Unbreakable
ConditionSkript
Checks whether an item is unbreakable./docs?id=w43gc
Is Using Experimental Feature
ConditionSkript
Checks whether a script is using an experimental feature by name./docs?id=h35d2
Is Valid
ConditionSkript
Checks whether something (an entity, a script, a config, etc.) is valid. An invalid entity may have died or de-spawned for some other reason. An invalid script reference may have been reloaded, moved or disabled since./docs?id=1hlwx
Is Valid Region ID
Conditionskript-worldguard
A condition to test whether a string is a valid region ID. Valid region IDs only contain letters, numbers, underscores, commas, single quotation marks, dashes, pluses, or forward slashes./docs?id=tm2jz
Is Voice Message
ConditionDiSky
Return true if the message is a voice message./docs?id=n3wsy
Is Wearing
ConditionSkript
Checks whether an entity is wearing some items (usually armor)./docs?id=dz5ns
Is Whitelisted
ConditionSkript
Whether or not the server or a player is whitelisted, or the server is whitelist enforced./docs?id=xzqbd
Is Within
ConditionSkript
Whether a location is within something else. The "something" can be a block, an entity, a chunk, a world, or a cuboid formed by two other locations. Note that using the <a href='#CondCompare'>is between</a> condition will refer to a straight line between locations, while this condition will refer to the cuboid between locations./docs?id=vx0fx
Is Within Radius
ConditionSkript
Checks whether a location is within a certain radius of another location./docs?id=eyylv
Is YAML Empty
Conditionskript-yaml
Checks if a cached YAML file using said ID is empty. - Input is the ID./docs?id=81yqa
Is YAML Loaded
Conditionskript-yaml
Checks if one or more YAML files are loaded into memory using said ID./docs?id=5tpsw
Is YAML Modified
Conditionskript-yaml
Checks if a YAML file has been modified since it was last loaded or saved./docs?id=ks2fn
isNaN
FunctionSkript
Returns true if the input is NaN (not a number)./docs?id=3fnye
Item
TypeSkript
An item, e.g. a stack of torches, a furnace, or a wooden sword of sharpness 2. Unlike item type an item can only represent exactly one item (e.g. an upside-down cobblestone stair facing west), while an item type can represent a whole range of items (e.g. any cobble stone stairs regardless of direction). You don't usually need this type except when you want to make a command that only accepts an exact item. Please note that currently 'material' is exactly the same as 'item', i.e. can have an amount & enchantments./docs?id=k2tvo
Item
ExpressionSkript
The item involved in an event, e.g. in a drop, dispense, pickup or craft event./docs?id=eek2e
Item - Can Be Enchanted with
ConditionLusk
Checks if an item can be enchanted with an Enchantment. This does not check if the enchantment conflicts with any enchantments already applied on the item./docs?id=lw2tw
Item - Rarity
ExpressionLusk
Returns the rarity of an item. Can be set. Before Lusk 1.2 (and Minecraft 1.20.5), this expression returned strings and also worked for enchantments, due to some major changes enchantments no longer have a rarity./docs?id=umsrp
Item - Supported/Preferred Enchantments
ExpressionLusk
Returns the Enchantments this item can normally have./docs?id=vt791
Item - Unenchanted/Disenchanted
ExpressionLusk
Returns one or more items without enchantments./docs?id=s08fz
Item Amount
ExpressionSkript
The amount of an <a href='#itemstack'>item stack</a>./docs?id=8jb3h
Item Component
TypeSkript
Represents an item component for items. i.e. equippable components./docs?id=x696i
Item Component - Copy
ExpressionSkript
Grab a copy of an item component of an item. Any changes made to the copy will not be present on the item./docs?id=rqmqk
Item Cooldown
ExpressionSkript
Gets the current cooldown of a provided item for a player. If the provided item has a cooldown group component specified the cooldown of the group will be prioritized. Otherwise the cooldown of the item material will be used./docs?id=rbyb1
Item Despawn
EffectSkript
Prevent a dropped item from naturally despawning through Minecraft's timer./docs?id=72olb
Item Display Transform
ExpressionSkript
Returns or changes the <a href='#itemdisplaytransform'>item display transform</a> of <a href='#display'>item displays</a>./docs?id=s7ea4
Item Display Transforms
TypeSkript
Represents the transform setting of an item display./docs?id=8huqk
Item Enchantments
ExpressionSkript
All the enchantments an <a href='#itemtype'>item type</a> has./docs?id=ahl8t
Item Flag
TypeSkript
Represents flags that may be applied to hide certain attributes of an item./docs?id=oyefp
Item Flags
ExpressionSkript
The item flags of an item. Can be modified./docs?id=4jgei
Item Frame - is Fixed
ConditionLusk
Returns whether the item frame is "fixed" or not. When true it's not possible to destroy/move the frame (e. g. by damage, interaction, pistons, or missing supporting blocks), rotate the item or place/remove items./docs?id=x1534
Item Frame - is Fixed (Property)
ExpressionLusk
Gets whether the item frame is "fixed" or not. Can be set and reset. When true it's not possible to destroy/move the frame (e. g. by damage, interaction, pistons, or missing supporting blocks), rotate the item or place/remove items./docs?id=se5ic
Item Frame - is Visible / is Invisible
ConditionLusk
Returns whether the item frame is visible or not./docs?id=lnh8f
Item Frame - is Visible / is Invisible (Property)
ExpressionLusk
Gets whether the item frame is visible or not. Can be set./docs?id=7tmfz
Item Frame - Item (Silently Set)
ExpressionLusk
Gets a copy of the item in the provided item frames. Can be set and deleted, this expression supports the Silent Section, see examples./docs?id=j0do1
Item Frame - Item Drop Chance
ExpressionLusk
The chance of the item being dropped upon this item frame's destruction. Can be set, removed from, added to, reset (1) and deleted (0). The final value is always clamped between 0 and 1. 1 = always drops; 0 = never drops./docs?id=6n3j5
Item Frame - Rotate
EffectLusk
Rotates item frames counter clockwise and clockwise or by specific rotations and a set amount of times./docs?id=cncq9
Item Frame - Rotation
ExpressionLusk
Returns the rotation of an Item Frame./docs?id=9g6ya
Item Frame - set Item Silently
EffectLusk
Sets the item of the provided item frames silently./docs?id=39ncy
Item from Material
ExpressionSkript-Packet
Get the ItemStack from a Material/docs?id=mn277
Item Has Enchantment Glint Override
ConditionSkript
Checks whether an item has the enchantment glint overridden, or is forced to glint or not./docs?id=doxos
Item Has Enchantment Glint Override
ConditionSkript
Checks whether an item has the enchantment glint overridden, or is forced to glint or not./docs?id=y11xd
Item of an Entity
ExpressionSkript
An item associated with an entity. For dropped item entities, it gets the item that was dropped. For item frames, the item inside the frame is returned. For throwable projectiles (snowballs, enderpearls etc.) or item displays, it gets the displayed item. For arrows, it gets the item that will be picked up when retrieving the arrow. Note that setting the item may not change the displayed model, and that setting a spectral arrow to a non-spectral arrow or vice-versa will not affect the effects of the projectile. Other entities do not have items associated with them./docs?id=as66m
Item Rarity - Color
ExpressionLusk
Returns the color of an item's rarity. Can be used with the item itself and it will get its rarity's color without getting the rarity itself if you don't need it./docs?id=5f5af
Item Tooltips
EffectSkript
Show or hide the tooltip of an item. If changing the 'entire' tooltip of an item, nothing will show up when a player hovers over it. If changing the 'additional' tooltip, only specific parts (which change per item) will be hidden./docs?id=g4gyd
Item Type
TypeSkript
An item type is an alias that can result in different items when added to an inventory, and unlike items they are well suited for checking whether an inventory contains a certain item or whether a certain item is of a certain type. An item type can also have one or more enchantments with or without a specific level defined, and can optionally start with 'all' or 'every' to make this item type represent all types that the alias represents, including data ranges./docs?id=5s9qg
Item with Custom Model Data
ExpressionSkript
Get an item with custom model data./docs?id=4blkg
Item with Enchantment Glint
ExpressionSkript
Get an item with or without enchantment glint./docs?id=d64k1
Item with Item Flags
ExpressionSkript
Creates a new item with the specified item flags./docs?id=f85q8
Item with Lore
ExpressionSkript
Returns a copy of an item with with new lore. If passing multiple components, each with be a line of lore./docs?id=vtqg1
Item with Tooltip
ExpressionSkript
Get an item with or without entire/additional tooltip. If changing the 'entire' tooltip of an item, nothing will show up when a player hovers over it. If changing the 'additional' tooltip, only specific parts (which change per item) will be hidden./docs?id=xs63v
ItemComponent - Adventure Predicate Apply
SectionSkBee
Apply an adventure can break/can place on predicate to items. Requires Paper 1.21.3+ See [**Can Break**](https://minecraft.wiki/w/Data_component_format#can_break)/[**Can Place On**](https://minecraft.wiki/w/Data_component_format#can_place_on) components on McWiki for more info. **Entries**: - `blocks` = The blocks this item can place on/can break. (Accepts ItemTypes, BlockDatas, Tags, TagKeys and RegistryKeySets(soon™))/docs?id=g0uq7
ItemComponent - Apply Effects
EffectSkBee
Used to apply potion/consume effects in a potion contents's `custom_effects` section, death protection's' `death_effects` section and consumable's `on_consume_effects` section. **Patterns**: - `%potioneffects%` = Used to apply a potion effect in a potion contents section. - `%potioneffects% with probability %-number%` = Used to apply a potion/consume effect in a death protection/consumable section. - `remove effects %potioneffecttypes/typedkeys%` = Used to apply a `remove effects` consume effect in a death protection/consumable section. - `clear all effects` = Used to apply a `clear all effects` consume effect in a death protection/consumable section. - `teleport randomly within [[a] diameter [of]] %number% [blocks|meters]` = Used to apply a `teleport randomly` consume effect in a death protection/consumable section. - `play sound %string/typedkey%` - Used to apply a `play sound` consume effect in a death protection/consumable section./docs?id=j08m7
ItemComponent - Attack Range Component Apply
SectionSkBee
Enables a custom attack range when using the item. See [**Attack Range Component**](https://minecraft.wiki/w/Data_component_format#attack_range) on McWiki for more details. Requires Minecraft 1.21.11+ **ENTRIES**: All entries are optional and will use their defaults when omitted. - `min_reach` = The minimum distance in blocks from the attacker to the target to be considered valid. Default = 0, valid range = 0 to 64 - `max_reach` = The maximum distance in blocks from the attacker to the target to be considered valid. Default = 3, valid range = 0 to 64 - `min_creative_reach` = The minimum distance in blocks from the attacker to the target to be considered valid in creative mode. Default = 0, valid range = 0 to 64 - `max_creative_reach` = The maximum distance in blocks from the attacker to the target to be considered valid in creative mode. Default = 5, valid range = 0 to 64 - `hitbox_margin` = Tthe margin applied to the target bounding box when checking for valid hitbox collision. Default = 0.3, valid range = 0 to 1 - `mob_factor` = The multiplier applied to the min_range and max_range when checking for valid distance when item is used by a mob. Default = 1, valid range = 0 to 2/docs?id=qykbx
ItemComponent - Bundle Contents
ExpressionSkBee
Represents the contents of a bundle item./docs?id=lexzd
ItemComponent - Charged Projectiles
ExpressionSkBee
The items loaded as projectiles into a crossbow. If not present, the crossbow is not charged. See [**Charged Projectiles Component**](https://minecraft.wiki/w/Data_component_format#charged_projectiles) on McWiki for more details. Requires Paper 1.21.3+ **Changers**: - `set` = Set the items to be loaded by the crossbow. - `reset` = Reset back to default state. - `delete` = Will delete any value (vanilla or not)./docs?id=uqseu
ItemComponent - Clear/Reset Components
EffectSkBee
Clear/reset data components of an item. Requires Minecraft 1.21+ - `clear/remove/unset` = Will remove the component from the item. - `reset` = Will reset the data component of the item back to its default value./docs?id=ea14j
ItemComponent - Consumable Component Apply
SectionSkBee
Apply a consumable component to an item. If present, this item can be consumed by the player. Requires Paper 1.21.3+ See [**Consumable Component**](https://minecraft.wiki/w/Data_component_format#consumable) on McWiki for more info. **Entries**: - `consume_seconds` = The amount of time it takes for a player to consume the item. Defaults to 1.6 seconds. [Optional] - `animation` = The animation used during consumption of the item. [Optional] Must be one of "none", "eat", "drink", "block", "bow", "spear", "crossbow", "spyglass", "toot_horn" or "brush". Defaults to "eat"] - `sound` = A sound key to player when consumed. Defaults to "entity.generic.eat" [Optional] - `has_consume_particles` = Whether consumption particles are emitted while consuming this item. Defaults to true. [Optional] - `on_consume_effect` = A `consume effect` to by applied to the component (supports a list) [Optional]. - `on_consume_effects` = A section to apply `consume effects` [Optional]./docs?id=j3h7a
ItemComponent - Consume Effect
TypeSkBee
/docs?id=9ct7t
ItemComponent - CustomModelData Component Apply
SectionSkBee
Apply a custom model data component to items. Requires Paper 1.21.4+ See [**CustomModelData Component**](https://minecraft.wiki/w/Data_component_format#custom_model_data) on McWiki for more info. **Entries**: - `floats` = A list of numbers. - `flags` = A list of booleans (true/false). - `strings` = A list of strings. - `colors` = A list of colors./docs?id=u8s42
ItemComponent - Damage Resistant
ExpressionSkBee
Represents the damage resistant component of an item. **Requires Minecraft 26.1+** If specified, this item is invulnerable to the specified damage types when in entity form or equipped. See [**Damage Resistant**](https://minecraft.wiki/w/Data_component_format#damage_resistant) on McWiki for more details. **Changers**: `set` = Will set the damage resistant component of the item (Accepts a DamageType TagKey or a list of DamageTypes). `delete` = Will delete the damage resistant component of this item. `reset` = Will reset the damage resistant component back to the original value./docs?id=4mqrb
ItemComponent - Damage Type
ExpressionSkBee
Represents the damage type component of an item. See [**Damage Type**](https://minecraft.wiki/w/Data_component_format#damage_type) on McWiki for more details. Requires Minecraft 1.21.11+ **Changers**: `set` = Will set the damage type of the item. `delete` = Will delete the damage type of this item. `reset` = Will reset the damage type back to the original value./docs?id=ii5wa
ItemComponent - Death Protection Component Apply
SectionSkBee
Apply a death protection component to an item. If present, this item protects the holder from dying by restoring a single health point. Requires Paper 1.21.3+ See [**Death Protection Component**](https://minecraft.wiki/w/Data_component_format#death_protection) on McWiki for more info. `death_effect` = A `consume effect` to by applied to the component (supports a list) [Optional]. `death_effects` = A section to apply `consume effects` [Optional]./docs?id=27u5x
ItemComponent - Dyed Color
ExpressionSkBee
Represents the dyed color component of an item. This will work on leather armor, or items that have a dye component on their item model. See [**ItemModel**](https://minecraft.wiki/w/Data_component_format#dyed_color) on McWiki for more details. Requires Paper 1.21.3+ **Changers**: `set` = Will set the dyed color of the item. `delete` = Will delete the dyed color of this item. `reset` = Will reset the dyed color back to the original value./docs?id=t92rn
ItemComponent - Enchantable
ExpressionSkBee
If present, and applicable enchantments are available, items with the component can be enchanted in an enchanting table. Positive integer representing the item's enchantability. A higher value allows enchantments with a higher cost to be picked. See [**Enchantable Component**](https://minecraft.wiki/w/Data_component_format#enchantable) on McWiki for more details. **Changers**: - `set` = Allows you to set the enchantability. - `reset` = Reset back to default state. - `delete` = Will delete any value (vanilla or not)./docs?id=ryroz
ItemComponent - Enchantment Glint Override
ExpressionSkBee
Represents the enchantment glint override of an item. Overrides the enchantment glint effect on an item. When `true`, the item will display a glint, even without enchantments. When `false`, the item will not display a glint, even with enchantments. **Note**: If no override is applied, will return null. See [**EnchantmentGlintOverride**](https://minecraft.wiki/w/Data_component_format#enchantment_glint_override) on McWiki for more details. **Changers**: - `set` = Allows you to override the glint. - `reset` = Reset back to default state. - `delete` = Will delete any value (vanilla or not)./docs?id=ecz0k
ItemComponent - Equippable Component Apply
SectionSkBee
Apply an equippable component to any item so it can be equipped in the specified slot. Requires Paper 1.21.3+ See [**Equippable Component**](https://minecraft.wiki/w/Data_component_format#equippable) on McWiki for more info. **Entries**: - `slot` = The slot the item can be put on (See Equipment Slot). - `equip_sound` = The sound to be played when equipped. [Optional] - `asset_id` = The key of the equipment model to use when equipped. [Optional] - `allowed_entities` = A list of entity types or a Minecraft entity tag that can equip this item. [Optional] - `dispensable` = Whether the item can be dispensed by using a dispenser. Defaults to true. [Optional] - `swappable` = Whether the item can be equipped into the relevant slot by right-clicking. Defaults to true. [Optional] - `damage_on_hurt` = Whether this item is damaged when the wearing entity is damaged. Defaults to true. [Optional] - `camera_overlay` = The key of the overlay texture to use when equipped. [Optional]/docs?id=5i8wc
ItemComponent - Firework Explosion Component Apply
SectionSkBee
Apply a firework explosion effect to a firework star. This can also be used within the Fireworks Component's `explosions:` section. See [**Firework Explosion Component**](https://minecraft.wiki/w/Data_component_format#firework_explosion) on McWiki for more info. **Entries**: - `shape` = The [firework type](https://docs.skriptlang.org/classes.html#FireworkType) of the explosion. - `colors` = The colors of the initial particles of the explosion, randomly selected from. - `fade_colors` = The colors of the fading particles of the explosion, randomly selected from. - `has_trail` = Whether or not the explosion has a trail effect (diamond). - `has_twinkle` = Whether or not the explosion has a twinkle effect (glowstone dust)./docs?id=1jrmp
ItemComponent - Fireworks Component Apply
SectionSkBee
Apply a fireworks component to a firework rocket. See [**Fireworks Component**](https://minecraft.wiki/w/Data_component_format#fireworks) on McWiki for more info. **Entries**: - `flight_duration` = The flight duration of this firework rocket, i.e. the number of gunpowders used to craft it. (Integer between 0 and 255, defaults to 1) - `explosions` = A section to apply firework explosions (see 'ItemComponent - Firework Explosion Component Apply' section)./docs?id=c4mwv
ItemComponent - Food Component Apply
SectionSkBee
Apply a food component to any item giving it food properties. You will also require a `consumable` component to actually make the item consumable. Requires Paper 1.21.3+ See [**Food Component**](https://minecraft.wiki/w/Data_component_format#food) on McWiki for more details. **Entries/Sections**: - `nutrition` = The number of food points restored by this item when eaten. Must be a non-negative integer. - `saturation` = The amount of saturation restored by this item when eaten. - `can always eat` = If true, this item can be eaten even if the player is not hungry. Defaults to false. [Optional]/docs?id=bkxjt
ItemComponent - Food Properties
ExpressionSkBee
Get the food properties of an item. This will only return a value if the item has a food component. See [Food Component](https://minecraft.wiki/w/Data_component_format#food) on McWiki for more details./docs?id=k4dq0
ItemComponent - Glider
ExpressionSkBee
If applied, allows players to glide (as with elytra) when equipped. If the item does not have a glider, it will return null, not false. See [**Glider Component**](https://minecraft.wiki/w/Data_component_format#glider) on McWiki for more details. **Changers**: - `set` = If set to true, a glider will be applied, otherwise removed. - `reset` = Reset back to default state. - `delete` = Will delete any value (vanilla or not)./docs?id=b5olj
ItemComponent - Has Components
ConditionSkBee
Check if an item has a specific item component. See [Data Component Format](https://minecraft.wiki/w/Data_component_format) on McWiki for more details./docs?id=9o2nd
ItemComponent - Instrument Component Apply
SectionSkBee
Apply an instrument component to an item that supports it (such as a goat horn). It may seem silly that this is a section with only 1 value, but I'm hoping that Paper updates the API to support all the features Minecraft has for this. Requires Paper 1.21.3+ See [**Instrument Component**](https://minecraft.wiki/w/Data_component_format#instrument) on McWiki for more info. **Entries**: - `instrument` = The instrument to be played./docs?id=ephcg
ItemComponent - Intangible Projectile
ExpressionSkBee
If applied, a projectile item can't be picked up by a player when fired, except in creative mode. If the item does not have this component, it will return null, not false. See [**Intangible Projectile Component**](https://minecraft.wiki/w/Data_component_format#intangible_projectile) on McWiki for more details. **Changers**: - `set` = If set to true, the component will be applied, otherwise removed. - `reset` = Reset back to default state. - `delete` = Will delete any value (vanilla or not)./docs?id=cjltv
ItemComponent - Item Model
ExpressionSkBee
Represents the item model component of an item. See [**ItemModel**](https://minecraft.wiki/w/Data_component_format#item_model) on McWiki for more details. **Changers**: `set` = Will set the item model of the item. `delete` = Will delete the item model of this item. `reset` = Will reset the item model back to the vanilla value./docs?id=qvxhl
ItemComponent - JukeboxPlayable Component Apply
SectionSkBee
Apply an jukebox playable component to an item. When applied, the item can be inserted into a jukebox and plays the specified song. Requires Paper 1.21.3+ See [**JukeboxPlayable Component**](https://minecraft.wiki/w/Data_component_format#jukebox_playable) on McWiki for more info. **Entries**: - `song` = A jukebox song to be played./docs?id=qoaht
ItemComponent - Max Stack Size
ExpressionSkBee
Represents the max stack size of an item. See [**MaxStackSize**](https://minecraft.wiki/w/Data_component_format#max_stack_size) on McWiki for more details. **Changers**: - `set` = Set the max stack size, must be an integer between 1 and 99. - `delete` = Will remove the component from the item. - `reset` = Resets back to default stack size./docs?id=hgkk2
ItemComponent - Minimum Attack Charge
ExpressionSkBee
Represents the minimum attack charge component of an item. The minimum attack charge on the attack indicator required to attack with this item. Must be a non-negative float between 0.0 and 1.0 See [**Minimum Attack Charge**](https://minecraft.wiki/w/Data_component_format#minimum_attack_charge) on McWiki for more details. Requires Minecraft 1.21.11+ **Changers**: `set` = Will set the minimum attack charge of the item. `delete` = Will delete the minimum attack charge of this item. `reset` = Will reset the minimum attack charge back to the original value./docs?id=ar63f
ItemComponent - Piercing Weapon Component Apply
SectionSkBee
Melee attacks using this item damage multiple entities along a ray, instead of only a single entity. Also prevents this item from being used to mine blocks. See [**Piercing Weapon Component**](https://minecraft.wiki/w/Data_component_format#piercing_weapon) on McWiki for more details. Requires Minecraft 1.21.11+ **ENTRIES**: All entries are optional and will use their defaults when omitted. - `deals_knockback` = Boolean, whether the attack deals knockback. Defaults to true. - `dismounts` = Boolean, whether the attack dismounts the target. Defaults to false. - `sound` = String, sound key to play when a player attacks with the weapon. - `hit_sound` = String, sound key to play when the weapon hits an entity./docs?id=gfc22
ItemComponent - Potion Contents Component Apply
SectionSkBee
Apply a potion contents component to an item (can be used on a potion/arrow or any consumable item). See [**Potion Contents Component**](https://minecraft.wiki/w/Data_component_format#potion_contents) on McWiki for more info. Note: `potion` and `custom_effects` entries cannot be used together. **Entries**: - `potion` = The base potion of the item. - `custom_color` = The overriding color of this potion texture, and/or the particles of the area effect cloud created. - `custom_name` = An optional string used to generate containing stack name. (See McWiki for more details on this) [Optional] - `custom_effects` = A list of the additional effects that this item should apply. [Optional]/docs?id=nbaab
ItemComponent - Profile Component Apply
SectionSkBee
Apply a profile component to an item/entity/block. This is generally used for player heads and mannequins. It can also be used on players but please use with caution. See [**Profile Component**](https://minecraft.wiki/w/Data_component_format#profile) on McWiki for more details. **Entries**: - `name` = A username with a maximum length of 16, and only consisting of username-allowed characters [optional]. - `id` = A UUID. If no other profile fields are specified, this is used to dynamically request the profile of a player with that UUID from Mojang's servers. Once received, that profile's properties (such as its skin, cape, and elytra textures) can be used for rendering. If the profile does not exist, a random default skin is provided [optional]. - `texture-value` = A base64 encoded string representing the texture data for the profile. [optional]. - `texture-signature` = A base64 encoded string representing the signature of the texture data. [optional]. - `model` = The model of the skin, either `classic` or `slim`. Defaults to `classic` if not specified. [optional]. - `texture` = Namespaced path to a player skin texture, relative to the `textures` folder in a resource pack [optional]. - `cape` = Namespaced path to a cape texture, relative to the `textures` folder in a resource pack. [optional]. - `elytra` = Namespaced path to an elytra texture, relative to the `textures` folder in a resource pack. [optional]./docs?id=8yhoq
ItemComponent - repair cost component
ExpressionSkBee
The number of experience levels to add to the base level cost when repairing, combining, or renaming this item with an anvil. Must be a non-negative integer, defaults to 0./docs?id=7nmvn
ItemComponent - Repairable
ExpressionSkBee
Represents the items/tags that will be used to repair an item in an anvil. See [**Repairable Component**](https://minecraft.wiki/w/Data_component_format#repairable) on McWiki for more details. **Patterns**: `repairable items` = A list of items that are used. `repairable tag` = A single Minecraft item tag that is used. **Changers**: - `set` = Set the items/tag to allow for repairing. - `reset` = Reset back to default state. - `delete` = Will delete any value (vanilla or not)./docs?id=g26c9
ItemComponent - Swing Animation Component Apply
SectionSkBee
Specifies the swing animation to play when attacking or interacting using this item. See [**Swing Animation Component**](https://minecraft.wiki/w/Data_component_format#swing_animation) on McWiki for more details. Requires Minecraft 1.21.11+ **ENTRIES**: All entries are optional and will use their defaults when omitted. - `type` = String, The type of swinging animation. Can be "none", "whack", "stab". Defaults to "whack". - `duration` = A timespan that determines the animation's duration. Defaults to 6 ticks./docs?id=j69bg
ItemComponent - Tool Component Apply
SectionSkBee
Apply a tool component to any item making it usable tool. Requires Paper 1.21.3+ See [**Tool Component**](https://minecraft.wiki/w/Data_component_format#tool) on McWiki for more details. **Entries/Sections**: - `default_mining_speed` = The default mining speed of this tool, used if no rules override it. Defaults to 1.0. [Optional] - `damage_per_block` = The amount of durability to remove each time a block is broken with this tool. Must be a non-negative integer. [Optional] - `can_destroy_blocks_in_creative` = Whether players can break blocks while holding this tool in Creative mode. Defaults to true. [Optional] (Requires MC 1.21.5+) - `rules:` = A list of rules for the blocks that this tool has a special behavior with./docs?id=o5y8i
ItemComponent - Tool Rule Apply
SectionSkBee
Apply rules to a tool component. You can add as many as you'd like. See [**McWiki Tool Component**](https://minecraft.wiki/w/Data_component_format#tool) for more details. **Entries/Sections**: NOTE: One of either `block_types` or `block_tag` MUST be used. `blocks` = The blocks to match for this rule to apply (Supports ItemTypes, BlockDatas, Minecraft Tags and TagKeys). `speed` = If the blocks match, overrides the default mining speed (Must be a positive number). [Optional] `correct for drops` = If the blocks match, overrides whether or not this tool is considered correct to mine at its most efficient speed, and to drop items if the block's loot table requires it. [Optional]/docs?id=grtg5
ItemComponent - Tooltip Style
ExpressionSkBee
The key of the custom sprites for the tooltip background and frame which references textures. See [**Tooltip Style Component**](https://minecraft.wiki/w/Data_component_format#tooltip_style) on McWiki for more details. **Changers**: - `set` = Set the key of the texture to use. - `reset` = Reset back to default state. - `delete` = Will delete any value (vanilla or not)./docs?id=7m1r0
ItemComponent - Tooltip Style Component Apply
SectionSkBee
Apply a tooltip style component to any item allowing you to hide the tooltip or specific components. You will also require a `consumable` component to actually make the item consumable. Requires Paper 1.21.5+ See [**Tooltip Style Component**](https://minecraft.wiki/w/Data_component_format#tooltip_style) on McWiki for more details. **Entries/Sections**: - `hide_tooltip` = If true, the item will have no tooltip when hovered (optional, boolean). - `hidden_components` = The tooltips provided by any component in this list will be hidden. If that component provides no tooltip, it will have no effect (optional, data component types)./docs?id=ls98f
ItemComponent - Use Cooldown
SectionSkBee
Apply a cooldown to all items of the same type when it has been used. See [**Use Cooldown Component**](https://minecraft.wiki/w/Data_component_format#use_cooldown) on McWiki for more details. **Entries**: - `seconds` = The cooldown duration (timespan, must be >= 1 tick). - `group` = The unique key to identify this cooldown group. If present, the item is included in a cooldown group and no longer shares cooldowns with its base item type, but instead with any other items that are part of the same cooldown group. [Optional]/docs?id=5qz5o
ItemComponent - Use Effects Component Apply
SectionSkBee
Controls how the player behaves when using an item (right mouse click). See [**Use Effects Component**](https://minecraft.wiki/w/Data_component_format#use_effects) on McWiki for more details. Requires Minecraft 1.21.11+ **ENTRIES**: All entries are optional and will use their defaults when omitted. - `can_sprint` = Boolean, whether the player can sprint during use. Defaults to false - `speed_multiplier` = A ranged float (0.0-1.0 inclusive) speed multiplier inflicted during use. Defaults to 0.2 - `interact_vibrations` = Boolean, whether using this item emits the `minecraft:item_interact_start` and `minecraft:item_interact_finish` game events. Defaults to true/docs?id=eo423
ItemComponent - Use Remainder
ExpressionSkBee
If present, replaces the item with a remainder item if its stack count has decreased after use. See [**Use Remainder Component**](https://minecraft.wiki/w/Data_component_format#use_remainder) on McWiki for more details. **Changers**: - `set` = Set the item to be replaced with. - `reset` = Reset back to default state. - `delete` = Will delete any value (vanilla or not)./docs?id=vg8rv
Items
ExpressionSkript
Items or blocks of a specific type, useful for looping./docs?id=p9kit
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=gtmoj
ItemsAdderItem
ExpressionItemsAdder
Get an ItemsAdder item by NamespacedID/docs?id=atcy1
ItemType From NamespacedKey/BlockData
ExpressionSkBee
Get an ItemType from a Minecraft namespaced key or BlockData./docs?id=k1nah
Itemtype To Itemstack
ExpressionPoaSk
/docs?id=gcgz4
javaobject
Typeskript-reflect
/docs?id=xp5y5
javatype
Typeskript-reflect
/docs?id=uds75
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=keluz
Join Message
ExpressionSkript
The message sent to all online players when a player joins the server./docs?id=euszl
Jukebox - Eject Disc
EffectLusk
Forces a jukebox to eject its disc./docs?id=vi0q7
Jukebox - is Playing
ConditionLusk
Checks if a jukebox is currently playing a music disc./docs?id=lpd8k
Jukebox - Record/Disc
ExpressionLusk
Returns the music disc within a jukebox. Can be set, reset and deleted./docs?id=g7x27
Jukebox - Start/Stop Playing
EffectLusk
Makes a jukebox start/stop playing./docs?id=niscy
Jukebox Song
TypeSkBee
/docs?id=b3fqb
Keep Inventory / Experience
EffectSkript
Keeps the inventory or/and experiences of the dead player in a death event./docs?id=x8rby
Keyed
TypeLuskv2
An object with a namespaced key attached to it./docs?id=2fx2a
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=phdbw
Kick
EffectSkript
Kicks a player from the server./docs?id=eury4
Kick Member
EffectDiSky
Kick a specific member out of its guild. You can also specify a reason if needed./docs?id=wrv1u
Kick Message
ExpressionSkript
The message sent to all online players when a player is kicked from server./docs?id=ydgt2
Kill
EffectSkript
Kills an entity./docs?id=gvtb2
Knockback
EffectSkript
Apply the same velocity as a knockback to living entities in a direction. Mechanics such as knockback resistance will be factored in./docs?id=2s0ni
Knockback Attacker/Victim
ExpressionSkBee
The attacker/victim in an entity knockback event./docs?id=tnqwk
Knockback Velocity
ExpressionSkBee
The knockback velocity in an entity knockback event./docs?id=tnqwk-1
Labels - Goto
EffectSkCheese
Jumps to a label./docs?id=owmdl
Labels - New Label
EffectSkCheese
Creates a label that you can jump to later on./docs?id=lzvkr
Language
ExpressionSkript
Currently selected game language of a player. The value of the language is not defined properly. The vanilla Minecraft client will use lowercase language / country pairs separated by an underscore, but custom resource packs may use any format they wish./docs?id=os90n
Last Attacker
ExpressionSkript
The last block or entity that attacked an entity./docs?id=pqeib
Last Caught Errors
ExpressionSkript
Gets the last caught runtime errors from a 'catch runtime errors' section./docs?id=t19ec
Last Created Particle
Expressionskript-particle
Returns the last particle created with the custom particle section./docs?id=8n39w
Last Damage
ExpressionSkript
The last damage that was done to an entity. Note that changing it doesn't deal more/less damage./docs?id=uwoi6
Last Damage Cause
ExpressionSkript
Cause of last damage done to an entity/docs?id=1y4cs
Last Death Location
ExpressionSkript
Gets the last death location of a player, or offline player, if available. Can also be set, reset, and deleted if the player is online./docs?id=ipqwb
Last DiSky Exception
ExpressionDiSky
Return the last occurred DiSky or Discord exception in the current event. This expression is event-based, means you cannot get the last error that happened on another event. Once this has been called, it will remove the returned value from the errors list to avoid having two times the same error message./docs?id=qbx69
Last Embed
ExpressionDiSky
This expression returns the last generated embed using the embed builder./docs?id=n8bg1
Last GUI/GUI from ID
Expressionskript-gui
It is used to return the last created/edited gui or a gui from a string id./docs?id=ddfdu
Last Interaction Date
ExpressionSkript
Returns the date of the last attack (left click), or interaction (right click) on an interaction entity Using 'clicked on' will return the latest attack or interaction, whichever was more recent./docs?id=4hqq8
Last Interaction Player
ExpressionSkript
Returns the last player to attack (left click), or interact (right click) with an interaction entity. If 'click on' or 'clicked on' are used, this will return the last player to either attack or interact with the entity whichever was most recent./docs?id=ffy5y
Last Loaded Server Icon
ExpressionSkript
Returns the last loaded server icon with the <a href='#EffLoadServerIcon'>load server icon</a> effect./docs?id=a6mz0
Last Log Message
ExpressionSkLogs
/docs?id=9ygmt
Last Message Builder
ExpressionDiSky
Represents the last message builder created within a section./docs?id=x8eg4
Last Resource Pack Response
ExpressionSkript
Returns the last resource pack response received from a player./docs?id=galdo
Last Row Builder
ExpressionDiSky
Represents the last row builder created within a section./docs?id=qsq6a
Last Spawned Entity
ExpressionSkript
Holds the entity that was spawned most recently with the spawn effect (section), dropped with the <a href='../effects/#EffDrop'>drop effect</a>, shot with the <a href='../effects/#EffShoot'>shoot effect</a> or created with the <a href='../effects/#EffLightning'>lightning effect</a>. Please note that even though you can spawn multiple mobs simultaneously (e.g. with 'spawn 5 creepers'), only the last spawned mob is saved and can be used. If you spawn an entity, shoot a projectile and drop an item you can however access all them together./docs?id=edruj
Last/First Login Time
ExpressionSkript
When a player last/first logged in the server. 'last login' requires paper to get the last login, otherwise it will get the last time they were seen on the server./docs?id=q2t1q
Launch firework
EffectSkript
Launch firework effects at the given location(s)./docs?id=wzvrv
Leash entities
EffectSkript
Leash living entities to other entities. When trying to leash an Ender Dragon, Wither, Player, or a Bat, this effect will not work. See <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/LivingEntity.html#setLeashHolder(org.bukkit.entity.Entity)">Spigot's Javadocs for more info</a>./docs?id=4f7yz
Leash Holder
ExpressionSkript
The leash holder of a living entity./docs?id=aipcg
Leash Will Drop
ConditionSkript
Checks whether the leash item will drop during the leash detaching in an unleash event./docs?id=4vmlv
Left Handed
ConditionSkript
Checks if living entities or players are left or right-handed. Armor stands are neither right nor left-handed./docs?id=peg7h
Length
ExpressionSkript
The length of a text, in number of characters./docs?id=ih94r
Length/Width/Height Shape
Typeskript-particle
Represents an abstract particle shape that has a length, width, and/or height. E.g. cube, cylinder, ellipse, etc./docs?id=qn9yl
Level
ExpressionSkript
The experience level of a player./docs?id=rig6z
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=937qe
Lid Is Open/Closed
ConditionSkript
Check to see whether lidded blocks (chests, shulkers, etc.) are open or closed./docs?id=js4vf
Light Level
ExpressionSkript
Gets the light level at a certain location which ranges from 0 to 15. It can be separated into sunlight (15 = direct sunlight, 1-14 = indirect) and block light (torches, glowstone, etc.). The total light level of a block is the maximum of the two different light types./docs?id=kpwuu
Lightning
EffectSkript
Strike lightning at a given location. Can use 'lightning effect' to create a lightning that does not harm entities or start fires./docs?id=7a3hu
List
ExpressionLuskv2
/docs?id=f6nj1
List Methods Of Class String
EffectLibImporter
/docs?id=ld78l
List/Unlist Players
EffectSkBee
List/unlist a player for a player. (show/hide them in PlayerList for each other)./docs?id=eg4hz
Literal - Null Object
Expressionskript-reflect
/docs?id=9bz3u
Living Entity
TypeSkript
A living entity, i.e. a mob or player, not inanimate entities like projectiles or dropped items./docs?id=fmhc5
Llama - Caravan Head
ExpressionLusk
Returns the caravan head of a llama./docs?id=wzf9g
Llama - Caravan Tail
ExpressionLusk
Returns the caravan tail of a llama./docs?id=4gq8t
Llama - Has Caravan Tail
ConditionLusk
Checks if another llama is currently following behind this llama./docs?id=k024v
Llama - is In Caravan
ConditionLusk
Checks if a llama is in a caravan./docs?id=f84f9
Llama - Join Caravan
EffectLusk
Makes a llama join another llama's caravan./docs?id=du3pg
Llama - Leave Caravan
EffectLusk
Makes a llama leave its caravan./docs?id=i0u86
Llama - Strength
ExpressionLusk
Returns the provided llamas' strength. A higher strength llama will have more inventory slots and be more threatening to entities. Can be set. Must be between 1 and 5./docs?id=cz9oo
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=xdo93
Load all YAML from directory
Effectskript-yaml
Loads a directory YAML files into memory. - The input is a directory (ie. "plugins/MyAwesomePlugin/"). - If for example a file in that directory is named test.yml then the output ID would be 'plugins/MyAwesomePlugin/test.yml' - Using the optional filename ID would output `test.yml`/docs?id=112iq
Load Java Libraries From Strings
EffectLibImporter
/docs?id=s26qc
Load Members
EffectDiSky
Load every members of a guild. This effect will also cache members that were not, so execution may be delayed. consider calling this effect once, then use the default member expression to get the members./docs?id=nspoh
Load Native Library From String
EffectLibImporter
/docs?id=2i9dv
Load Player
Effectskript-luckperms
Loads a LuckPerms user. This is required for basically everything relating to users./docs?id=22pf1
Load Server Icon
EffectSkript
Loads server icons from the given files. You can get the loaded icon using the <a href='#ExprLastLoadedServerIcon'>last loaded server icon</a> expression. Please note that the image must be 64x64 and the file path starts from the server folder./docs?id=m2fqu
Load Slime World
EffectSlimeLink
Load a new Slime World with a specified name./docs?id=8uyc4
Load World
EffectSkript
Load your worlds or unload your worlds The load effect will create a new world if world doesn't already exist. When attempting to load a normal vanilla world you must define it's environment i.e "world_nether" must be loaded with nether environment/docs?id=tf5py
Load YAML
Effectskript-yaml
Loads a YAML file into memory. - The first input is the YAML file path (ie. "plugins/MyAwesomePlugin/config.yml"). - The second input allows you to choose your own ID for this file. - If the second input isn't used then the files name minus the extention is used as the ID for example `config.yml` becomes `config`. - When using non-relative, the file path should be relative to root directory of the pc (ie. "C:/MinecraftServer/plugins/MyAwesomePlugin/config.yml")/docs?id=vm66w
Load/Unload/Delete World
EffectSkBee
Load a world from a world creator. Worlds created/loaded with a world creator, are saved in the 'plugins/SkBee/worlds.yml' file and automatically loaded on server start if auto-load is enabled in the config. If you wish to import a world, just use a world creator with a name that matches that world folder. You can load a world from a name (assuming this world is in your world directory and not loaded). You can unload a world with an option to save/not save (defaults to saving). You can also delete a world, but only a custom world./docs?id=1mojh
Loaded Custom Worlds
ExpressionSkBee
Represents all loaded custom worlds created using SkBee. This will not include worlds created by other plugins, such as MultiVerse./docs?id=j471w
Loaded Plugins
ExpressionSkript
An expression to obtain a list of the names of the server's loaded plugins./docs?id=e8zsr
loadYaml
Functionskript-yaml
Loads a yaml file. Returns true is the load was successful. - 1st parameter: (string) The id you would like to use - 2nd parameter: (string) The file path - 3rd parameter: (boolean) Whether you want to use a non relative path ie. c:/somefolder rather than relative to the server/docs?id=9kkla
Locally Suppress Warning
EffectSkript
Suppresses target warnings from the current script./docs?id=xhalb
location
FunctionSkript
Creates a location from a world and 3 coordinates, with an optional yaw and pitch. If for whatever reason the world is not found, it will fallback to the server's main world./docs?id=ft4tg
Location
TypeSkript
A location in a world. Locations are world-specific and even store a direction, e.g. if you save a location and later teleport to it you will face the exact same direction you did when you saved the location./docs?id=d7vyr
Location
ExpressionSkript
The location where an event happened (e.g. at an entity or block), or a location <a href='#ExprDirection'>relative</a> to another (e.g. 1 meter above another location)./docs?id=2tc5z
Location
ExpressionSkript
The location where an event happened (e.g. at an entity or block), or a location <a href='#ExprDirection'>relative</a> to another (e.g. 1 meter above another location)./docs?id=4fzhy
Location
ExpressionSkript
The location of a block or entity. This not only represents the x, y and z coordinates of the location but also includes the world and the direction an entity is looking (e.g. teleporting to a saved location will make the teleported entity face the same saved direction every time). Please note that the location of an entity is at it's feet, use <a href='#ExprEyeLocation'>head location</a> to get the location of the head./docs?id=ugbrq
Location At
ExpressionSkript
Allows to create a <a href='#location'>location</a> from three coordinates and a world./docs?id=2y4su
Location of Scheduled Event
ExpressionDiSky
Get the location of a scheduled event. Returns the specified place if the event is external, or the audio channel's ID./docs?id=5afq5
Location with Yaw/Pitch
ExpressionSkript
Returns the given locations with the specified yaw and/or pitch./docs?id=evoyi
Locations Of Itemtypes In Chunk
ExpressionPoaSk
/docs?id=wna1e
Lock / Unlock Thread
EffectDiSky
Lock or unlock a specific thread./docs?id=m9t4w
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=sglom
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=4xpas
Log Level
TypeSkLogs
/docs?id=15miu
Log Level
ExpressionSkLogs
/docs?id=ql0is
Log Message
ExpressionSkLogs
/docs?id=4v0pc
Look At
EffectSkript
Forces the mob(s) or player(s) to look at an entity, vector or location. Vanilla max head pitches range from 10 to 50./docs?id=m5lrv
Loom Pattern Type
ExpressionLusk
Gets the pattern type selected in a Loom Pattern Select event/docs?id=jpuoh
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=ce9ga
Loop Iteration
ExpressionSkript
Returns the loop's current iteration count (for both normal and while loops)./docs?id=o99k5
Loop value
ExpressionSkript
Returns the previous, current, or next looped value./docs?id=qngpw
Loot
ExpressionSkript
The loot that will be generated in a 'loot generate' event./docs?id=e8yl0
Loot Context
TypeSkript
Represents additional information a loot table can use to modify its generated loot. Some loot tables will require some values (i.e. looter, location, looted entity) in a loot context when generating loot whereas others may not. For example, the loot table of a simple dungeon chest will only require a location, whereas the loot table of a cow will require a looting player, looted entity, and location. You can find more information about this in https://minecraft.wiki/w/Loot_context/docs?id=m5kuf
Loot Context
ExpressionSkript
The loot context involved in the context create section./docs?id=byayh
Loot Location of Loot Context
ExpressionSkript
Returns the loot location of a loot context./docs?id=v6has
Loot of Loot Table
ExpressionSkript
Returns the items of a loot table using a loot context. Not specifying a loot context will use a loot context with a location at the world's origin./docs?id=scjlc
Loot Table
TypeSkript
Loot tables represent what items should be in naturally generated containers, what items should be dropped when killing a mob, or what items can be fished. You can find more information about this in https://minecraft.wiki/w/Loot_table/docs?id=1r93m
Loot Table
ExpressionSkript
Returns the loot table of an entity or block. Setting the loot table of a block will update the block state, and once opened will generate loot of the specified loot table. Please note that doing so may cause warnings in the console due to over-filling the chest. Please note that resetting/deleting the loot table of an ENTITY will reset the entity's loot table to its default./docs?id=15wbf
Loot Table from Key
ExpressionSkript
Returns the loot table from a namespaced key./docs?id=j5nsk
Looted Entity of Loot Context
ExpressionSkript
Returns the looted entity of a loot context./docs?id=tqxfw
Looter of Loot Context
ExpressionSkript
Returns the looter of a loot context. Note that setting the looter will read the looter's tool enchantments (e.g. looting) when generating loot./docs?id=vhklg
Lore
ExpressionSkript
Returns the lore of an item./docs?id=299c7
Love Time
ExpressionSkript
The amount of time the animals have been in love for. Using a value of 30 seconds is equivalent to using an item to breed them. Only works on animals that can be bred and returns '0 seconds' for animals that can't be bred./docs?id=rn00l
Lowest/Highest Solid Block
ExpressionSkript
An expression to obtain the lowest or highest solid (impassable) block at a location. Note that the y-coordinate of the location is not taken into account for this expression./docs?id=3x0qw
Luck of Loot Context
ExpressionSkript
Returns the luck of a loot context as a float. This represents the luck potion effect that an entity can have./docs?id=dn4oh
LuckPerms ChatMeta
Typeskript-luckperms
A LuckPerms prefix or suffix node./docs?id=o847f
LuckPerms Group
Typeskript-luckperms
A LuckPerms group./docs?id=a2fp0
LuckPerms Track
Typeskript-luckperms
A LuckPerms track./docs?id=qe1tv
LuckPerms User
Typeskript-luckperms
A LuckPerms user./docs?id=wy1ys
Make Adult/Baby
EffectSkript
Force a animal to become an adult or baby./docs?id=k0spq
Make Allay Duplicate
EffectSkript
Make an allay duplicate itself. This effect will always make an allay duplicate regardless of whether the duplicate attribute is disabled./docs?id=hvifz
Make Bot Leave Guild
EffectDiSky
Make a bot leave a specific guild. The bot will no longer have access to that server./docs?id=a4v2k
Make Breedable
EffectSkript
Sets whether or not entities will be able to breed. Only works on animals./docs?id=ouqz8
Make Client Speak
EffectDiSky
/docs?id=mol35
Make Completableplayerprofiles Completable Sync
EffectLuskv2
/docs?id=nimuc
Make Disturbance
EffectSkript
Make a warden sense a disturbance at a location, causing the warden to investigate that area. The warden will not investigate if the warden is aggressive towards an entity. This effect does not add anger to the warden./docs?id=yozrl
Make Egg Hatch
EffectSkript
Makes the egg hatch in a Player Egg Throw event./docs?id=dl0qh
Make Entities Glow Color For Players
EffectPoaSk
/docs?id=8hgbb
Make Entities Numbers Ride
EffectPoaSk
/docs?id=mj10h
Make Entity Scream
EffectSkript
Make a goat or enderman start or stop screaming./docs?id=wjotx
Make Fire Resistant
EffectSkript
Makes items fire resistant./docs?id=wdu5j
Make Fly
EffectSkript
Forces a player to start/stop flying./docs?id=wqjfa
Make Goat Ram
EffectSkript
Make a goat ram an entity. Ramming does have a cooldown and currently no way to change it./docs?id=l2uwo
Make Incendiary
EffectSkript
Sets if an entity's explosion will leave behind fire. This effect is also usable in an explosion prime event./docs?id=ammgs
Make Interaction Responsive
EffectSkript
Makes an interaction either responsive or unresponsive. This determines whether clicking the entity will cause the clicker's arm to swing. Interactions default to unresponsive./docs?id=xzoru
Make Invisible
EffectSkript
Makes a living entity visible/invisible. This is not a potion and therefore does not have features such as a time limit or particles. When setting an entity to invisible while using an invisibility potion on it, the potion will be overridden and when it runs out the entity keeps its invisibility./docs?id=27nu9
Make Invulnerable
EffectSkript
Makes an entity invulnerable/not invulnerable./docs?id=mgwe3
Make Panda Roll
EffectSkript
Make a panda start/stop rolling./docs?id=gnhlh
Make Panda Sneeze
EffectSkript
Make a panda start/stop sneezing./docs?id=eao7h
Make Players Spin For Timespan
EffectPoaSk
/docs?id=y06zp
Make Protocolentityreferences Ride Protocolentityreference
EffectLuskv2
/docs?id=k8cmt
Make Say
EffectSkript
Forces a player to send a message to the chat. If the message starts with a slash it will force the player to use command./docs?id=27k63
Make Sign Glow
EffectSkript
Makes a sign (either a block or item) have glowing text or normal text/docs?id=xf3rp
Manage Command Permissions
EffectDiSky
This effect allows you to manage the permissions of slash commands, with the following rules: - By default, the command is marked as ENABLED, and anyone can see & use it. - You can DISABLE completely the command (first pattern), only admins will be able to use it. - Or you can ENABLE the commands for specific PERMISSIONS (second pattern)./docs?id=a7zlk
Mask
Expressionskript-worldedit
Gets a WorldEdit mask from a string or itemtype./docs?id=88yd0
Matches
ConditionSkript
Checks whether the defined strings match the input regexes (Regular expressions)./docs?id=d38p3
max
FunctionSkript
Returns the maximum number from a list of numbers./docs?id=4yymz
Max Durability
ExpressionSkript
The maximum durability of an item. Changing requires Minecraft 1.20.5+ Note: 'delete' will remove the max durability from the item (making it a non-damageable item). Delete requires Paper 1.21+/docs?id=ama23
Max Health
ExpressionSkript
The maximum health of an entity, e.g. 10 for a player./docs?id=w3ooy
Max Item Use Time
ExpressionSkript
Returns the max duration an item can be used for before the action completes. E.g. it takes 1.6 seconds to drink a potion, or 1.4 seconds to load an unenchanted crossbow. Some items, like bows and shields, do not have a limit to their use. They will return 1 hour./docs?id=vnqnk
Max Minecart Speed
ExpressionSkript
The maximum speed of a minecart./docs?id=gyga6
Max Players
ExpressionSkript
The count of max players. This can be changed in a <a href='#server_list_ping'>server list ping</a> event only. 'real max players' returns the real count of max players of the server and can be modified on Paper 1.16 or later./docs?id=u9edt
Maximum Double Value
ExpressionSkript
A number representing the maximum value of a double number type./docs?id=t5kx0
Maximum Float Value
ExpressionSkript
A number representing the maximum value of a float number type./docs?id=a4j22
Maximum Freeze Time
ExpressionSkript
The maximum amount of time an entity can spend in powdered snow before taking damage./docs?id=pvnn6
Maximum Integer Value
ExpressionSkript
A number representing the maximum value of an integer number type./docs?id=ohodr
Maximum Long Value
ExpressionSkript
A number representing the maximum value of a long number type./docs?id=p76pw
Maximum Stack Size
ExpressionSkript
The maximum stack size of an item (e.g. 64 for torches, 16 for buckets, 1 for swords, etc.) or inventory. In 1.20.5+, the maximum stack size of items can be changed to any integer from 1 to 99, and stacked up to the maximum stack size of the inventory they're in./docs?id=mtpfe
Me
ExpressionSkript
A 'me' expression that can be used in players' effect commands only./docs?id=u3wot
mean
FunctionSkript
Get the mean (average) of a list of numbers. You cannot get the mean of a set of numbers that includes infinity or NaN./docs?id=mn3hf
median
FunctionSkript
Get the middle value of a sorted list of numbers. If the list has an even number of values, the median is the average of the two middle numbers. You cannot get the median of a set of numbers that includes NaN./docs?id=bog1m
Member / Bot is in Thread
ConditionDiSky
Check if a specific member or bot is in a guild thread. Useful to avoid exception while using join & leave effects./docs?id=1t1jb
Member Boost Date
ExpressionDiSky
Get the date when a member started boosting the server. Returns null if the member is not boosting./docs?id=gj9fc
Member Can Interact With Member(s)/Role(s)
ConditionDiSky
Check if a member can interact with a specific member or role./docs?id=5bqub
Member Effective Name
ExpressionDiSky
Simple way to get the effective name of a member in a guild: If the nickname is not set, it will return the discord name of the member, else its nickname./docs?id=2awfr
Member Flags
ExpressionDiSky
/docs?id=9vy1f
Member Has Permissions
ConditionDiSky
Check if a member has permissions in an optional channel./docs?id=6m350
Member Has Role
ConditionDiSky
Check if a member has a specific role./docs?id=oaljs
Member is Deafened
ConditionDiSky
Check if a member is deafened in a voice channel. You can specify if you want to get its guild or self state. Keep in mind the default condition (e.g. '... is deafened') will check both states!/docs?id=fzgd7
Member is muted
ConditionDiSky
Check if a member is muted in a voice channel. You can specify if you want to get its guild or self state. Keep in mind the default condition (e.g. '... is muted') will check both states!/docs?id=ejf7b
Member is Timed Out
ConditionDiSky
Check if a member is timed out in a discord server or not./docs?id=w4jgg
Member Join Date
ExpressionDiSky
Represent the skript's date of the member's join date. It cannot be changed. This is a specific element of the bot, so it can be used in the bots event./docs?id=frpl5
Member Nickname
ExpressionDiSky
Represent the member nickname. Can be none if the member doesn't have any nickname currently. Use 'effective name' expression to get member's name of its nickname is not set./docs?id=654zz
Member Voice Channel
ExpressionDiSky
/docs?id=1dobg
Members with roles
ExpressionDiSky
Returns the members that have the specified role(s) in a guild. This will act differently, wether **await** is used or not: - If **await** is used, the members will be retrieved asynchronously from Discord, you're sure to have every member with the specified role(s) in the returned array. - If **await** is __not__ used, the members will be retrieved from cache (according to the configured cache policy), so some members with the specified role(s) may not be included in the returned array./docs?id=fq2tw
Memory
TypeSkBee
Represents the different memories of an entity. NOTE: These are auto-generated and may differ between server versions, currently generated for Minecraft 26.1.2./docs?id=259nm
Mending Repair Amount
ExpressionSkript
The number of durability points an item is to be repaired in a mending event. Modifying the repair amount will affect how much experience is given to the player after mending./docs?id=7omvh
Mention Tag
ExpressionDiSky
Get the mention name of the discord entity. It will return the similar format that when you are doing @ (roles, users) or # (channels) followed by names./docs?id=bmi7h
Merchant
TypeSkBee
/docs?id=5nncw
Merchant - Create
ExpressionSkBee
Creates a new Merchant object with a title./docs?id=ivqx1
Merchant - Open
EffectSkBee
Open a merchant/villager to a player./docs?id=rkcrk
Merchant - Recipes
ExpressionSkBee
Represents the recipes of a merchant. All recipes returns a list of all the recipes this merchant offers. You can also set/delete them or add to them. You can also get/set/delete a specific recipe. <b>note: when setting/deleting a specific merchant recipe the merchant MUST have a recipe in that slot</b>/docs?id=crdvi
Merchant Inventory
TypeSkBee
/docs?id=687lu
Merchant Recipe
TypeSkBee
/docs?id=qjlvv
Merchant Recipe - Create
ExpressionSkBee
Create a merchant recipe. NOTE: You will need to use the merchant recipe ingredients expression to add ingredients. max uses = A trade has a maximum number of uses. A Villager may periodically replenish it's trades by resetting the uses of it's merchant recipes to 0, allowing them to be used again. experience reward = A trade may or may not reward experience for being completed. Demand & Special Price were added in MC 1.18.x: demand = This value is periodically updated by the villager that owns this merchant recipe based on how often the recipe has been used since it has been last restocked in relation to its maximum uses. The amount by which the demand influences the amount of the first ingredient is scaled by the recipe's price multiplier, and can never be below zero. special price = This value is dynamically updated whenever a player starts and stops trading with a villager that owns this merchant recipe. It is based on the player's individual reputation with the villager, and the player's currently active status effects (ex: hero of the village). The influence of the player's reputation on the special price is scaled by the recipe's price multiplier./docs?id=tn1kp
Merchant Recipe - Ingredients
ExpressionSkBee
Represents the ingredients/result of a merchant recipe. Ingredients can be set, but the result can not be changed. If you wish to change the result, you will have to create a new merchant recipe./docs?id=csjyz
Merchant Recipe - Values
ExpressionSkBee
Represents different number values of a merchant recipe./docs?id=8m3gg
Merge Spawned Groups
EffectDisplayEntityUtils
Merge two spawned groups as a single group/docs?id=wipku
Message
EffectSkript
Sends a message to an audience, such as a player or the console. Only styles written in given string or in <a href=#ExprColored>formatted expressions</a> will be parsed./docs?id=p9wla
Message Attachment
ExpressionDiSky
Get every attachment as custom object of a message/docs?id=i7w2a
Message Builder Attachments
ExpressionDiSky
Attachments of a message builder Supports SkImage's images if the addon is installed. See also: 'Create (rich) Message'/docs?id=jot0s
Message Builder Component Rows
ExpressionDiSky
Component rows of a message builder See also: 'Creator Components Row'/docs?id=jmsq6
Message Builder Content
ExpressionDiSky
Text content of a message builder See also: 'Create (rich) Message'/docs?id=sl4yx
Message Builder Embeds
ExpressionDiSky
Embeds of a message builder See also: 'Create (rich) Message'/docs?id=mdhgt
Message Content
ExpressionDiSky
Get the raw (non formatted) content of a sent message./docs?id=7wznv
Message Embeds
ExpressionDiSky
Get every embeds of a specific messages. Keep in mind only webhook are allowed to send more than one embed!/docs?id=g77dp
Message Emotes
ExpressionDiSky
Get every mentioned emotes in a message. This will only return custom emote, and will therefore not include discord emotes./docs?id=f745h
Message Guild
ExpressionDiSky
Get the guild where the message was sent. Can be null if it's in PM or not in guild!/docs?id=skf5o
Message Has Poll
ConditionDiSky
/docs?id=yjnld
Message is From Guild
ConditionDiSky
Check either a message(related event come from a guild or from private messages. This condition work with every event where a message is sent / received./docs?id=tuudm
Message Member Author
ExpressionDiSky
Get the member instance of the message's author. Can be null if it's in PM or not in guild!/docs?id=uqusw
Message Mentioned Members
ExpressionDiSky
Get every mentioned members in a message. If the message doesn't come from a guild it will return an empty array!/docs?id=dhzak
Message Mentioned Roles
ExpressionDiSky
Get every mentioned Roles in a message. If the message doesn't come from a guild it will return an empty array!/docs?id=58zwt
Message Mentioned Users
ExpressionDiSky
Get every mentioned users in a message./docs?id=ko2n1
Message of the Day
ExpressionSkript
The message of the day in the server list. This can be changed in a <a href='#server_list_ping'>server list ping</a> event only. Use 'default MOTD' to obtain the default MOTD set through the server configuration. This cannot be changed./docs?id=508cx
Message Poll
ExpressionDiSky
/docs?id=k0kff
Message Reactions
ExpressionDiSky
Get every reactions of a message. Because of Discord's limitation, we cannot get which user reacted with which reaction, you'll have to count them yourself./docs?id=ac0lf
Message Referenced
ExpressionDiSky
/docs?id=9427u
Message Text Channels
ExpressionDiSky
Get every mentioned text channels in a message./docs?id=wopwx
Message User Author
ExpressionDiSky
Get the user instance of the message's author. Can be null in case of the message was sent by a webhook./docs?id=wfzzv
Message Voice Channels
ExpressionDiSky
Get every mentioned voice channels in a message./docs?id=i2d56
Message/Event Jump URL
ExpressionDiSky
Get the jump URL of a specific message/scheduled event/docs?id=npz7m
Metadata
ExpressionSkript
Metadata is a way to store temporary data on entities, blocks and more that disappears after a server restart./docs?id=i0heb
Metadata Entries
ExpressionLuskv2
/docs?id=b1n18
Metadata Packet With Id Number
ExpressionPoaSk
/docs?id=5wevp
Middle of Location
ExpressionSkript
Returns the middle/center of a location. In other words, returns the middle of the X, Z coordinates and the floor value of the Y coordinate of a location./docs?id=dxu59
Midpoint
ExpressionSkript
Get the midpoint between two vectors or two locations in the same world./docs?id=t0l44
min
FunctionSkript
Returns the minimum number from a list of numbers./docs?id=5kkww
Min/Max World Height
ExpressionSkBee
Get the min/max height of a world./docs?id=thrwj
Minecart Derailed / Flying Velocity
ExpressionSkript
The velocity of a minecart as soon as it has been derailed or as soon as it starts flying./docs?id=vfklv
Minecraft - EntityType
TypeSkBee
/docs?id=brpoc
Minecraft - EntityType
ExpressionSkBee
Get the Minecraft EntityType from an entity./docs?id=2b3zd
Minecraft - Spawn Entity
SectionSkBee
Spawn an entity from a Minecraft Key/EntityType. This is both a section and an effect (used just like Skript's spawn sec/effect)./docs?id=fkf9w
Minecraft Particle
TypeSkBee
/docs?id=xpm27
Minecraft Tag
TypeSkript
A tag that classifies a material, or entity./docs?id=17cwu
Minimum Double Value
ExpressionSkript
A number representing the minimum value of a double number type./docs?id=4x2cv
Minimum Float Value
ExpressionSkript
A number representing the minimum value of a float number type./docs?id=9axu3
Minimum Integer Value
ExpressionSkript
A number representing the minimum value of an integer number type./docs?id=xobos
Minimum Long Value
ExpressionSkript
A number representing the minimum value of a long number type./docs?id=jznby
Mob Awareness
ExpressionSkBee
Represents whether this mob is aware of its surroundings. Turning this off is essentially like turning off the mobs AI. Unaware mobs will still move if pushed, attacked, etc. but will not move or perform any actions on their own. Unaware mobs will still be affected by gravity. Unaware mobs may also have other unspecified behaviours disabled, such as drowning./docs?id=6cty7
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=sngzq
Modal Component Value / Values
ExpressionDiSky
Get the current value(s) of a sent component, currently only working in modals with text input, select menus, checkbox groups and radio groups. You have to precise what type of component you are trying to get, either 'textinput', 'dropdown', 'checkbox group' or 'radio group'./docs?id=n7d8g
Modify Welcome Screen
SectionDiSky
Modify the welcome screen of a guild. At the end, the request will be sent to discord to update the welcome screen./docs?id=nlwvh
Moisture Change
EventSkBee
Called when the moisture level of a farmland block changes./docs?id=jqnsz
Money
TypeSkript
A certain amount of money. Please note that this differs from numbers as it includes a currency symbol or name, but usually the two are interchangeable, e.g. you can both add 100$ to the player's balance and add 100 to the player's balance./docs?id=c33q9
Money
ExpressionSkript
How much virtual money a player has (can be changed)./docs?id=mdu9n
Mongo Document Mongoskdocuments Has
ConditionMongoSK
/docs?id=yq2q5
Mongo Document Mongoskdocuments Is Empty
ConditionMongoSK
/docs?id=vu3um
Moon Phase
TypeSkript
Represents the phase of a moon./docs?id=e5y6x
Moon Phase
ExpressionSkript
The current moon phase of a world./docs?id=3svaa
Move Entity Number Number
EffectPoaSk
/docs?id=15yvs
Move Role Above/Under Role
EffectDiSky
Move a specific role above or under another role within the same guild. The indexes will be updated automatically./docs?id=cb1xc
Move/Disconnect Member
EffectDiSky
Move a member to another voice chat or disconnect them from their current voice channel. You can only move a member if they were previously in a voice channel. Use the second pattern to disconnect/kick the member from its current voice channel./docs?id=x5ecw
Moved blocks
ExpressionSkript
Blocks which are moved in a piston event. Cannot be used outside of piston events./docs?id=rgo3l
Multi Part Filter/Selection
TypeDisplayEntityUtils
Represents a selection of filtered parts in a Display Entity Group/Model. This can be either a Spawned Part Filter or a Packet Part Filter/docs?id=mihwv
Mutable Text Component
TypeLuskv2
Same as a Text Component, but can be modified. All non/docs?id=vxunc
Mute Member
EffectDiSky
Mute or unmute a member in their guild./docs?id=8g9ya
Name
ExpressionSkript
Represents the Minecraft account name of a player, or the custom name of an item, entity, block, inventory, gamerule, world, script or function. <strong>Players:</strong> The Minecraft account name of the player. Can't be changed. <strong>Entities:</strong> The custom name of the entity. Can be changed. But for living entities, the players will have to target the entity to see its name tag. For non-living entities, the name will not be visible at all. To prevent this, use 'display name'. <strong>Items:</strong> The <em>custom</em> name of the item (not the Minecraft locale name). Can be changed. <strong>Inventories:</strong> The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers. <strong>Gamerules:</strong> The name of the gamerule. Cannot be changed. <strong>Worlds:</strong> The name of the world. Cannot be changed. <strong>Scripts:</strong> The name of a script, excluding its file extension./docs?id=via5v
Name of Discord Entity
ExpressionDiSky
This represent the current name of any discord entity that can hold one. You can change name of every entity except member and user by defining a new text. Check for 'nickname of member' if you want to check / change custom member's name./docs?id=93870
Nameable
TypeSkript
A variety of Bukkit types that can have names, such as entities and some blocks./docs?id=wfseh
Named Item/Inventory
ExpressionSkript
Directly names an item/inventory, useful for defining a named item/inventory in a script. If you want to (re)name existing items/inventories you can either use this expression or use <code>set <a href='#PropExprName'>name of &lt;item/inventory&gt;</a> to &lt;text&gt;</code>./docs?id=a6bj7
NamespacedKey
TypeLuskv2
A key with a namespace, used to identify objects in minecraft./docs?id=iplh6
NamespacedKey
TypeSkBee
/docs?id=ci4o8
NamespacedKey - Get
ExpressionSkBee
Get the namespaced key of an object or from a string. Note when getting key from string: - NamespacedKeys are a string based key which consists of two components - a namespace and a key (ex: "namespace:key"). - Namespaces may only contain lowercase alphanumeric characters, periods, underscores, and hyphens. - Keys may only contain lowercase alphanumeric characters, periods, underscores, hyphens, and forward slashes. - Minecraft uses the "minecraft:" namespace for built in objects. - If a namespace is not provided, the Minecraft namespace will be used by default -> "minecraft:your_key" - Keys may only contain lowercase alphanumeric characters, periods, underscores, hyphens, and forward slashes. - Keep an eye on your console when using namespaced keys as errors will spit out when they're invalid. For more info please check out [**Identifier**](https://minecraft.wiki/w/Identifier) on McWiki./docs?id=khf00
NamespacedKey - Object From
ExpressionSkBee
Get an object from a namespaced key. This may come in handy in an instance you have a string version that doesn't match Skript and can't be parsed. Also supports some custom objects such as custom Enchantments in Minecraft 1.21+ Currently supported types: attribute, biome, damage type, enchantment, entity type, game event, item type, particle, potion effect type, statistic, world./docs?id=aq5nn
NaN
ExpressionSkript
A number representing an undefined value. NaN occurs as a result of illegal math, like dividing 0 by 0. NaN is deliberately not equal to any other number, including itself./docs?id=rdjlb
NBT - Compound
TypeSkBee
/docs?id=ovtaf
NBT - Compound of Object
ExpressionSkBee
Get the NBT compound of a block/entity/item/file/chunk. SPECIAL CASES: - `full nbt of %item%` = Returns a copy of the FULL NBT of an item (this includes id, count and 'tag/components' compound). Modifying this will have no effect on the original item. This is useful for serializing items. - `nbt of %item%` = Returns the original. Modifying this will modify the original item. \- (MC 1.20.4-) This will return the 'tag' portion of an items full NBT. \- (MC 1.20.5+) This will return the 'components' portion of an item's full NBT. - `custom nbt of %item%` = Returns the 'minecraft:custom_data' component of an item's NBT. Modifying this will modify the original item. (This is an MC 1.20.5+ feature). Please see [**Data Component Format**](https://minecraft.wiki/w/Data_component_format) on McWiki for more information on item NBT components. Minecraft versions below 1.20.5, this will just return the NBT of the item. - `[full] vanilla nbt of %item%` = Will return the same as above except it will include vanilla components which don't normally show in NBT. - `nbt copy of %objects%` = Returns a copy of the original NBT compound. This way you can modify it without actually modifying the original NBT compound, for example when grabbing the compound from an entity, modifying it and applying to other entities. - `custom nbt of %object%` = Returns the custom portion of the NBT of the object (Minecraft doesn't natively allow custom NBT, so this is stored in varies spots based on the object). NBT from a file will need to be saved manually using the 'NBT - Save File' effect. If the file does not yet exist, a new file will be created. CHANGERS: - `add` = Adding a compound to another compound will merge them (This is controlled by Minecraft, results may vary). - `delete` = Will delete NBT files, or clear the NBT compound (This can break entities/players, be careful!). - `reset` = Will clear the NBT compound (This can break entities/players, be careful!)/docs?id=6nxvl
NBT - Empty Compound
ExpressionSkBee
Returns an empty/new NBT compound. Optionally you can define this as a section to modify the created nbt compound directly/docs?id=mvcj4
NBT - File Exists
ConditionSkBee
Check if an NBT file already exists./docs?id=4uf44
NBT - Has Tag
ConditionSkBee
Check if an NBT Compound contains a tag./docs?id=cnm3t
NBT - Is Blank Compound
ConditionSkBee
Checks whether or not the provided nbt compounds are empty./docs?id=m6bbq
NBT - Item from NBT
ExpressionSkBee
This expression allows you to grab an item from NBT compounds. This can be useful when wanting to grab items from file nbt, or nbt of an entity or an inventory holding block (like a chest or furnace). It can also be useful for creating your own serializing system. NOTE: Items previously serialized in MC versions 1.20.4 and below, will properly upgrade for MC 1.20.5./docs?id=r1atz
NBT - Item with NBT
ExpressionSkBee
Get an item with nbt. NOTE: The NBT in the examples represents NBT for Minecraft 1.20.5+ NOTE: The optional `custom` syntax will place nbt in the `"minecraft:custom_data"` component (1.20.5+ only)./docs?id=5f76l
NBT - Modify NBT
SectionSkBee
Modify NBT of an entity/block(TileEntity)/item. This method is faster than the old NBT expressions, as the changes aren't applied to the object until the section is done. This section creates its own internal event, which means previous event-values will not work. **OPTIONS**: `entity` = Will modify the base nbt of an entity/player. `block` = Will modify the base nbt of a block, must be a tile entity block. `item` = Will modify the base nbt of an item (the components section of an item). `custom` = Will modify the custom nbt of an item (the "minecraft:custom_data" component), entity or block./docs?id=smjd0
NBT - Pretty NBT String
ExpressionSkBee
Get a 'pretty' NBT string. This is colored the same as when using the vanilla Minecraft '/data' command. Splitting it will output kind of like a JSON output. Requires 1.13.2+/docs?id=l843v
NBT - Save File
EffectSkBee
Manually save the NBT from a file. When getting the NBT compound from a file, changing values in the compound will not be automatically applied to the file, and saving will have to be done manually./docs?id=kx3gw
NBT - Set Block with NBT
EffectSkBee
Set a block at a location to a block with NBT. BlockData is also supported when using MC 1.13+ and Skript 2.5+/docs?id=qrwja
NBT - Spawn Entity with NBT
EffectSkBee
Spawn an entity at a location with NBT. The ability to spawn falling was added in 2.10.0 as a temp effect until Skript properly handles falling blocks with block data./docs?id=jvrfl
NBT - Tag
ExpressionSkBee
Get/set/delete the value of the specified tag of an NBT compound. Also supports getting nested tags using a semi colon as a delimiter. If the return value is a list, you can use it as a list, as it will automatically split it for ya. **NOTES**: - `uuid tag` will set an int array tag (This is how MC stores uuids). On return it'll convert back to a uuid. - Entities/blocks can not natively hold custom NBT tags. SkBee allows you to put custom nbt data in the "custom" compound tag of a block/entity's NBT compound. Due to Minecraft not supporting this, I had to use some hacky methods to make this happen. That said, this system is a tad convoluted, see the SkBee WIKI for more details. - 1.20.5+: All custom data on items must be stored in the "minecraft:custom_data" compound (see examples and [**McWiki**](https://minecraft.wiki/w/Data_component_format#custom_data)). - For more info regarding 1.20.5+ components please see [**Data Component Format**](https://minecraft.wiki/w/Data_component_format) on McWiki. - GET FROM LIST BY POSITION: You can get the element of a list by adding `[%number%]` to the end of a tag (This only works for getters, not set/add/remove/delete) see examples. **CHANGERS**: - ADD: You can add numbers to number type tags, you can also add numbers/strings/compounds to lists type tags. - REMOVE: You can remove numbers from number type tags, you can also remove numbers/strings from lists type tags.(You can NOT remove compounds from lists type tags)/docs?id=b3ij
NBT - Tag Delete
EffectSkBee
Delete an NBT tag without having to specify a tag type./docs?id=p4dug
NBT - Tag Type
ExpressionSkBee
Represents the NBT tag type of a tag in an NBT compound. This is mainly useful for debugging purposes./docs?id=gfdnw
NBT - Tags
ExpressionSkBee
Get all tags of an NBT compound./docs?id=9v6nc
NBT - UUID for NBT
ExpressionSkBee
Allows you to get an entity's UUID which can be represented in an NBT compound. Prior to 1.16 UUIDs were represented as most/least significant bits. As of 1.16, they are now represented as int arrays. If the player/entity is excluded, this will return a random UUID./docs?id=695mb
Nearest Entity
ExpressionSkBee
Returns the nearest entity around a location/entity. Requires PaperMC. NOTE: When using `around entity`, this will exclude that entity in the search. NOTE: When radius is excluded, the distance will default to Skript's `maximum target block distance`./docs?id=5yn41
Nearest Entity
ExpressionSkript
Gets the entity nearest to a location or another entity./docs?id=ss4od
Negative Infinity
ExpressionSkript
A number representing negative infinity./docs?id=8q24m
New Attachment Upload Builder
ExpressionDiSky
Create a new attachment upload component, to be used in **modals only**. Min and max should be within 1 and 10! By default it requires a SINGLE file./docs?id=30s6g
New Attribute Packet
ExpressionLuskv2
/docs?id=2dd78
New Attributetype Attribute Base
ExpressionLuskv2
/docs?id=d1g7q
New Block Dig Stage Destruction Packet
ExpressionLuskv2
/docs?id=ikqjd
New Button
ExpressionDiSky
Create a new button with an ID and some optional options. It can be either enabled or disabled, and either link or action. If the button is a link-type, then the ID will be the URL that the user will be redirect to./docs?id=fnayc
New Category Action
ExpressionDiSky
/docs?id=gg2xo
New Checkbox Group
ExpressionDiSky
Create a new checkbox group component builder. A checkbox group is a component that allows users to select multiple options from a list of checkboxes. It can be used in modals only, as a child of a label./docs?id=wxvv3
New Component (Dropdown / Checkbox / Radio) Option
ExpressionDiSky
Create a new dropdown/checkbox/radio option with different properties. This is a predefined option holding a string value. It can only be used in string dropdowns. The value represent the returned string that this dropdown will return if this option is selected. The name / label is the actual shown name on the option. Description and emote are optional. They will be ignored for checkbox and radio options, as they are only supported in dropdowns./docs?id=8wdji
New Components Row
ExpressionDiSky
Create a new (empty) components row. You can add either max 5 buttons or one dropdown to it. A single message can hold 5 components rows./docs?id=j5kc2
New Dropdown
ExpressionDiSky
Create a new dropdown menu with different properties. There's two type of dropdown available: - String, only text values are accepted & pre-defined - Entity, only the specified entity type (role, channel and/or user) are accepted Therefore, you cannot add user, channel or role to a string dropdown and vice-versa. For entity dropdown, you can accept each type independently, or mix roles & users. :warning: YOU CANNOT MIX CHANNELS WITH ROLES OR USERS!/docs?id=54m4s
New Entity Spawn Add Entity Packet
ExpressionLuskv2
/docs?id=7gh76
New Entitytype Metadata Packet
ExpressionLuskv2
/docs?id=bdhen
New Equipment Packet
ExpressionLuskv2
/docs?id=7ertq
New File Upload
ExpressionDiSky
Create a new file upload from various sources: local file path, URL, attachment, or image. You can optionally specify a custom file name and whether to mark it as spoiler./docs?id=ptou9
New Forum Channel
ExpressionDiSky
/docs?id=k9ck3
New Forum Tag
ExpressionDiSky
Create a new forum tag with a specific name & optional emoji. You can also specify if the tag is 'moderate' or not./docs?id=beyin
New Line
ExpressionSkript
Returns a line break separator./docs?id=3dtin
New Locale Data
ExpressionDiSky
Returns the a new locale data for the given locale and the given value. You have to provide the locale using its code (list can be found here: https://discord.com/developers/docs/reference#locales) and the value to set. Documentation: https://docs.disky.me/advanced-stuff/slash-commands#using-localizations-v4.3.0+/docs?id=1xp5s
New Media Channel
ExpressionDiSky
/docs?id=j1skc
New Message Command
ExpressionDiSky
Create a new message command, to be updated on discord later. This will create a context command of MESSAGE type. Once created, you can execute it by right-clicking on a message, then going in 'Applications' -> <your message command name>/docs?id=qns7k
New Metadata Packet With Id Number
ExpressionPoaSk
/docs?id=u9j98
New Model Label
ExpressionDiSky
Create a new label component for modals. Labels are components that can be used to display text and a child component (like a text input or a select menu or an attachment input) in a modal./docs?id=kb96h
New Namespacedkey From String
ExpressionLuskv2
/docs?id=y2dye
New News Channel
ExpressionDiSky
/docs?id=x17x8
New Option Choice
ExpressionDiSky
Create a new slash command option choice with an unique name and a string or number value. Choices are only available for STRING, NUMBER and INTEGER slash command option type. Of course, the provided value type must be compatible with the option type (you cannot add string choice to a NUMBER option)./docs?id=8kub2
New Packet
ExpressionSkript-Packet
Create a new packet from a ProtocolLib's packettype/docs?id=swt7n
New Passengers Packet Vehicle
ExpressionLuskv2
/docs?id=twhvp
New Player Info Update Packet With Playerinfos
ExpressionLuskv2
/docs?id=v4jq3
New Player Position Packet
ExpressionLuskv2
/docs?id=x4g3t
New Player Rotation Packet
ExpressionLuskv2
/docs?id=dqb59
New Player Rotation Packet With
ExpressionLuskv2
/docs?id=l5rs8
New Poll
ExpressionDiSky
/docs?id=fie29
New Poll Answer
ExpressionDiSky
/docs?id=yal03
New Potion Effect
ExpressionSkript
Create a new potion effect that can be applied to an entity or item type./docs?id=qrb7e
New Potion Effect
ExpressionSkript
Create a new potion effect that can be applied to an entity or item type./docs?id=u9wqa
New Profile
ExpressionLuskv2
/docs?id=k6hdq
New Profile Property
ExpressionLuskv2
/docs?id=3kla5
New Radio Group
ExpressionDiSky
Create a new radio group component builder. A radio group is a component that allows users to select a single option from a list of radio buttons. It can be used in modals only, as a child of a label./docs?id=kyvf5
New Remove Entities Packet
ExpressionLuskv2
/docs?id=a64it
New Role Action
ExpressionDiSky
/docs?id=28lau
New Rule Response
ExpressionDiSky
/docs?id=u14e0
New Rule Type
ExpressionDiSky
/docs?id=rrsqm
New Stage Channel
ExpressionDiSky
/docs?id=kgq3e
New Team Create Packet
ExpressionLuskv2
/docs?id=dsfil
New Team Delete Packet For Team String
ExpressionLuskv2
/docs?id=ruuhc
New Team Members Add Packet
ExpressionLuskv2
/docs?id=d22xx
New Team Members Remove Packet
ExpressionLuskv2
/docs?id=yw4mo
New Team Update Info Packet
ExpressionLuskv2
/docs?id=26r6x
New Text Action
ExpressionDiSky
/docs?id=2km9h
New Texture Payload
ExpressionLuskv2
/docs?id=y9c7y
New User Command
ExpressionDiSky
Create a new user command, to be updated on discord later. This will create a context command of USER type. Once created, you can execute it by right-clicking on a user, then going in 'Applications' -> <your user command name>/docs?id=g3p12
New Voice Action
ExpressionDiSky
/docs?id=6dfyt
Next GUI Slot
Expressionskript-gui
An expression that returns the number/character of the next open slot in a GUI./docs?id=6u5i0
NMS
ExpressionSkript-Packet
Get the NMS (net.minecraft.server) from a convertible object or invert More information here https://github.com/Anarchick/skript-packet/wiki/ExprNMS/docs?id=ly0dg
NMS Pair
ExpressionSkript-Packet
Pair object A with object B uning com.mojang.datafixers.util.Pair/docs?id=tbmyg
No Damage Ticks
ExpressionSkript
The number of ticks that an entity is invulnerable to damage for./docs?id=10bb4
No Damage Time
ExpressionSkript
The amount of time an entity is invulnerable to any damage./docs?id=7n10d
node
Typeanimated-skript
N/A/docs?id=jai87
Node
TypeSkript
A node (entry) from a script config file. This may have navigable children./docs?id=v5pz7
Node
ExpressionSkript
Returns a node inside a config (or another section-node). Nodes in Skript configs are written in the format `key: value`. Section nodes can contain other nodes./docs?id=c6dww
Normal Vector of Shape
Expressionskript-particle
Returns the normal vector of a shape. This, by default, is the vector (0, 1, 0) which points directly up.If the shape is rotated, this will be the vector that is pointing up after the rotation. Treat it as what the shape thinks is "up". Changing this will rotate the shape accordingly. Resetting or deleting it will set it back to the default orientation./docs?id=cpdfm
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=7mie7
null
Typeskript-reflect
/docs?id=qxa8a
Number
TypeSkript
A number, e.g. 2.5, 3, -9812454, 30 degrees or 3.14 radians. Please note that many expressions only need integers, i.e. will discard any fractional parts of any numbers without producing an error. Radians will be converted to degrees./docs?id=mlc6r
Number As
ExpressionSkript-Packet
Convert a %number% to int/float/long/double/short/byte/docs?id=11w1s
Number As Array
ExpressionSkript-Packet
Convert %numbers% to int/float/long/double/short/byte array Support conversion to primitive array/docs?id=8n594
Number As Roman Numeral
ExpressionPoaSk
/docs?id=eueih
Number Connected Blocks From Location
ExpressionPoaSk
/docs?id=zbepj
Number Of
ExpressionSkript
The number of something. Using 'number of {list::*}' will return the length of the list, so if you want the numbers of the things inside the lists, use 'numbers of {list::*}'./docs?id=z0t4q
Number of Characters
ExpressionSkript
The number of uppercase, lowercase, or digit characters in a string./docs?id=df95i
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=4bt7w
Ocelot - is Trusting
ConditionLusk
Checks if an ocelot trusts players./docs?id=3zttz
Ocelot - is Trusting (Property)
ExpressionLusk
Returns whether or not an ocelot trusts players. Can be set./docs?id=9vfs1
Offline Player
TypeSkript
A player that is possibly offline. See player for more information. Please note that while all effects and conditions that require a player can be used with an offline player as well, they will not work if the player is not actually online./docs?id=rxyfp
Offline players
ExpressionSkript
All players that have ever joined the server. This includes the players currently online./docs?id=umbl3