/Index/Docs/Page 5
2001–2500 of 4,130
Listener
TypeskLambda
A declared event listener that can be registered or unregistered at runtime./docs?id=skLambda-listener
Listener Cooldown
ExpressionskLambda
A listener's `cooldown:` debounce window, the span ignored after each accepted trigger. Forms: `cooldown of %listener%` and `%listener%'s cooldown`. Supports `add`, `set`, and `remove`; a zero (or shorter) value disables the cooldown./docs?id=skLambda-ExprListenerCooldown
Listener Countdown Remaining
ExpressionskLambda
How much time is left before a listener's countdown fires `on timeout`. Forms: - `remaining countdown` (no operand) only works inside an `on trigger` block. - `countdown of %listener%` and `%listener%'s countdown` work anywhere. Adding or removing time reschedules the pending timeout so `on timeout` fires at the new instant./docs?id=skLambda-ExprListenerCountdown
Listener End Reason
ExpressionskLambda
Why a listener stopped: `completion`, `timeout`, `cancelled`, or `unregistered`. Forms: - `end reason` (no operand) only works inside an `on end` block. - `end reason of %listener%` and `%listener%'s end reason` work anywhere (null until it ends)./docs?id=skLambda-ExprEndReason
Listener Owner
ExpressionskLambda
The owner a listener was scoped to via its `owner:` entry, or nothing if it has none. Forms: `owner of %listener%` and `%listener%'s owner`./docs?id=skLambda-ExprListenerOwner
Listener State
ConditionskLambda
Checks whether a listener is registered, paused, or resumed (running)./docs?id=skLambda-CondListenerState
Listener Triggers Remaining
ExpressionskLambda
How many more times a listener will fire before completion. Forms: - `remaining triggers` (no operand) only works inside an `on trigger` block. - `triggers of %listener%` and `%listener%'s triggers` work anywhere. Supports `add`, `set`, and `remove`./docs?id=skLambda-ExprListenerTriggers
Literal - Null Object
Expressionskript-reflect
/docs?id=skript-reflect-LitNullObject
Living Entity
TypeSkript
A living entity, i.e. a mob or player, not inanimate entities like projectiles or dropped items./docs?id=Skript-livingentity
Llama - Caravan Head
ExpressionLusk
Returns the caravan head of a llama./docs?id=Lusk-ExprLlamaCaravanHead
Llama - Caravan Tail
ExpressionLusk
Returns the caravan tail of a llama./docs?id=Lusk-ExprLlamaCaravanTail
Llama - Has Caravan Tail
ConditionLusk
Checks if another llama is currently following behind this llama./docs?id=Lusk-CondLlamaHasCaravanTail
Llama - is In Caravan
ConditionLusk
Checks if a llama is in a caravan./docs?id=Lusk-CondLlamaInCaravan
Llama - Join Caravan
EffectLusk
Makes a llama join another llama's caravan./docs?id=Lusk-EffLlamaJoinCaravan
Llama - Leave Caravan
EffectLusk
Makes a llama leave its caravan./docs?id=Lusk-EffLlamaLeaveCaravan
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=Lusk-ExprLlamaStrength
ln
FunctionSkript
The natural logarithm. You probably don't need this if you don't know what this is. Returns NaN (not a number) if the argument is negative./docs?id=Skript-ln
Load 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=skript-yaml-EffLoadYamlDirectory
Load Java Libraries From Strings
EffectLibImporter
/docs?id=s26qc
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=skript-luckperms-EffLoadPlayer
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=Skript-EffLoadServerIcon
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=Skript-EffWorldLoad
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=skript-yaml-EffLoadYaml
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=SkBee-EffLoadWorld
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=SkBee-ExprLoadedCustomWorlds
Loaded Plugins
ExpressionSkript
An expression to obtain a list of the names of the server's loaded plugins./docs?id=Skript-ExprPlugins
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=skript-yaml-loadYaml
Local Difficulty
ExpressionSkNMS
Represents the local difficulty of a location. This is the number that shows on the client's debug screen `Local Difficulty: (local difficulty) //...` Minecraft uses this to decide how monsters will spawn near players. This number changes based on how long a player spends in a chunk, world time and moon phase. See [**Regional Difficulty on McWiki**](https://minecraft.wiki/w/Difficulty#Regional_difficulty) for more info./docs?id=SkNMS-ExprLocalDifficulty
Localize Command
EffectDiSky
Sets the name or the description shown to users of a given Discord locale, for an application command, a slash option, a subcommand, a subcommand group or a choice (choices only have a name). Locales are Discord's codes ("fr", "de", "en-GB", "pt-BR", ...) or language names ("french")./docs?id=DiSky-EffLocalizeCommand
Locally Suppress Warning
SectionSkript
Suppresses target warnings from the current script./docs?id=Skript-EffSecSuppressWarnings
Locate Biome
SectionSkBee
Locates a biome within a specified radius around a given location. This accepts a single biome, list of biomes or a biome registry tag key. NOTE: The bigger the radius, the longer it takes to find a biome and the longer this will freeze the main thread. Once the biome is found, the location and biome will be available in the section. NOTE: While it might not be deemed thread safe, this does work off the main thread, use with caution./docs?id=SkBee-SecLocateBiome
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=Skript-location-2
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=Skript-ExprLocation
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=Skript-ExprLocation-2
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=Skript-ExprLocationOf
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=Skript-location
Location At
ExpressionSkript
Allows to create a <a href='#location'>location</a> from three coordinates and a world./docs?id=Skript-ExprLocationAt
Location with Yaw/Pitch
ExpressionSkript
Returns the given locations with the specified yaw and/or pitch./docs?id=Skript-ExprWithYawPitch
Lock Citizen Age
EffectSkonic
Stops the aging process of a Citizens NPC/docs?id=Skonic-EffLockAge
Lock Thread
EffectDiSky
Locks a thread: only moderators can unarchive it afterwards./docs?id=DiSky-EffLockThread
Lock/Unlock GUI
Effectskript-gui
Locks or unlocks a GUI, which controls whether its items without actions can be removed or changed./docs?id=skript-gui-EffLock
log
FunctionSkript
A logarithm, with base 10 if none is specified. This is the inverse operation to exponentiation (for positive bases only), i.e. <code>log(base ^ exponent, base) = exponent</code> for any positive number 'base' and any number 'exponent'. Another useful equation is <code>base ^ log(a, base) = a</code> for any numbers 'base' and 'a'. Please note that due to how numbers are represented in computers, these equations do not hold for all numbers, as the computed values may slightly differ from the correct value. Returns NaN (not a number) if any of the arguments are negative./docs?id=Skript-log
Log
EffectSkript
Writes text into a .log file. Skript will write these files to /plugins/Skript/logs. NB: Using 'server.log' as the log file will write to the default server log. Omitting the log file altogether will log the message as '[Skript] [&lt;script&gt;.sk] &lt;message&gt;' in the server log./docs?id=Skript-EffLog
Log Action Type
ExpressionDiSky
The action type of the audit log entry (e.g. ban, kick, channel create...)./docs?id=DiSky-PropAuditLogEntryLogActionType
Log Level
TypeSkLogs
/docs?id=15miu
Log Level
ExpressionSkLogs
/docs?id=ql0is
Log Message
ExpressionSkLogs
/docs?id=4v0pc
Log Reason
ExpressionDiSky
The reason of the audit log entry, or null if none was provided./docs?id=DiSky-PropAuditLogEntryLogReason
Logentry
TypeDiSky
/docs?id=DiSky-logentry
Logged User
ExpressionDiSky
The user who triggered this audit log entry, or null if it is unknown./docs?id=DiSky-PropAuditLogEntryLoggedUser
Login Bot
EffectDiSky
Connects a configured bot to Discord under the given name. Validation/phase errors are reported cleanly./docs?id=DiSky-EffLogin
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=Skript-EffLook
Loom Pattern Type
ExpressionLusk
Gets the pattern type selected in a Loom Pattern Select event/docs?id=Lusk-ExprLoomPatternType
Loop
SectionSkript
Loop sections repeat their code with multiple values. A loop will loop through all elements of the given expression, e.g. all players, worlds, items, etc. The conditions & effects inside the loop will be executed for every of those elements, which can be accessed with ‘loop-<what>’, e.g. <code>send "hello" to loop-player</code>. When a condition inside a loop is not fulfilled the loop will start over with the next element of the loop. You can however use <code>stop loop</code> to exit the loop completely and resume code execution after the end of the loop. <b>Loopable Values</b> All expressions that represent more than one value, e.g. ‘all players’, ‘worlds’, etc., as well as list variables, can be looped. You can also use a list of expressions, e.g. <code>loop the victim and the attacker</code>, to execute the same code for only a few values. <b>List Variables</b> When looping list variables, you can also use <code>loop-index</code> in addition to <code>loop-value</code> inside the loop. <code>loop-value</code> is the value of the currently looped variable, and <code>loop-index</code> is the last part of the variable's name (the part where the list variable has its asterisk *)./docs?id=Skript-SecLoop
Loop Iteration
ExpressionSkript
Returns the loop's current iteration count (for both normal and while loops)./docs?id=Skript-ExprLoopIteration
Loop value
ExpressionSkript
Returns the previous, current, or next looped value./docs?id=Skript-ExprLoopValue
Loot
ExpressionSkript
The loot that will be generated in a 'loot generate' event./docs?id=Skript-ExprLoot
Loot Context
ExpressionSkript
The loot context involved in the context create section./docs?id=Skript-ExprLootContext
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=Skript-lootcontext
Loot Location of Loot Context
ExpressionSkript
Returns the loot location of a loot context./docs?id=Skript-ExprLootContextLocation
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=Skript-ExprLootItems
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=Skript-ExprLootTable
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=Skript-loottable
Loot Table from Key
ExpressionSkript
Returns the loot table from a namespaced key./docs?id=Skript-ExprLootTableFromString
Looted Entity of Loot Context
ExpressionSkript
Returns the looted entity of a loot context./docs?id=Skript-ExprLootContextEntity
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=Skript-ExprLootContextLooter
Lore
ExpressionSkript
Returns the lore of an item./docs?id=Skript-ExprLore
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=Skript-ExprLoveTime
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=Skript-ExprLowestHighestSolidBlock
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=Skript-ExprLootContextLuck
LuckPerms Track
Typeskript-luckperms
A LuckPerms track./docs?id=skript-luckperms-luckpermstrack
LuckPerms User
Typeskript-luckperms
A LuckPerms user./docs?id=skript-luckperms-luckpermsuser
Make Adult/Baby
EffectSkript
Force a animal to become an adult or baby./docs?id=Skript-EffMakeAdultOrBaby
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=Skript-EffAllayDuplicate
Make Bot Leave Guild
EffectDiSky
Makes a bot leave a guild. It loses every access to that server until re-invited./docs?id=DiSky-EffMakeBotLeave
Make Breedable
EffectSkript
Sets whether or not entities will be able to breed. Only works on animals./docs?id=Skript-EffBreedable
Make Citizen Aggressive
EffectSkonic
Make a Citizens NPC aggressive./docs?id=Skonic-EffCitizenAggressive
Make Citizen Break Block
EffectSkonic
Make a Citizens NPC break a block in a radius. Radius is how close the npc has to be to break the block./docs?id=Skonic-EffCitizenBlockBreak
Make Citizen Collidable
EffectSkonic
Changes whether a Citizens NPC can be collided with by entities or fluids./docs?id=Skonic-EffCitizenCollidable
Make Citizen Flyable
EffectSkonic
Makes a Citizens NPC flyable. Some entity types are always flyable (e.g bat), therefore will always be flyable./docs?id=Skonic-EffCitizenFlyable
Make Citizen Load Chunks
EffectSkonic
Changes whether a citizen will load chunks. Temporarily means that it won't continue after server is restarted./docs?id=Skonic-EffCitizenLoadChunks
Make Citizen Targetable
EffectSkonic
Make a citizen targetable to other mobs. Or you can stop this process./docs?id=Skonic-EffCitizenTargetable
Make Citizen Use Minecraft AI
EffectSkonic
Changes whether a Citizens NPC uses Minecraft's built-in AI or Citizens AI./docs?id=Skonic-EffCitizenMinecraftAI
Make Citizen Vulnerable
EffectSkonic
Changes whether a Citizens NPC can be attacked or not./docs?id=Skonic-EffCitizenVulnerable
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=Skript-EffWardenDisturbance
Make Egg Hatch
EffectSkript
Makes the egg hatch in a Player Egg Throw event./docs?id=Skript-EffMakeEggHatch
Make Entity Scream
EffectSkript
Make a goat or enderman start or stop screaming./docs?id=Skript-EffScreaming
Make Fire Resistant
EffectSkript
Makes items fire resistant./docs?id=Skript-EffFireResistant
Make Fly
EffectSkript
Forces a player to start/stop flying./docs?id=Skript-EffMakeFly
Make Goat Ram
EffectSkript
Make a goat ram an entity. Ramming does have a cooldown and currently no way to change it./docs?id=Skript-EffGoatRam
Make GUI Slot
Sectionskript-gui
A section for making GUI slots that run code, or clearing them entirely./docs?id=skript-gui-SecMakeSlot
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=Skript-EffIncendiary
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=Skript-EffMakeResponsive
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=Skript-EffInvisible
Make Invulnerable
EffectSkript
Makes an entity invulnerable/not invulnerable./docs?id=Skript-EffInvulnerability
Make Panda Roll
EffectSkript
Make a panda start/stop rolling./docs?id=Skript-EffPandaRolling
Make Panda Sneeze
EffectSkript
Make a panda start/stop sneezing./docs?id=Skript-EffPandaSneezing
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=Skript-EffMakeSay
Make Sign Glow
EffectSkript
Makes a sign (either a block or item) have glowing text or normal text. If a sign side is not specified, the front side will be used by default./docs?id=Skript-EffGlowingText
Make Webhook Post
EffectDiSky
Makes a webhook, or a webhook client built from a URL, post a message. The username and avatar override the webhook's own for this message only. The sent message is discarded; build a webhook message and read 'the build result of' it to keep it./docs?id=DiSky-EffWebhookPost
Mapped List
ExpressionskLambda
Transforms every element of a list with a one-argument value lambda, returning a new list the same size. The lambda is invoked once per element, with the element as its single argument; its return value takes that element's place. Elements whose lambda returns nothing are dropped./docs?id=skLambda-ExprMapped
Mask
Expressionskript-worldedit
Gets a WorldEdit mask from a string or itemtype./docs?id=skript-worldedit-ExprMask
Matches
ConditionSkript
Checks whether the defined strings match the input regexes (Regular expressions)./docs?id=Skript-CondMatches
max
FunctionSkript
Returns the maximum number from a list of numbers./docs?id=Skript-max
Max 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=Skript-ExprMaxDurability
Max Health
ExpressionSkript
The maximum health of an entity, e.g. 10 for a player./docs?id=Skript-ExprMaxHealth
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=Skript-ExprMaxItemUseTime
Max Minecart Speed
ExpressionSkript
The maximum speed of a minecart./docs?id=Skript-ExprMaxMinecartSpeed
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=Skript-ExprMaxPlayers
Maximum Double Value
ExpressionSkript
A number representing the maximum value of a double number type./docs?id=Skript-LitDoubleMaxValue
Maximum Float Value
ExpressionSkript
A number representing the maximum value of a float number type./docs?id=Skript-LitFloatMaxValue
Maximum Freeze Time
ExpressionSkript
The maximum amount of time an entity can spend in powdered snow before taking damage./docs?id=Skript-ExprMaxFreezeTicks
Maximum Integer Value
ExpressionSkript
A number representing the maximum value of an integer number type./docs?id=Skript-LitIntMaxValue
Maximum Long Value
ExpressionSkript
A number representing the maximum value of a long number type./docs?id=Skript-LitLongMaxValue
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=Skript-ExprMaxStack
Me
ExpressionSkript
A 'me' expression that can be used in players' effect commands only./docs?id=Skript-ExprMe
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=Skript-mean
Media Gallery Items
ExpressionDiSky
The images and videos of the gallery, read back as their urls. Add a url or a file upload./docs?id=DiSky-PropMediaGalleryGalleryItems
Mediachannel
TypeDiSky
/docs?id=DiSky-mediachannel
Mediagallery
TypeDiSky
/docs?id=DiSky-mediagallery
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=Skript-median
Member
TypeDiSky
/docs?id=DiSky-member
Member Activities
ExpressionDiSky
All activities of a member (playing, streaming, listening, watching, custom status, competing). Returns an empty list if the member has no activity. Requires CacheFlag.ACTIVITY to be enabled on the bot, along with the GUILD_PRESENCES intent./docs?id=DiSky-PropMemberActivities
Member Boost Date
ExpressionDiSky
The date at which the member started boosting the guild, or null if the member is not boosting./docs?id=DiSky-PropMemberBoostDate
Member can Interact
ConditionDiSky
Whether the member can interact with (act upon) any of the given members or roles./docs?id=DiSky-CondMemberCanInteract
Member Colors
ExpressionDiSky
The role colors of a member's name in the guild. Determined by the colors of the highest role assigned to the member that does not have the default colors./docs?id=DiSky-PropMemberDiscordColors
Member Flags
ExpressionDiSky
The flags of the member (e.g. did rejoin, completed onboarding, bypasses verification...). Add or remove modifiable flags to toggle them./docs?id=DiSky-PropMemberFlags
Member has Permissions
ConditionDiSky
Whether the member has all the given permissions, either guild-wide or in a specific channel (channel overrides included). An administrator has every permission./docs?id=DiSky-CondMemberHasPermission
Member has Role
ConditionDiSky
Whether the member has the given role./docs?id=DiSky-CondMemberHasRole
Member is a Bot
ConditionDiSky
Whether the member's account is a Discord bot./docs?id=DiSky-CondMemberBot
Member is Deafened
ConditionDiSky
Whether the member is deafened (self or by the guild) in a voice channel./docs?id=DiSky-CondMemberDeafened
Member is in Thread
ConditionDiSky
Whether the member has joined the given thread. Useful to avoid errors when adding a member to a thread they are already in./docs?id=DiSky-CondMemberIsInThread
Member is Muted
ConditionDiSky
Whether the member is muted (self or by the guild) in a voice channel./docs?id=DiSky-CondMemberMuted
Member is Timed Out
ConditionDiSky
Whether the member is currently timed out in the guild./docs?id=DiSky-CondMemberTimedOut
Member Join Date
ExpressionDiSky
The date at which the member joined the guild./docs?id=DiSky-PropMemberJoinDate
Member Of User
ExpressionDiSky
The member a user is in a guild: the same person, with the guild-side data (nickname, roles, join date...). Returns nothing when the user is not in that guild. It reads the member cache, which depends on the bot's member cache policy. With 'await', a member missing from the cache is fetched from Discord, and a user who is not in the guild is a readable error./docs?id=DiSky-ExprMemberOfUser
Member Voice Channel
ExpressionDiSky
The audio (voice) channel the member is currently connected to, or null if they are not in a voice channel./docs?id=DiSky-PropMemberVoiceChannel
Member With Id
ExpressionDiSky
The member with the given id; cache, or online with await./docs?id=DiSky-GetterExpr_Member
Memory
TypeSkBee
Represents the different memories of an entity. NOTE: These are auto-generated and may differ between server versions, currently generated for Minecraft 26.3./docs?id=SkBee-memory
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=Skript-ExprMendingRepairAmount
Mention Tag
ExpressionDiSky
The mention (ping) tag of a Discord entity (user, member, role, channel, emoji). Sending this string in a message renders as a clickable mention./docs?id=DiSky-PropMentionableMentionTag
Mentionable
TypeDiSky
/docs?id=DiSky-mentionable
Menu Inventory
Expressionskript-gui
Obtains a menu bound to a player that can be used for creating a GUI. This expression is not intended to be used outside of GUI creation. Be sure to show the GUI using the 'Show GUI' effect./docs?id=skript-gui-ExprMenuInventory
Merchant
TypeSkBee
Represents a merchant. A merchant is a special type of inventory which can facilitate custom trades between items./docs?id=SkBee-merchant
Merchant - Create
ExpressionSkBee
Creates a new Merchant object with a title. You can optionally clone another merchant's recipes./docs?id=SkBee-ExprMerchant
Merchant - Open
EffectSkBee
Open a merchant/villager to a player./docs?id=SkBee-EffOpenMerchant
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=SkBee-ExprMerchantRecipes
Merchant Inventory
TypeSkBee
Represents a trading inventory between a player and a merchant. The holder of this Inventory is the owning Villager, or null if the player is trading with a custom merchant./docs?id=SkBee-merchantinventory
Merchant Recipe
TypeSkBee
Represents a merchant's trade. Trades can take one or two ingredients, and provide one result./docs?id=SkBee-merchantrecipe
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=SkBee-ExprMerchantRecipe
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=SkBee-ExprMerchantRecipeIngredients
Merchant Recipe - Values
ExpressionSkBee
Represents different number values of a merchant recipe./docs?id=SkBee-ExprMerchantRecipeValues
Merge Spawned Groups
EffectDisplayEntityUtils
Merge two non-packet based groups as a single group/docs?id=DisplayEntityUtils-EffSpawnedGroupMerge
Message
TypeDiSky
/docs?id=DiSky-message
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=Skript-EffMessage
Message Attachments
ExpressionDiSky
Get every attachment as custom object of a message./docs?id=DiSky-PropMessageDiscordAttachments
Message Builder Fail on Invalid Reply
ExpressionDiSky
Whether sending fails when the referenced message no longer exists. When false, the message is sent as a normal one instead./docs?id=DiSky-PropMessageActionFailOnInvalidReply
Message Builder Mention Replied User
ExpressionDiSky
Whether replying pings the author of the referenced message. Has no effect unless a referenced message is set./docs?id=DiSky-PropMessageActionMentionRepliedUser
Message Builder Poll
ExpressionDiSky
The poll of the message being built (a message carries one poll at most; setting it replaces the previous one). The poll is validated and snapshotted when set. A poll cannot be combined with components V2 (containers, sections, text displays...)./docs?id=DiSky-PropMessageActionAttachedPoll
Message Channel
ExpressionDiSky
The channel the message was sent in (guild channel, thread or private channel)./docs?id=DiSky-PropMessageChannel
Message Channel With Id
ExpressionDiSky
The channel messages can be sent in (text, news, voice, thread, private...) with the given id, from cache./docs?id=DiSky-GetterExpr_MessageChannel
Message Components
ExpressionDiSky
Every component of a sent message, rows and containers flattened: the buttons, dropdowns, text displays and so on it carries. These are the sent components, not builders; use 'replace component' to change one./docs?id=DiSky-PropMessageDiscordComponents
Message has a Poll
ConditionDiSky
Whether the message has a poll attached to it./docs?id=DiSky-CondMessageHasPoll
Message History
ExpressionDiSky
Fetches messages from the history of a channel. 'last X messages of a channel' returns the most recent ones, newest first. 'X messages before a message' returns the ones sent before it, closest (newest) first; 'X messages after a message' the ones sent after it, closest (oldest) first. The reference message itself is never included. Any amount works: above 100, the history is fetched page by page (one request per 100 messages). Fewer messages come back when the channel does not have that many. The amount must be at least 1. The bot needs the View Channel and Read Message History permissions. This asks Discord, so it needs 'await'./docs?id=DiSky-ExprMessageHistory
Message is a Voice Message
ConditionDiSky
Whether the message is a voice message. If it is, the 'attachment duration' expression can be used on its attachment./docs?id=DiSky-CondMessageVoiceMessage
Message is Edited
ConditionDiSky
Whether the message has been edited./docs?id=DiSky-CondMessageEdited
Message is Ephemeral
ConditionDiSky
Whether the message is ephemeral (only visible to one user)./docs?id=DiSky-CondMessageEphemeral
Message is Forwarded
ConditionDiSky
Whether the message is a forwarded message, that is, a message originally sent in another channel and forwarded to this one./docs?id=DiSky-CondMessageForwarded
Message is from a DM
ConditionDiSky
Whether the message was sent in a private (direct message) channel rather than in a guild./docs?id=DiSky-CondMessageFromDm
Message is from a Guild
ConditionDiSky
Whether the message was sent in a guild channel (rather than a private/DM channel)./docs?id=DiSky-CondMessageFromGuild
Message is Pinned
ConditionDiSky
Whether the message is pinned in its channel./docs?id=DiSky-CondMessagePinned
Message is TTS
ConditionDiSky
Whether the message was sent using text-to-speech./docs?id=DiSky-CondMessageTts
Message is Using Components V2
ConditionDiSky
Whether the message is a components V2 message (containers, sections, text displays...)./docs?id=DiSky-CondMessageUsingComponentsV2
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=DiSky-PropMessageMemberAuthor
Message Mentioned Channels
ExpressionDiSky
Get every mentioned text channel in a message./docs?id=DiSky-PropMessageMentionedChannels
Message Mentioned Emotes
ExpressionDiSky
Get every mentioned emote in a message. This will only return custom emotes, and will therefore not include discord (unicode) emotes./docs?id=DiSky-PropMessageMentionedEmotes
Message Mentioned Members
ExpressionDiSky
Get every mentioned member in a message. If the message doesn't come from a guild it will return an empty list!/docs?id=DiSky-PropMessageMentionedMembers
Message Mentioned Roles
ExpressionDiSky
Get every mentioned role in a message. If the message doesn't come from a guild it will return an empty list!/docs?id=DiSky-PropMessageMentionedRoles
Message Mentioned Users
ExpressionDiSky
Get every mentioned user in a message./docs?id=DiSky-PropMessageMentionedUsers
Message Mentioned Voice Channels
ExpressionDiSky
Get every mentioned voice channel in a message./docs?id=DiSky-PropMessageMentionedVoiceChannels
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=Skript-ExprMOTD
Message Poll
ExpressionDiSky
Get the poll attached to a specific message, if any./docs?id=DiSky-PropMessagePoll
Message Reactions
ExpressionDiSky
Get every reaction 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=DiSky-PropMessageReactions
Message With Id
ExpressionDiSky
The message with the given id in a channel (requires await)./docs?id=DiSky-GetterExpr_Message
Messageaction
TypeDiSky
/docs?id=DiSky-messageaction
Messagechannel
TypeDiSky
/docs?id=DiSky-messagechannel
Messagecommand
TypeDiSky
/docs?id=DiSky-messagecommand
Messagepoll
TypeDiSky
/docs?id=DiSky-messagepoll
Metadata
ExpressionSkript
Metadata is a way to store temporary data on entities, blocks and more that disappears after a server restart./docs?id=Skript-ExprMetadata
Metadata Entries
ExpressionLuskv2
/docs?id=b1n18
Method
SectionClassySK
Methods are functions belonging to a specific class. The signature is very similar to that of regular functions. See the [**Official Wiki**](https://github.com/novystar/ClassySK/wiki/Tutorials%3A-Methods-%26-Access-Modifiers) for more information./docs?id=ClassySK-SecMethod
Method
SectionTesttySK
Methods are functions belonging to a specific class. The signature is very similar to that of regular functions. See the [**Official Wiki**](https://github.com/novystar/ClassySK/wiki/Tutorials%3A-Methods-%26-Access-Modifiers) for more information./docs?id=ClassySK-SecMethod
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=Skript-ExprMiddleOfLocation
Midpoint
ExpressionSkript
Get the midpoint between two vectors or two locations in the same world./docs?id=Skript-ExprMidpoint
min
FunctionSkript
Returns the minimum number from a list of numbers./docs?id=Skript-min
Min / Max By
ExpressionskLambda
Returns the element of a list with the smallest (`lowest`) or largest (`highest`) key, where a one-argument lambda pulls the key out of each element. Unlike `sorted by`, this hands back the element itself, not the key, and stops at a single result. Elements whose key is nothing are ignored. Ties keep the first element seen. An empty list (or one with no comparable keys) returns nothing./docs?id=skLambda-ExprMinMaxBy
Min/Max World Height
ExpressionSkBee
Get the min/max height of a world./docs?id=SkBee-ExprWorldHeight
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=Skript-ExprMinecartDerailedFlyingVelocity
Minecraft - EntityType
ExpressionSkBee
Get the Minecraft EntityType from an entity./docs?id=SkBee-ExprMinecraftEntityType
Minecraft - EntityType
TypeSkBee
Represents a Minecraft entity. These differ slightly from Skript's EntityType as the names match Minecraft namespaces. These also support the use of the Minecraft namespace as well as underscores. NOTE: These are auto-generated and may differ between server versions, currently generated for Minecraft 26.3./docs?id=SkBee-minecraftentitytype
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=SkBee-SecSpawnMinecraftEntity
Minecraft Particle
TypeSkBee
Represents a particle which can be used in the 'Particle Spawn' effect. Some particles require extra data, these are distinguished by their data type within the square brackets. DustOption, DustTransition and Vibration each have their own functions to build the appropriate data for these particles. NOTE: These are auto-generated and may differ between server versions, currently generated for Minecraft 26.3./docs?id=SkBee-minecraftparticle
Minecraft Tag
TypeSkript
A tag that classifies a material, or entity./docs?id=Skript-minecrafttag
Minimum Double Value
ExpressionSkript
A number representing the minimum value of a double number type./docs?id=Skript-LitDoubleMinValue
Minimum Float Value
ExpressionSkript
A number representing the minimum value of a float number type./docs?id=Skript-LitFloatMinValue
Minimum Integer Value
ExpressionSkript
A number representing the minimum value of an integer number type./docs?id=Skript-LitIntMinValue
Minimum Long Value
ExpressionSkript
A number representing the minimum value of a long number type./docs?id=Skript-LitLongMinValue
Minimum/Maximum Enchantment Level
ExpressionSkript
The minimum or maximum allowed level in Minecraft of a particular <a href='#enchantment'>enchantment</a>. The minimum starting level is 1 for all existing enchantments as of 26.1.2./docs?id=Skript-ExprMinMaxEnchantmentLevel
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=SkBee-ExprMobAwareness
mod
FunctionSkript
Returns the modulo of the given arguments, i.e. the remainder of the division <code>d/m</code>, where d and m are the arguments of this function. The returned value is always positive. Returns NaN (not a number) if the second argument is zero./docs?id=Skript-mod
Modal
TypeDiSky
/docs?id=DiSky-modal
Modal Value
ExpressionDiSky
What the user submitted in a modal, by the id of the component. A text input gives its text; a dropdown, a radio group or a checkbox group give the selected values; a checkbox gives true or false; an entity dropdown gives the picked users, roles or channels ('selected entities of'); a file upload input gives the uploaded attachments ('uploaded files of')./docs?id=DiSky-ExprModalValue
Modify Citizen Metadata
EffectSkonic
Modify the metadata of a Citizens NPC/docs?id=Skonic-EffCitizenMetadataModify
Moisture Change
EventSkBee
Called when the moisture level of a farmland block changes./docs?id=SkBee-moisture_change
Money
ExpressionSkript
How much virtual money a player has (can be changed)./docs?id=Skript-ExprBalance
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=Skript-money
Moon Phase
ExpressionSkript
The current moon phase of a world./docs?id=Skript-ExprMoonPhase
Moon Phase
TypeSkript
Represents the phase of a moon./docs?id=Skript-moonphase
Move Member
EffectDiSky
Moves a member to another voice channel. The member must already be connected./docs?id=DiSky-EffMoveToVoiceChannel
Move Role Above
EffectDiSky
Moves a role directly above another one of the same guild. Indexes update automatically./docs?id=DiSky-EffMoveRoleAbove
Move Role Down
EffectDiSky
Moves a role down by a number of positions (one by default)./docs?id=DiSky-EffMoveRoleDown
Move Role Under
EffectDiSky
Moves a role directly below another one of the same guild. Indexes update automatically./docs?id=DiSky-EffMoveRoleUnder
Move Role Up
EffectDiSky
Moves a role up by a number of positions (one by default)./docs?id=DiSky-EffMoveRoleUp
Moved blocks
ExpressionSkript
Blocks which are moved in a piston event. Cannot be used outside of piston events./docs?id=Skript-ExprPushedBlocks
Mutable Text Component
TypeLuskv2
Same as a Text Component, but can be modified. All non/docs?id=vxunc
Mute Member
EffectDiSky
Server-mutes a member. The member must be connected to a voice channel./docs?id=DiSky-EffMute
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=Skript-PropExprName
Nameable
TypeSkript
A variety of Bukkit types that can have names, such as entities and some blocks./docs?id=Skript-nameable
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=Skript-ExprNamed
NamespacedKey
TypeLuskv2
A key with a namespace, used to identify objects in minecraft./docs?id=iplh6
NamespacedKey
TypeSkBee
NamespacedKeys are a way to declare and specify game objects in Minecraft, which can identify built-in and user-defined objects without potential ambiguity or conflicts. For more information see [**Resource Location**](https://minecraft.wiki/w/Resource_location) on McWiki./docs?id=SkBee-namespacedkey
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=SkBee-ExprNamespacedKeyObject
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=SkBee-ExprNamespacedKeyObjectFrom
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=Skript-LitNaN
NBT - Compound
TypeSkBee
Represents the NBT compound of an entity/block/item/file/string. NBT compounds can be merged by adding together, see examples./docs?id=SkBee-nbtcompound
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 '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. \- 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. Please see [**Data Component Format**](https://minecraft.wiki/w/Data_component_format) on McWiki for more information on item NBT components. - `[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. For many objects Minecraft does not allow for custom NBT, so they're stored in various spots: - Entity: Stored in the entity's PersistentDataContainer. - Item: Stored in the item's `minecraft:custom_data` component. - Block (TileEntity - such as furnace, chest): Stored in the block's PersistentDataContainer. - Block (non TileEntity): Stored in the PersistentDataContainer of the chunk the block is in. 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=SkBee-ExprNbtCompound
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=SkBee-SecExprBlankNBTCompound
NBT - File Exists
ConditionSkBee
Check if an NBT file already exists./docs?id=SkBee-CondNBTFileExists
NBT - Has Tag
ConditionSkBee
Check if an NBT Compound contains a tag./docs?id=SkBee-CondHasNBTTag
NBT - Is Blank Compound
ConditionSkBee
Checks whether or not the provided nbt compounds are empty./docs?id=SkBee-CondNBTIsBlank
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=SkBee-ExprItemFromNBT
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=SkBee-ExprItemWithNBT
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=SkBee-SecModifyNBT
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=SkBee-ExprPrettyNBT
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=SkBee-EffSaveNBTFile
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=SkBee-EffSetBlockNBT
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=SkBee-EffSpawnEntityNBT
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. - `boolean tag` will store as a byte but will convert to/from a boolean. - 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. **Custom Tags**: Not all objects in Minecraft support custom NBT data, here are some examples of where custom data can be stored. Optionally you can use `custom nbt of %object%` and let SkBee handle custom data storage. - Entity: Custom data can be stored in the "data" compound tag of an entity's NBT compound. - Block Entity (such as furnace/cheset): Custom data can be stored in the "components" tag within the "minecraft:custom_data" tag. - Item: Custom data can be stored in the "minecraft:custom_data" tag. **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=SkBee-ExprTagOfNBT
NBT - Tag Delete
EffectSkBee
Delete an NBT tag without having to specify a tag type./docs?id=SkBee-EffTagDelete
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=SkBee-ExprTagTypeOfNBT
NBT - Tags
ExpressionSkBee
Get all tags of an NBT compound./docs?id=SkBee-ExprTagsOfNBT
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=SkBee-ExprNBTUuid
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=SkBee-ExprNearestEntity
Nearest Entity
ExpressionSkript
Gets the entity nearest to a location or another entity./docs?id=Skript-ExprNearestEntity
Negated Lambda
ExpressionskLambda
Inverts a predicate lambda: the result passes exactly when the original does not. Handy with `passes` and the `filtered where` / `count of ... where` list ops, and as the complement of `always()` / `never()`. The negated lambda keeps the original's parameters and returns a boolean. A lambda that isn't a predicate (null/non-boolean result) counts as not passing, so its negation passes./docs?id=skLambda-ExprNegatedLambda
Negative Infinity
ExpressionSkript
A number representing negative infinity./docs?id=Skript-LitNegativeInfinity
Network Action Bar
EffectskNetwork
Shows an action bar to a player anywhere on the network. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-EffNetworkActionBar
Network Console Command
EffectskNetwork
Runs a command on another server's console. Off unless `remote-commands` is turned on in the proxy config. Anyone who can write a script on one backend would otherwise have console on every backend, so the proxy refuses and says so in its log. Leave the server out to run it everywhere, including here. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-EffServerCommand
Network Is Synced
ConditionskNetwork
Checks whether this server has finished its first sync with the proxy. Until it has, the local copy of the network variables is empty. Every `is not set` check says yes, even for values that other servers can see, and writes are refused. Guard anything that reads or writes a network variable on join with this. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Sync-and-Events/docs?id=skNetwork-CondNetworkSynced
Network Message
EffectskNetwork
Sends a message to a player anywhere on the network, whichever server they are on. The message is styled here and rendered there, so colours, hover text and clickable parts all survive the trip. A player nobody is holding is skipped. Nothing is queued for someone offline. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-EffNetworkMessage
Network Ping Motd, Max Players And Player Count
ExpressionskNetwork
What the proxy answers server list pings with, for everyone looking at the network in their server list. Setting one sends it to the proxy, which answers every ping from then on without asking any server. Reads come from this server's own copy. A value set here outlives a proxy restart. Reset one and the proxy answers that part of the ping exactly as it would without skNetwork. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-ExprNetworkPing
Network Player
TypeskNetwork
Somebody on the network, wherever they are. Accepts a name, a UUID or a real player. Reads come from the player list the proxy already pushes to this server, so nothing waits on the wire./docs?id=skNetwork-networkplayer
Network Player
ExpressionskNetwork
Somebody on the network, from a name, a UUID or a real player. Used in a variable name it is spelled the way Skript spells a player, so `{?coins::%network player "Notch"%}` is the same key a script on the server holding them writes. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-ExprNetworkPlayer
Network Player Details
ExpressionskNetwork
The ping, address, display name, locale or playtime of somebody anywhere on the network. The server holding them reports these, and every other server reads its own copy, so none of this waits on the wire. Only what changed is sent, so a ping is at most a few seconds old and moves in steps of 5ms. Playtime counts up on its own between reports. Nothing is set for somebody nobody is holding. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-ExprNetworkPlayerProperty
Network Player Is Online
ConditionskNetwork
Checks whether somebody is online anywhere on the network, not just on this server. Answered from the player list the proxy pushes, so it stays right while this server holds nobody. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-CondNetworkPlayerOnline
Network Player Name / UUID
ExpressionskNetwork
The name or the UUID of a network player. The proxy sends names, so a UUID is filled in from this server's own knowledge of that player and is not set for somebody it has never seen. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-ExprNetworkPlayerDetail
Network Players
ExpressionskNetwork
Everyone online across the whole network, or on the servers you name, as network players. This replaces keeping your own list in a variable. The proxy rebuilds it whenever a server joins or leaves, so a server that crashes takes its players with it instead of leaving them listed forever. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-ExprNetworkPlayers
Network Server Details
ExpressionskNetwork
The message of the day or the Minecraft version a server on the network reports. Each server reports its own, so this is what that server actually holds rather than what the proxy was configured to expect. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-ExprServerDetail
Network Server Is Online
ConditionskNetwork
Checks whether a server is connected to the proxy right now. A server that is running but has not finished syncing does not count, because nothing sent to it would arrive yet. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-CondServerOnline
Network Server Max Players
ExpressionskNetwork
How many players a server on the network will let in. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-ExprServerMaxPlayers
Network Server Name
ExpressionskNetwork
The name this server goes by on the network. It is the `server-name` value from this server's skNetwork config, or `server-<port>` when that is left blank. One script can be pushed to every server at once, so this is how a single file can behave differently depending on where it landed. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Sync-and-Events/docs?id=skNetwork-ExprServerName
Network Server Of Player
ExpressionskNetwork
Which server a player is on, by name, or nothing when nobody on the network is holding them. Use it before moving somebody, so you do not connect them to the server they are already standing on. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-ExprPlayerServer
Network Server Whitelist
ExpressionskNetwork
The names on another server's whitelist. That server reports its own, so this is the list it will actually enforce, not a copy kept somewhere else. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-ExprServerWhitelist
Network Servers
ExpressionskNetwork
Every server currently connected to the proxy, by name. Read from this server's own copy, so it costs nothing. A server that has lost the proxy reports an empty list rather than a stale one. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-ExprNetworkServers
Network Sound
EffectskNetwork
Plays a sound to a player anywhere on the network, whichever server they are on. The sound is played at that player's own location, so it follows them rather than coming from a fixed point. A player nobody is holding is skipped. Names are the same ones `play sound` takes, so a resource pack sound works if that player's server has the pack. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-EffNetworkSound
Network Tab List Header And Footer
EffectskNetwork
Sets the tab list header, footer or both for a player anywhere on the network. Only the part you name is changed, so setting a footer leaves the header alone. A player nobody is holding is skipped. The server holding them may set its own afterwards, which replaces this. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-EffNetworkTabList
Network Title
EffectskNetwork
Shows a title to a player anywhere on the network, whichever server they are on. The title is styled here and rendered there, so colours and fonts survive the trip. A player nobody is holding is skipped. Leave the times out for Minecraft's own defaults. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Network-Players/docs?id=skNetwork-EffNetworkTitle
never
FunctionskLambda
A predicate lambda that never passes: it ignores its arguments and returns false./docs?id=skLambda-never
New Attribute Packet
ExpressionLuskv2
/docs?id=2dd78
New Attributetype Attribute Base
ExpressionLuskv2
/docs?id=d1g7q
New AutoMod Alert Response
ExpressionDiSky
Sends an alert message to the given channel when the rule triggers./docs?id=DiSky-NewExpr_NewSendAlert
New AutoMod Block Member Interaction Response
ExpressionDiSky
Blocks the member from interacting with the server (member profile rules only)./docs?id=DiSky-NewExpr_NewBlockInteraction
New AutoMod Block Message Response
ExpressionDiSky
Blocks the offending message. The optional custom message (150 characters max) is shown to the member whose message was blocked./docs?id=DiSky-NewExpr_NewBlockMessage
New AutoMod Keyword Trigger
ExpressionDiSky
Matches messages containing one of the keywords. Keywords accept the wildcards '*' at the start, the end or both ("*bad*"). A keyword trigger needs at least one keyword or one pattern when the rule is built./docs?id=DiSky-NewExpr_NewKeywordTrigger
New AutoMod Member Profile Rule Builder
ExpressionDiSky
Creates a builder for a rule checked when a member updates their profile (username, nickname, bio). Only keyword triggers are accepted, and the block-member-interaction response is added for you./docs?id=DiSky-NewExpr_NewProfileBuilder
New AutoMod Mention Spam Trigger
ExpressionDiSky
Matches messages mentioning more unique users and roles than the limit (50 max). Only one rule of this kind per guild./docs?id=DiSky-NewExpr_NewMentionSpamTrigger
New AutoMod Message Rule Builder
ExpressionDiSky
Creates a builder for a rule checked when a message is sent./docs?id=DiSky-NewExpr_NewMessageBuilder
New AutoMod Pattern Trigger
ExpressionDiSky
Matches messages against regex patterns (Rust flavored, 10 patterns of 260 characters max)./docs?id=DiSky-NewExpr_NewPatternTrigger
New AutoMod Preset Trigger
ExpressionDiSky
Matches messages against Discord's maintained keyword lists. Only one rule of this kind per guild./docs?id=DiSky-NewExpr_NewPresetTrigger
New AutoMod Spam Trigger
ExpressionDiSky
Matches messages Discord considers spam. Only one rule of this kind per guild./docs?id=DiSky-NewExpr_NewSpamTrigger
New AutoMod Timeout Response
ExpressionDiSky
Times the member out for the given duration (keyword and mention spam rules only)./docs?id=DiSky-NewExpr_NewTimeout
New Better Model Entity
ExpressionBetterModelSk
Creates a better model entity template from a BetterModel id and a carrier mob type. Provide a section with 'model' (the BetterModel id) and 'mob' (the Bukkit entity type). Both values are read as raw text, so they do not need quotes./docs?id=BetterModelSk-SecBetterModelEntity
New Block Dig Stage Destruction Packet
ExpressionLuskv2
/docs?id=ikqjd
New Button
ExpressionDiSky
Creates a styled button (primary, secondary, success or danger) with the id you will read back as 'clicked id' when it is clicked. The label and the emoji are optional here and can be set later, but one of them is required before the button is sent./docs?id=DiSky-NewExpr_NewButton
New Category Builder
ExpressionDiSky
Creates a category builder. Other channel builders can then be parented to the built category./docs?id=DiSky-NewExpr_NewCategoryBuilder
New Channel Scheduled Event Builder
ExpressionDiSky
Creates a builder for an event held in a channel. Discord ends it by itself, so no end date is given. Only stage and voice channels can host a scheduled event./docs?id=DiSky-NewExpr_NewChannelEventBuilder
New Checkbox
ExpressionDiSky
Creates a checkbox for a modal, unticked by default./docs?id=DiSky-NewExpr_NewCheckbox
New Checkbox Group
ExpressionDiSky
Creates a checkbox group for a modal. Add options to it before showing the modal./docs?id=DiSky-NewExpr_NewCheckboxGroup
New Component Row
ExpressionDiSky
Creates a row, optionally filled with buttons or one dropdown./docs?id=DiSky-NewExpr_NewRow
New Container
ExpressionDiSky
Creates a container, optionally filled with components./docs?id=DiSky-NewExpr_NewContainer
New Discord Bot
ExpressionDiSky
A new, unconnected Discord bot to configure and then log in./docs?id=DiSky-ExprNewBot
New Dropdown
ExpressionDiSky
Creates a dropdown with the given id. Add options to it before sending it./docs?id=DiSky-NewExpr_NewDropdown
New Dropdown Option
ExpressionDiSky
Creates an option to add to the options of a string dropdown./docs?id=DiSky-NewExpr_NewOption
New Embed
ExpressionDiSky
A new, empty Discord embed to configure via the embed properties./docs?id=DiSky-ExprNewEmbed
New Embed Field
ExpressionDiSky
A new embed field with a name and a value, optionally inline, to add to an embed./docs?id=DiSky-ExprNewEmbedField
New Emote Builder
ExpressionDiSky
Creates an emote builder. The image is an http(s) URL, a local file path or a file upload; it must be a PNG, JPEG, GIF or WEBP of 256 KB at most (a GIF makes an animated emote). The name is 2 to 32 letters, digits or underscores. The bot needs the Create Expressions permission./docs?id=DiSky-NewExpr_NewEmoteBuilder
New Entity Dropdown
ExpressionDiSky
Creates a dropdown listing users, roles and/or channels of the guild./docs?id=DiSky-NewExpr_NewEntityDropdown
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 External Scheduled Event Builder
ExpressionDiSky
Creates a builder for an event happening outside of Discord. It needs both a start and an end date, since nothing tells Discord when it is over./docs?id=DiSky-NewExpr_NewExternalEventBuilder
New File Display
ExpressionDiSky
Creates a file display from a file upload (see 'a new file upload')./docs?id=DiSky-NewExpr_NewFileDisplay
New File Upload
ExpressionDiSky
A file to send to Discord, from a local file path, a URL, or an attachment of a received message (an image too, when SkImage2 is installed). The name defaults to the file's own; 'with spoiler' hides it behind a spoiler. Nothing is read or downloaded until the message carrying it is sent./docs?id=DiSky-ExprNewFileUpload
New File Upload Input
ExpressionDiSky
Creates a file upload field for a modal (one file by default, see 'max range')./docs?id=DiSky-NewExpr_NewFileUploadInput
New Forum Channel Builder
ExpressionDiSky
Creates a forum channel builder./docs?id=DiSky-NewExpr_NewForumChannelBuilder
New Forum Post Builder
ExpressionDiSky
Creates a forum post builder. The post only exists once you read 'the build result of' it, which requires 'await'./docs?id=DiSky-NewExpr_NewForumPostBuilder
New Future
ExpressionskLambda
Creates an unresolved future (a promise). Complete it later with `complete %future% with ...`, and await it with `wait for`./docs?id=skLambda-ExprNewFuture
New Instance
ExpressionClassySK
Create a new instance of a class, you can optionally supply fields as a section/docs?id=ClassySK-SecExprNewInstance
New Instance
ExpressionTesttySK
Create a new instance of a class, you can optionally supply fields as a section/docs?id=ClassySK-SecExprNewInstance
New Invite Builder
ExpressionDiSky
Creates an invite builder for a channel. The invite is only created on Discord once you read 'the build result of' it, which requires 'await'./docs?id=DiSky-NewExpr_NewInviteBuilder
New Line
ExpressionSkript
Returns a line break separator./docs?id=Skript-LitNewLine
New Link Button
ExpressionDiSky
Creates a button that opens a url when clicked. It never fires 'on button click'./docs?id=DiSky-NewExpr_NewLinkButton
New Media Channel Builder
ExpressionDiSky
Creates a media channel builder./docs?id=DiSky-NewExpr_NewMediaChannelBuilder
New Media Gallery
ExpressionDiSky
Creates a media gallery, optionally filled with urls and file uploads./docs?id=DiSky-NewExpr_NewMediaGallery
New Message Builder
ExpressionDiSky
Creates a message builder from a piece of text. The message is only sent once you read 'the build result of' it, which requires 'await'./docs?id=DiSky-NewExpr_NewMessageWithContent
New Message Builder from an Embed
ExpressionDiSky
Creates a message builder from an embed. The message is only sent once you read 'the build result of' it, which requires 'await'./docs?id=DiSky-NewExpr_NewMessageWithEmbed
New Message Command
ExpressionDiSky
Creates a message context-menu command. Its name may contain spaces and capitals (1 to 32 characters)./docs?id=DiSky-NewExpr_NewMessageCommand
New Modal
ExpressionDiSky
Creates a modal with the given id (what 'received id' returns) and title./docs?id=DiSky-NewExpr_NewModal
New Namespacedkey From String
ExpressionLuskv2
/docs?id=y2dye
New News Channel Builder
ExpressionDiSky
Creates an announcement (news) channel builder./docs?id=DiSky-NewExpr_NewNewsChannelBuilder
New Packet Team
ExpressionskPackets
Creates a team packet. Name is required. Sending creates or updates the team automatically for each viewer./docs?id=skPackets-SecNewPacketTeam
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 Answer
ExpressionDiSky
Creates a poll answer with an optional emoji, to add to the answers of a poll builder./docs?id=DiSky-NewExpr_NewAnswer
New Poll Builder
ExpressionDiSky
Creates a poll builder from its question (300 characters at most). Without an explicit duration it lasts 24 hours. Add at least one answer before sending it./docs?id=DiSky-NewExpr_NewPoll
New Potion Effect
ExpressionSkript
Create a new potion effect that can be applied to an entity or item type./docs?id=Skript-ExprSecPotionEffect
New Potion Effect
ExpressionSkript
Create a new potion effect that can be applied to an entity or item type./docs?id=Skript-ExprSecPotionEffect-2
New Premium Button
ExpressionDiSky
Creates a button that opens the purchase flow of one of the application's skus. Discord draws its label itself./docs?id=DiSky-NewExpr_NewPremiumButton
New Private Thread Builder
ExpressionDiSky
Creates a private thread builder. Private threads require the guild to be boost level 2 or higher; building one in a lower-level guild fails./docs?id=DiSky-NewExpr_NewPrivateThreadBuilder
New Profile
ExpressionLuskv2
/docs?id=k6hdq
New Profile Property
ExpressionLuskv2
/docs?id=3kla5
New Radio Group
ExpressionDiSky
Creates a radio group for a modal. Add options to it before showing the modal./docs?id=DiSky-NewExpr_NewRadioGroup
New Remove Entities Packet
ExpressionLuskv2
/docs?id=a64it
New Role Builder
ExpressionDiSky
Creates a role builder. The role is only created on Discord once you read 'the build result of' it, which requires 'await'./docs?id=DiSky-NewExpr_NewRoleBuilder
New Section
ExpressionDiSky
Creates a section. It needs an accessory and at least one text before it is sent./docs?id=DiSky-NewExpr_NewSection
New Separator
ExpressionDiSky
Creates a separator with a visible line and the given spacing (small by default)./docs?id=DiSky-NewExpr_NewSeparator
New Slash Choice
ExpressionDiSky
Creates a choice. Give a text value for a string option, a number for an integer or number option./docs?id=DiSky-NewExpr_NewChoice
New Slash Command
ExpressionDiSky
Creates a slash command. The name must be lowercase, 1 to 32 characters, without spaces./docs?id=DiSky-NewExpr_NewSlashCommand
New Slash Option
ExpressionDiSky
Creates an option of the given Discord type (string, integer, number, boolean, user, channel, role, mentionable, attachment). It is optional and without autocomplete until you say otherwise. For an option typed by a Skript type (a member, a colour, an enum with its choices), see 'a new typed ... option'./docs?id=DiSky-NewExpr_NewSlashOption
New Stage Channel Builder
ExpressionDiSky
Creates a stage channel builder./docs?id=DiSky-NewExpr_NewStageChannelBuilder
New Sticker Builder
ExpressionDiSky
Creates a sticker builder. The file is an http(s) URL, a local file path or a file upload: a PNG, APNG, GIF or Lottie JSON of 512 KB at most, ideally 320x320 pixels (Lottie stickers are reserved to verified and partnered servers). The name is 2 to 30 characters. Add at least one tag before building it. The bot needs the Create Expressions permission./docs?id=DiSky-NewExpr_NewStickerBuilder
New Subcommand
ExpressionDiSky
Creates a subcommand. Same naming rules as a slash command./docs?id=DiSky-NewExpr_NewSubcommand
New Subcommand Group
ExpressionDiSky
Creates a subcommand group. Same naming rules as a slash command./docs?id=DiSky-NewExpr_NewSubcommandGroup
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 Channel Builder
ExpressionDiSky
Creates a text channel builder. The channel only exists once you read 'the build result of' it, which requires 'await'./docs?id=DiSky-NewExpr_NewTextChannelBuilder
New Text Display
ExpressionDiSky
Creates a text display with the given markdown text./docs?id=DiSky-NewExpr_NewTextDisplay
New Text Input
ExpressionDiSky
Creates a text input for a modal. The style is 'short' (one line, the default) or 'paragraph' (a text area)./docs?id=DiSky-NewExpr_NewTextInput
New Texture Payload
ExpressionLuskv2
/docs?id=y9c7y
New Thread Builder
ExpressionDiSky
Creates a public thread builder. The thread only exists once you read 'the build result of' it, which requires 'await'./docs?id=DiSky-NewExpr_NewThreadBuilder
New Thread Builder From Message
ExpressionDiSky
Creates a public thread builder anchored to an existing message, in the channel that message was sent in./docs?id=DiSky-NewExpr_NewThreadBuilderFromMessage
New Thumbnail
ExpressionDiSky
Creates a thumbnail from an image url or a file upload./docs?id=DiSky-NewExpr_NewThumbnail
New Typed Slash Option
ExpressionDiSky
Creates a slash option from a Skript type instead of a Discord option type: a member, a colour, a text channel, a player, or any enum (its constants become the choices, or an autocomplete past 25). The same types work as '<name: type>' arguments of a 'slash command' structure. Read the value back with 'slash option "name"' (as the Discord type) or, in a structure, as '{_name}'./docs?id=DiSky-ExprNewTypedSlashOption
New User Command
ExpressionDiSky
Creates a user context-menu command. Its name may contain spaces and capitals (1 to 32 characters)./docs?id=DiSky-NewExpr_NewUserCommand
New Voice Channel Builder
ExpressionDiSky
Creates a voice channel builder./docs?id=DiSky-NewExpr_NewVoiceChannelBuilder
New Webhook Builder
ExpressionDiSky
Creates a webhook builder for a channel. The webhook only exists once you read 'the build result of' it, which requires 'await'./docs?id=DiSky-NewExpr_NewWebhookBuilder
New Webhook Client
ExpressionDiSky
Creates a webhook client from a webhook URL (including its token). A bot is only used to carry the HTTP requests; when none is given, the only loaded bot is used./docs?id=DiSky-NewExpr_NewWebhookClient
New Webhook Message Builder
ExpressionDiSky
Creates a webhook message builder from a piece of text. The message is only sent once you read 'the build result of' it, which requires 'await'./docs?id=DiSky-NewExpr_NewWebhookMessageWithContent
New Webhook Message Builder from an Embed
ExpressionDiSky
Creates a webhook message builder from an embed. The message is only sent once you read 'the build result of' it, which requires 'await'./docs?id=DiSky-NewExpr_NewWebhookMessageWithEmbed
New Welcome Channel
ExpressionDiSky
Creates a welcome screen entry. The description is at most 42 characters; the channel must be a text, voice, stage, news or forum channel (not a category or thread). The emoji is an emote, a unicode emoji or the '<:name:id>' form of a custom one./docs?id=DiSky-NewExpr_NewWelcomeChannel
New Welcome Screen Builder
ExpressionDiSky
Creates a builder for the welcome screen of a guild. Needs the Manage Server permission./docs?id=DiSky-NewExpr_NewWelcomeScreenBuilder
News Channel With Id
ExpressionDiSky
The news channel with the given id, from cache./docs?id=DiSky-GetterExpr_NewsChannel
Newschannel
TypeDiSky
/docs?id=DiSky-newschannel
Next GUI Slot
Expressionskript-gui
Obtains the next open slot of a GUI. This is a single character representing the next available character of the layout./docs?id=skript-gui-ExprNextSlot
No Damage Ticks
ExpressionSkript
The number of ticks that an entity is invulnerable to damage for./docs?id=Skript-ExprNoDamageTicks
No Damage Time
ExpressionSkript
The amount of time an entity is invulnerable to any damage./docs?id=Skript-ExprNoDamageTime
node
Typeanimated-skript
N/A/docs?id=animated-skript-activemodelnode
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=Skript-ExprNode
Node
TypeSkript
A node (entry) from a script config file. This may have navigable children./docs?id=Skript-node
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=skript-particle-ExprShapeNormal
Now
ExpressionSkript
The current <a href='#date'>system time</a> of the server. Use <a href='#ExprTime'>time</a> to get the <a href='#time'>Minecraft time</a> of a world./docs?id=Skript-ExprNow
null
Typeskript-reflect
/docs?id=skript-reflect-null
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=Skript-number
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=Skript-PropExprNumber
Number of Characters
ExpressionSkript
The number of uppercase, lowercase, or digit characters in a string./docs?id=Skript-ExprNumberOfCharacters
Numbers
ExpressionSkript
All numbers between two given numbers, useful for looping. Use 'numbers' if your start is not an integer and you want to keep the fractional part of the start number constant, or use 'integers' if you only want to loop integers. You may also use 'decimals' if you want to use the decimal precision of the start number. You may want to use the 'times' expression instead, for instance 'loop 5 times:'/docs?id=Skript-ExprNumbers
Ocelot - is Trusting
ConditionLusk
Checks if an ocelot trusts players./docs?id=Lusk-CondOcelotTrusting
Ocelot - is Trusting (Property)
ExpressionLusk
Returns whether or not an ocelot trusts players. Can be set./docs?id=Lusk-ExprOcelotTrustingState
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=Skript-offlineplayer
Offline players
ExpressionSkript
All players that have ever joined the server. This includes the players currently online./docs?id=Skript-ExprOfflinePlayers
offlineplayer
FunctionSkript
Returns a offline player from their name or UUID. This function will still return the player if they're online. If Paper 1.16.5+ is used, the 'allowLookup' parameter can be set to false to prevent this function from doing a web lookup for players who have not joined before. Lookups can cause lag spikes of up to multiple seconds, so use offline players with caution./docs?id=Skript-offlineplayer-2
On Allay - on Duplicate
EventLusk
Called when an allay duplicates itself./docs?id=Lusk-allay_-_on_duplicate
On Animation Camera Remove Player
EventDisplayEntityUtils
Called when an animation camera has a player removed from it./docs?id=DisplayEntityUtils-animation_camera_remove_player
On Animation Camera Start
EventDisplayEntityUtils
Called when an animation camera begins for players./docs?id=DisplayEntityUtils-animation_camera_start
On Animation Camera Stop
EventDisplayEntityUtils
Called when an animation camera stops for all of its players./docs?id=DisplayEntityUtils-animation_camera_stop
On Animation Complete
EventDisplayEntityUtils
Called at the completion of an animation. This is not called for looping animations/animators/docs?id=DisplayEntityUtils-animation_complete
On Animation Ended
Eventanimated-skript
/docs?id=animated-skript-animation_ended
On Animation Frame End
EventDisplayEntityUtils
Called when a frame ends animating on an active group. Ignores frame delay and is called after translation of parts/docs?id=DisplayEntityUtils-animation_frame_end
On Animation Frame Set
Eventanimated-skript
/docs?id=animated-skript-animation_frame_set
On Animation Frame Start
EventDisplayEntityUtils
Called when a frame begins animating on an active group/docs?id=DisplayEntityUtils-animation_frame_start
On Animation Loop Start
EventDisplayEntityUtils
Called when a display animator begins a new animation loop/docs?id=DisplayEntityUtils-animation_loop_start
On Animation Paused
Eventanimated-skript
/docs?id=animated-skript-animation_paused
On Animation Resumed
Eventanimated-skript
/docs?id=animated-skript-animation_resumed
On Animation Start
EventDisplayEntityUtils
Called when a display animator starts playing an animation/docs?id=DisplayEntityUtils-animation_start
On Animation Started
Eventanimated-skript
/docs?id=animated-skript-animation_started
On Anvil Damage
EventSkript
Called when an anvil is damaged/broken from being used to repair/rename items. Note: this does not include anvil damage from falling./docs?id=Skript-anvil_damage
On Anvil GUI - on Anvil Gui Click
EventLusk
Called when an Anvil Gui is clicked./docs?id=Lusk-anvil_gui_-_on_anvil_gui_click
On Anvil GUI - on Anvil Gui Close
EventLusk
Called when an Anvil Gui is opened. *Note*: - To cancel this event you'll need to use the `Anvil GUI - Prevent Closing` effect before this event is called./docs?id=Lusk-anvil_gui_-_on_anvil_gui_close
On Anvil GUI - on Anvil Gui Open
EventLusk
Called when an Anvil Gui is opened. Can be cancelled./docs?id=Lusk-anvil_gui_-_on_anvil_gui_open
On Anvil Prepare
EventSkript
Called when an item is put in a slot for repair by an anvil. Please note that this event is called multiple times in a single item slot move./docs?id=Skript-anvil_prepare
On AoE Cloud Effect
EventSkript
Called when area effect cloud applies its potion effect. This happens every 5 ticks by default./docs?id=Skript-aoe_cloud_effect
On Application Command Cooldown
EventDiSky
/docs?id=DiSky-application_command_cooldown
On Arm Swing
EventSkript
Called when a player swings their arm./docs?id=Skript-arm_swing
On Armor Change
EventSkript
Called when armor pieces of a player are changed./docs?id=Skript-armor_change
On Armor Stand - on Manipulate
EventLusk
Called when a player interacts with an armor stand and will either swap, retrieve, place an item. `event-equipmentslot` is the clicked slot of the armor stand, to get the hand use the Used Hand expression `event-entity` is the armor stand `past event-item` is the item the armor stand is holding `future event-item` (or `event-item`) is the item the player is holding `event-armorstand interaction` is the type of manipulation that's happening during the event (NOTE: this will only ever return `Place`, `Retrieve` or `Change`)/docs?id=Lusk-armor_stand_-_on_manipulate
On Attempt Attack
EventSkript
Called when a player attempts to attack an entity. The event will be cancelled as soon as it is fired for non-living entities. Cancelling this event will prevent the attack and any sounds from being played when attacking. Any damage events will not be called if this is cancelled./docs?id=Skript-attempt_attack
On AutoMod Execution
EventDiSky
/docs?id=DiSky-automod_execution
On Bat - on Sleep/Wake up
EventLusk
Called when a bat attempts to sleep or wake up from its slumber./docs?id=Lusk-bat_-_on_sleepwake_up
On Bat Toggle Sleep
EventSkript
Called when a bat attempts to go to sleep or wakes up./docs?id=Skript-bat_toggle_sleep
On BDEngine API Converted
EventDisplayEntityUtils
Called when an imported BDEngine project is converted to a format usable by this plugin/docs?id=DisplayEntityUtils-bdengine_api_converted
On BDEngine Datapack Converted
EventDisplayEntityUtils
Called when a BDEngine datapack is converted to a format usable by this plugin/docs?id=DisplayEntityUtils-bdengine_datapack_converted
On Beacon Change Effect
EventSkript
Called when a player changes the effects of a beacon./docs?id=Skript-beacon_change_effect
On Beacon Effect
EventSkript
Called when a player gets an effect from a beacon./docs?id=Skript-beacon_effect
On Beacon Toggle
EventSkript
Called when a beacon is activated or deactivated./docs?id=Skript-beacon_toggle
On Bed Enter
EventSkript
Called when a player starts sleeping./docs?id=Skript-bed_enter
On Bed Leave
EventSkript
Called when a player leaves a bed./docs?id=Skript-bed_leave
On Bell - on Resonate
EventLusk
Called when a bell resonates after being rung and highlights nearby raiders. A bell will only resonate if raiders are in the vicinity of the bell./docs?id=Lusk-bell_-_on_resonate
On Bell - on Ring
EventLusk
`DEPRECATED SINCE SKRIPT 2.9` Called when a bell is being rung./docs?id=Lusk-bell_-_on_ring
On Bell Resonate
EventSkript
Called when a bell resonates, highlighting nearby raiders./docs?id=Skript-bell_resonate
On Bell Ring
EventSkript
Called when a bell is rung./docs?id=Skript-bell_ring
On Block - on Damage Update
EventLusk
Called when the progress of a block break is updated. `event-number` = the block damage progress, ranges from 0.0 to 1.0, where 0 is no damage and 1.0 is the most damage./docs?id=Lusk-block_-_on_damage_update
On Block - on Fluid Level Change
EventLusk
Called when the fluid level of a block changes due to changes in adjacent blocks./docs?id=Lusk-block_-_on_fluid_level_change
On Block - on Ignite [Lusk Extension]
EventLusk
**THIS IS AN EXTENDED VERSION OF SKRIPT'S IGNITE EVENT.** `event-player` = the Player that placed/ignited the fire block, or not set if not ignited by a Player. `event-entity` = the Entity that placed/ignited the fire block, or not set if not ignited by an Entity. `event-ignitecause` = the value detailing the cause of the block ignition. Called when a block is ignited. If you want to catch when a Player places fire, use the place event. If this event is cancelled, the block will not be ignited./docs?id=Lusk-block_-_on_ignite_[lusk_extension]
On Block Damage
EventSkript
Called when a player starts to break a block. You can usually just use the leftclick event for this./docs?id=Skript-block_damage
On Block Destruction (Packet)
EventLuskv2
Called when the server updates the destruction stage of a block for the client./docs?id=jwfy7
On Block Drop
EventSkript
Called when a block broken by a player drops something. <ul> <li>event-player: The player that broke the block</li> <li>past event-block: The block that was broken</li> <li>event-block: The block after being broken</li> <li>event-items (or drops): The drops of the block</li> <li>event-entities: The entities of the dropped items</li> </ul> If the breaking of the block leads to others being broken, such as torches, they will appearin "event-items" and "event-entities"./docs?id=Skript-block_drop
On Block Fertilize
EventSkript
Called when a player fertilizes blocks./docs?id=Skript-block_fertilize
On Block Growth
EventSkript
Called when a crop grows. Alternative to new form of generic grow event./docs?id=Skript-block_growth
On Block Update (Packet)
EventLuskv2
Called when the server updates a block for the client./docs?id=dp1jo
On Book Edit
EventSkript
Called when a player edits a book./docs?id=Skript-book_edit
On Book Sign
EventSkript
Called when a player signs a book./docs?id=Skript-book_sign
On Bot Join Event
EventDiSky
/docs?id=DiSky-bot_join_event
On Bot Leave Event
EventDiSky
/docs?id=DiSky-bot_leave_event
On Bot Ready Event
EventDiSky
/docs?id=DiSky-bot_ready_event
On Bot Shutdown Event
EventDiSky
/docs?id=DiSky-bot_shutdown_event
On Break / Mine
EventSkript
Called when a block is broken by a player. If you use 'on mine', only events where the broken block dropped something will call the trigger./docs?id=Skript-break_mine
On Brewing Complete
EventSkript
Called when a brewing stand finishes brewing an ingredient and changes the potions./docs?id=Skript-brewing_complete
On Brewing Fuel
EventSkript
Called when a brewing stand is about to use an item to increase its fuel level./docs?id=Skript-brewing_fuel
On Brewing Stand - on Brew
EventLusk
Called when the brewing of the contents inside a Brewing Stand is complete./docs?id=Lusk-brewing_stand_-_on_brew
On Brewing Stand - on Brewing Start
EventLusk
Called when a brewing stand starts to brew./docs?id=Lusk-brewing_stand_-_on_brewing_start
On Brewing Stand - on Fuel
EventLusk
Called when an ItemStack is about to increase the fuel level of a brewing stand./docs?id=Lusk-brewing_stand_-_on_fuel
On Brewing Start
EventSkript
Called when a brewing stand starts brewing./docs?id=Skript-brewing_start
On Broadcast
EventSkript
Called when a message is broadcasted./docs?id=Skript-broadcast
On Bucket Catch Entity
EventSkript
/docs?id=Skript-bucket_catch_entity
On Bucket Empty
EventSkript
Called when a player empties a bucket. You can also use the <a href='#place'>place event</a> with a check for water or lava./docs?id=Skript-bucket_empty
On Bucket fill
EventSkript
Called when a player fills a bucket./docs?id=Skript-bucket_fill
On Burn
EventSkript
Called when a block is destroyed by fire./docs?id=Skript-burn
On Button Click
EventDiSky
/docs?id=DiSky-button_click
On Campfire - on Start
EventLusk
Called when a Campfire starts to cook./docs?id=Lusk-campfire_-_on_start
On Can Build Check
EventSkript
Called when a player rightclicks on a block while holding a block or a placeable item. You can either cancel the event to prevent the block from being built, or uncancel it to allow it. Please note that the <a href='#ExprDurability'>data value</a> of the block to be placed is not available in this event, only its <a href='#ExprIdOf'>ID</a>./docs?id=Skript-can_build_check
On Cauldron - on Level Change
EventLusk
Called when a Cauldron's level changes./docs?id=Lusk-cauldron_-_on_level_change
On Channel Applied Tags Update Event
EventDiSky
/docs?id=DiSky-channel_applied_tags_update_event
On Channel Archive Timestamp/Date Update Event
EventDiSky
/docs?id=DiSky-channel_archive_timestampdate_update_event
On Channel Archived Update Event
EventDiSky
/docs?id=DiSky-channel_archived_update_event
On Channel Auto Archive Duration Update Event
EventDiSky
/docs?id=DiSky-channel_auto_archive_duration_update_event
On Channel Bitrate Update Event
EventDiSky
/docs?id=DiSky-channel_bitrate_update_event
On Channel Create Event
EventDiSky
/docs?id=DiSky-channel_create_event
On Channel Default Layout Update Event
EventDiSky
/docs?id=DiSky-channel_default_layout_update_event
On Channel Default Reaction Update Event
EventDiSky
/docs?id=DiSky-channel_default_reaction_update_event
On Channel Default Sort Order Update Event
EventDiSky
/docs?id=DiSky-channel_default_sort_order_update_event
On Channel Default Thread Slowmode Update Event
EventDiSky
/docs?id=DiSky-channel_default_thread_slowmode_update_event
On Channel Delete Event
EventDiSky
/docs?id=DiSky-channel_delete_event
On Channel Flags Update Event
EventDiSky
/docs?id=DiSky-channel_flags_update_event
On Channel Invitable Update Event
EventDiSky
/docs?id=DiSky-channel_invitable_update_event
On Channel Locked Update Event
EventDiSky
/docs?id=DiSky-channel_locked_update_event
On Channel Name Update Event
EventDiSky
/docs?id=DiSky-channel_name_update_event
On Channel NSFW Update Event
EventDiSky
/docs?id=DiSky-channel_nsfw_update_event
On Channel Parent Update Event
EventDiSky
/docs?id=DiSky-channel_parent_update_event
On Channel Position Update Event
EventDiSky
/docs?id=DiSky-channel_position_update_event
On Channel Region Update Event
EventDiSky
/docs?id=DiSky-channel_region_update_event
On Channel Slowmode Update Event
EventDiSky
/docs?id=DiSky-channel_slowmode_update_event
On Channel Topic Update Event
EventDiSky
/docs?id=DiSky-channel_topic_update_event
On Channel Type Update Event
EventDiSky
/docs?id=DiSky-channel_type_update_event
On Channel User Limit Update Event
EventDiSky
/docs?id=DiSky-channel_user_limit_update_event
On Channel Voice Status Update Event
EventDiSky
/docs?id=DiSky-channel_voice_status_update_event
On Chat
EventSkript
Called whenever a player chats. Use <a href='#ExprChatFormat'>chat format</a> to change message format. Use <a href='#ExprChatRecipients'>chat recipients</a> to edit chat recipients./docs?id=Skript-chat
On Chunk Generate
EventSkript
Called after a new chunk was generated./docs?id=Skript-chunk_generate
On Chunk Load
EventSkript
Called when a chunk loads. The chunk might or might not contain mobs when it's loaded./docs?id=Skript-chunk_load
On Chunk Register Group
EventDisplayEntityUtils
Called when a chunk loads a spawned group and registers it/docs?id=DisplayEntityUtils-chunk_register_group
On Chunk Unload
EventSkript
Called when a chunk is unloaded due to not being near any player./docs?id=Skript-chunk_unload