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Prop Default Values
ExpressionDiSky
/docs?id=y4kwk
Prop Embed Fields
ExpressionDiSky
/docs?id=l5jrv
Prop Options
ExpressionDiSky
/docs?id=k0ygf
Prop Role Name
ExpressionDiSky
/docs?id=60bbp
Prop Section Accessory
ExpressionDiSky
/docs?id=s5jvy
Prop Section Content
ExpressionDiSky
/docs?id=e0b32
property
TypeSkBee
/docs?id=yx9r1
Protocol Entity - Reference
TypeLuskv2
A reference to an entity's id./docs?id=173la
Protocol Version
ExpressionSkript
The protocol version that will be sent as the protocol version of the server in a server list ping event. For more information and list of protocol versions <a href='https://wiki.vg/Protocol_version_numbers'>visit wiki.vg</a>. If this protocol version doesn't match with the protocol version of the client, the client will see the <a href='#ExprVersionString'>version string</a>. But please note that, this expression has no visual effect over the version string. For example if the server uses PaperSpigot 1.12.2, and you make the protocol version 107 (1.9), the version string will not be "Paper 1.9", it will still be "Paper 1.12.2". But then you can customize the <a href='#ExprVersionString'>version string</a> as you wish. Also if the protocol version of the player is higher than protocol version of the server, it will say "Server out of date!", and if vice-versa "Client out of date!" when you hover on the ping bars. This can be set in a <a href='#server_list_ping'>server list ping</a> event only (increase and decrease effects cannot be used because that wouldn't make sense)./docs?id=qy798
Publish/Crosspost Message
EffectDiSky
Publish/Crosspost a message from a news channel to all following guilds. Only works in news channels./docs?id=osvb3
PufferFish - Puff State
ExpressionSkBee
Represents the puff state of a puffer fish. An integer between 0 and 2/docs?id=g7zuw
Purge Messages
EffectDiSky
Discord provide a better way to delete multiple messages at once. This effect only works with messages, and a list is recommended here. If you want to delete a single message, use the destroy effect./docs?id=7aocg
Push
EffectSkript
Push entities in a given direction or towards a specific location./docs?id=23xx0
Pusher
ExpressionLusk
Gets the entity which pushed the affected entity in a Damage Push event/docs?id=89qhz
PvP
EffectSkript
Set the PvP state for a given world./docs?id=hfthc
PvP
ConditionSkript
Checks the PvP state of a world./docs?id=1djxv
quaternion
FunctionSkript
Returns a quaternion from the given W, X, Y and Z parameters./docs?id=c79md
Quaternion
TypeSkript
Quaternions are four dimensional vectors, often used for representing rotations./docs?id=kfxwp
Queue
TypeSkript
A queued list of values. Entries are removed from a queue when they are queried./docs?id=l8vwt
Queue (Experimental)
ExpressionSkript
Requires the <code>using queues</code> experimental feature flag to be enabled. Creates a new queue. A queue is a set of elements that can have things removed from the start and added to the end. Any value can be added to a queue. Adding a non-existent value (e.g. `{variable that isn't set}`) will have no effect. This means that removing an element from the queue will always return a value <i>unless the queue is empty</i>. Requesting an element from a queue (e.g. `the 1st element of {queue}`) also removes it from the queue./docs?id=r6mbv
Queue Start/End (Experimental)
ExpressionSkript
Requires the <code>using queues</code> experimental feature flag to be enabled. The first or last element in a queue. Asking for this does <b>not</b> remove the element from the queue. This is designed for use with the <code>add</code> changer: to add or remove elements from the start or the end of the queue./docs?id=ixsz9
Quickly Set Blocks Within
EffectLuskv2
/docs?id=sy0h4
Quit Message
ExpressionSkript
The message sent to all online players when a player quits the server./docs?id=ilyyg
Quit Reason
TypeSkript
Represents a quit reason from a player quit server event./docs?id=c72hq
Quit Reason
ExpressionSkript
The <a href='#quitreason'>quit reason</a> as to why a player disconnected in a <a href='#quit'>quit</a> event./docs?id=3gqy1
Radial Shape
Typeskript-particle
Represents an abstract particle shape that has a radius. E.g. circle, sphere, etc./docs?id=5edav
Random
ExpressionSkript
Gets a random item out of a set, e.g. a random player out of all players online./docs?id=b9h6j
Random Character
ExpressionSkript
One or more random characters between two given characters. Use 'alphanumeric' if you want only alphanumeric characters. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. If strings of more than one character are given, only the first character of each is used./docs?id=sf95o
Random Numbers
ExpressionSkript
A given amount of random numbers or integers between two given numbers. Use 'number' if you want any number with decimal parts, or use use 'integer' if you only want whole numbers. Please note that the order of the numbers doesn't matter, i.e. <code>random number between 2 and 1</code> will work as well as <code>random number between 1 and 2</code>./docs?id=x4hbu
Random Tick Block
EffectSkBee
Causes the block to be ticked randomly. This will tick the block the same way Minecraft randomly ticks according to the randomTickSpeed gamerule. Requires Paper 1.19+/docs?id=en3xr
Random UUID
ExpressionSkript
Returns a random UUID./docs?id=9xbv5
Ranged Attack
EffectSkBee
Make a RangedEntity perform a ranged attack. Requires PaperMC. `with charge` = How "charged" the attack is (how far back the bow was pulled for Bow attacks). This should be a value between 0 and 1, represented as targetDistance/maxDistance. RangedEntities: Drowned, Illusioner, Llama, Piglin, Pillager, Skeleton, Snowman, Stray, TraderLlama, Witch, Wither, WitherSkeleton./docs?id=2n0i9
Raw Name
ExpressionSkript
The raw Minecraft material name of the given item. Note that this is not guaranteed to give same results on all servers./docs?id=b2ilr
Raw String
ExpressionSkript
Returns the string without formatting (colors, decorations, etc.) and without stripping them from it. For example, <code>raw "&aHello There!"</code> would output <code>&aHello There!</code>/docs?id=b07sg
RayTrace - From Entity
ExpressionSkBee
RayTrace from an entity. Default max distance = 'maximum target block distance' in Skript's config. RaySize = entity bounding boxes will be uniformly expanded (or shrunk) by this value before doing collision checks (default = 0.0). IngorePassableBlocks = Will ignore passable but collidable blocks (ex. tall grass, signs, fluids, ..). Ignoring/Only Allowing Entities/EntityTypes = Will ignore/only allow the entities/entitytypes from the final ray. Going through Blocks/ItemTypes = Will ignore the blocks/itemtypes from the final ray./docs?id=17osd
RayTrace - From Location
ExpressionSkBee
RayTrace from a location along a vector. Default max distance = 'maximum target block distance' in Skript's config. RaySize = entity bounding boxes will be uniformly expanded (or shrunk) by this value before doing collision checks (default = 0.0). IngorePassableBlocks = Will ignore passable but collidable blocks (ex. tall grass, signs, fluids, ..). Ignoring/Only Allowing Entities/EntityTypes = Will ignore/only allow the entities/entitytypes from the final ray. Going through Blocks/ItemTypes = Will ignore the blocks/itemtypes from the final ray./docs?id=d63tn
RayTrace - Hit Block
ExpressionSkBee
Gets the hit block resulting from a RayTrace./docs?id=pmpik
RayTrace - Hit BlockFace
ExpressionSkBee
Gets the hit BlockFace resulting from a RayTrace./docs?id=yj9f3
RayTrace - Hit Entity
ExpressionSkBee
Gets the hit entity resulting from a RayTrace./docs?id=w75cj
RayTrace - Hit Location
ExpressionSkBee
Get the hit location resulting from a RayTrace./docs?id=3qtiz
RayTrace - Hit Position
ExpressionSkBee
Get the hit position resulting from a RayTrace (returns a vector)./docs?id=dq9r6
RayTrace - Result
TypeSkBee
/docs?id=35w0p
Reaction Is Self
ConditionDiSky
/docs?id=cw83d
Reaction Is Super
ConditionDiSky
/docs?id=rlefv
ReactSection
SectionDiSky
React to a message with an emote and execute code when a user reacts. Can be set to run once or wait for a specific user./docs?id=dy3v0
Readied Arrow/Bow
ExpressionSkript
The bow or arrow in a <a href='#ready_arrow'>Ready Arrow event</a>./docs?id=294sh
Receive Packet
EffectSkript-Packet
Makes the server simulate receiving the specified packet(s) from the specified player(s)/docs?id=v4q1m
Received Attachments
ExpressionDiSky
Get the attachments received from an attachment upload component in a modal. You have to precise the id of the component, and it will return a list of attachments (or an empty list if no attachment was received, or if the component with the specified id is not an attachment upload)./docs?id=z4g31
Recipe - All Recipes
ExpressionSkBee
Get a list of all recipes. May be from a specific item, may be just Minecraft recipes or custom recipes. Due to some items having more than 1 recipe this may return multiple recipes./docs?id=qz79f
Recipe - Cooking Recipe
EffectSkBee
Register a new cooking recipe for furnaces, blast furnaces, smokers, and campfires. The ID will be the name given to this recipe. IDs may only contain letters, numbers, periods, hyphens, a single colon and underscores, NOT SPACES!!! By default, if no namespace is provided, recipes will start with the namespace "skbee:", this can be changed in the config to whatever you want. IDs are used for recipe discovery/unlocking recipes for players. You may also include an optional group for recipes. These will group the recipes together in the recipe book./docs?id=cxwt5
Recipe - CookTime
ExpressionSkBee
Get the cooktime of a cooking recipes./docs?id=2nb4l
Recipe - Crafter Craft Event
EventSkBee
Called when a Crafter is about to craft an item. Requires Minecraft 1.21.1+ `event-string` = The key for the recipe used in this event. `recipe result` = An expression that reprsents the result slot (can be changed)./docs?id=9bomd
Recipe - Crafting Recipe
EffectSkBee
Register a new shaped/shapeless recipe for a specific item using custom ingredients. Recipes support items and material choices for ingredients. Material choices allow you to use Minecraft tags or lists of items. The ID will be the name given to this recipe. IDs may only contain letters, numbers, periods, hyphens, a single colon and underscores, NOT SPACES!!! By default, if no namespace is provided, recipes will start with the namespace "minecraft:", this can be changed in the config to whatever you want. IDs are used for recipe discovery/unlocking recipes for players. You may also include an optional group for recipes. These will group the recipes together in the recipe book. <b>NOTE:</b> Recipes with 4 or less ingredients will be craftable in the player's crafting grid./docs?id=tstr0
Recipe - Crafting Result From Items
ExpressionSkBee
Get the result of a crafting recipe from a list of items. This requires either 4 or 9 items, to follow the 2x2 and 3x3 crafting grids respectively. Use `air` to represent blank slots in the crafting grid. I have no clue what the world is for since recipes are not per world, but Bukkit offers it so here we are./docs?id=lx3fe
Recipe - Discover Event
EventSkBee
Called when a player unlocks a recipe./docs?id=bgehv
Recipe - Discovery
EffectSkBee
Lock/Unlock recipes for players. This uses the IDs we created earlier when registering recipes, you can also lock/unlock minecraft recipes./docs?id=3i5de
Recipe - Experience
ExpressionSkBee
Get the experience gained from a cooking recipe./docs?id=ezjwq
Recipe - Has Discovered
ConditionSkBee
Check if a player has discovered a recipe. Can check recipes you created, another plugin has created, or vanilla Minecraft recipes. When checking recipes that are not your own, make sure to include the namespace, ex "minecraft:diamond_sword", "someplugin:some_recipe"./docs?id=64p67
Recipe - Ingredient
EffectSkBee
Set/add to the ingredients of a shaped/shapeless recipe. This is specifically used in the ingredients section of shaped/shapeless recipe section. `set ingredient` is used for shaped recipes. `add ingredient` is used for shapeless recipes./docs?id=rhsst
Recipe - Ingredients of Recipe
ExpressionSkBee
Get the ingredients from a recipe./docs?id=s8123
Recipe - Knowledge Book
EffectSkBee
Add/Remove custom or minecraft recipes to/from a knowledge book item. Optional string for plugin name, to add recipes from other plugins./docs?id=uu33y
Recipe - Recipe Type
ExpressionSkBee
Get the type of a recipe. `ID` = Minecraft or custom NamespacedKey, see examples./docs?id=zibaj
Recipe - Register Brewing Recipe
SectionSkBee
This section allows you to register a brewing recipe, define the ingredient and input. Requires a PaperMC server. **Entries**: - `id` = The ID of this recipe. - `result` = The resulting output ItemStack of this recipe (What the 3 bottle slots turn into). - `ingredient` = Represents the ItemStack put in the top of the brewer (Accepts an ItemStack or RecipeChoice). - `input` = Represents the ItemStack put in the 3 bottle slots (Accepts an ItemStack or RecipeChoice)./docs?id=tq08g
Recipe - Register Cooking Recipe
SectionSkBee
This section allows you to register any cooking recipe and define special properties. **Entries**: - `id` = The ID for your recipe. This is used for recipe discovery and Minecraft's /recipe command. - `result` = The resulting ItemStack of this recipe. - `input` = The item the recipe requires as an input to output the result (Accepts an ItemStack or RecipeChoice) (Required). - `cooktime` = How long the recipe will take to finish cooking before result is given (Optional). - `experience` = The amount of experience gained when the recipe is finished cooking (Optional) Default cook times are, furnace = 10 seconds, smoking/blasting = 5 seconds and campfire = 30 seconds. - `group` = You can define a group in which all recipes under this are sorted together in the recipe book (Optional). Examples of this in game are beds and wood types. - `category` = Which category in the recipe book this recipe should appear within (Optional 1.19.4+). Valid category types are "food", "blocks", "misc", if no category is defined it defaults to "misc"./docs?id=alprp
Recipe - Register Shaped Recipe
SectionSkBee
This section allows you to register a shaped recipe, define the shape and set ingredients. You can optionally add a group and category. **Entries**: - `id` = The ID for your recipe. This is used for recipe discovery and Minecraft's /recipe command. - `result` = The resulting item of this recipe. - `shape` = A list of strings (1 to 3 strings) which each have 1-3 characters (must be the same char count per string). These correspond to the ingredients set for these shapes. (See examples for details.) Blank spaces will just be empty spaces in a crafting grid. - `group` = Define a group to group your recipes together in the recipe book (an example would be having 3 recipes with the same outcome but a variety of ingredients) (optional). - `category` = The recipe book category your recipe will be in (optional).Options are "building", "redstone", "equipment", "misc". - `ingredients` = This section is where you will set the ingredients to correspend with your shape./docs?id=4xsum
Recipe - Register Shapeless Recipe
SectionSkBee
This section allows you to register a shapeless recipe and add ingredients. **Entries**: - `id` = The ID for your recipe. This is used for recipe discovery and Minecraft's /recipe command. - `result` = The resulting item of this recipe. - `group` = Define a group to group your recipes together in the recipe book (an example would be having 3 recipes with the same outcome but a variety of ingredients) (optional). - `category` = The recipe book category your recipe will be in (optional) Options are "building", "redstone", "equiptment", "misc". - `ingredients` = This section is where you will add the ingredients./docs?id=w67it
Recipe - Register Smithing Recipe
SectionSkBee
This section allows you to register a smithing transform recipe, define the output as well as the template, base and addition items **Entries**: - `id` = The ID for your recipe. - `result` = The resulting ItemStack of this recipe. - `template` = Represents the first slot in the smithing inventory (Accepts an ItemStack or RecipeChoice). - `base` = Represents the second slot in the smithing inventory (Accepts an ItemStack or RecipeChoice). - `addition` = Represents the third slot in the smithing inventory (Optional). - `copynbt` = Represents whether to copy the nbt from the input base item to the output, default = true (Requires PaperMC) (Optional)./docs?id=va2pk
Recipe - Register Transmute Recipe
SectionSkBee
Represents a recipe which will change the type of the input material when combined with an additional material, but preserve all custom data. Only the material of the result stack will be used. Used for dyeing shulker boxes in Vanilla. See [**crafting_transmute**](https://minecraft.wiki/w/Recipe#crafting_transmute) on McWiki for more info. **Entries**: - `id` = The ID for your recipe. This is used for recipe discovery and Minecraft's /recipe command. - `result` = The material that will be transmuted in the result slot. - `input` = The input ingredient (The item which will have it's data copied to the result). - `material` = The item to be applied to the first (like a dye). - `group` = Define a group to group your recipes together in the recipe book (an example would be having 3 recipes with the same outcome but a variety of ingredients) [optional]. - `category` = The recipe book category your recipe will be in [optional]. Options are "building", "redstone", "equipment", "misc"./docs?id=21zi3
Recipe - Remove
EffectSkBee
Remove a recipe from your server. Recipes can be removed at any time but it is best to do so during a server load event. If a recipe is removed whilst a player is online it will still show up in their recipe book, but they will not be able to craft it. If need be, you can get a list of all recipes by simply typing "/minecraft:recipe give YourName " in game. You can remove Minecraft recipes, custom recipes and recipes from other plugins./docs?id=fcx6e
Recipe - Result
ExpressionSkBee
Get the result item of a recipe. `ID` = Minecraft or custom NamespacedKey, see examples./docs?id=r26nb
Recipe - Result Slot
ExpressionSkBee
Represents the result slot of a crafting event./docs?id=47lda
Recipe - StoneCutting Recipe
EffectSkBee
Register a new stone cutting recipe. The ID will be the name given to this recipe. IDs may only contain letters, numbers, periods, hyphens, a single colon and underscores, NOT SPACES!!! By default, if no namespace is provided, recipes will start with the namespace "minecraft:", this can be changed in the config to whatever you want. IDs are used for recipe discovery/unlocking recipes for players. You may also include an optional group for recipes. These will group the recipes together in the recipe book./docs?id=sicb2
Recipe Book Click Event
EventSkBee
Called when the player clicks on a recipe in their recipe book./docs?id=99hob
Recipe Choice
TypeSkBee
/docs?id=d3q6a
Recipe Choice - Material Choice
ExpressionSkBee
A material choice is a list of items or a minecraft tag, that can be used as an option in some recipes. Will return as a RecipeChoice. When using the 'every' item type, this will grab all relatable items in a list, ie: 'every sword'. This allows you to have one specific slot of a recipe to accept multiple items, without having to create multiple recipes. Do note that material choices do not accept custom items (ie: items with names, lore, enchants, etc). Requires Minecraft 1.13+/docs?id=xcasd
Recipe Type
TypeSkBee
/docs?id=84m6t
Recursive
ExpressionSkript
Returns all values of an expression, including those in nested structures such as lists of lists./docs?id=4kcey
Recursive Size
ExpressionSkript
The recursive size of list. Returns the recursive size of the list with sublists included, e.g. <pre> {list::*} Structure<br> ├──── {list::1}: 1<br> ├──── {list::2}: 2<br> │ ├──── {list::2::1}: 3<br> │ │ └──── {list::2::1::1}: 4<br> │ └──── {list::2::2}: 5<br> └──── {list::3}: 6 </pre> Where using %size of {list::*}% will only return 3 (the first layer of indices only), while %recursive size of {list::*}% will return 6 (the entire list) Please note that getting a list's recursive size can cause lag if the list is large, so only use this expression if you need to!/docs?id=ing6n
Redstone Block Power
ExpressionSkript
Power of a redstone block/docs?id=zdp54
Reduce
ExpressionSkript
Reduces lists to single values by repeatedly applying an operation. The reduce expression takes each element and combines it with an accumulator value. Use 'reduced value' to access the current accumulated value and 'input' for the current element./docs?id=nzcpk
Reduced Value
ExpressionSkript
Returns the current accumulated/reduced value within a <a href='#ExprReduce'>reduce expression</a>. This represents the result of all previous reduction operations. Can only be used inside the reduce expression's operation block./docs?id=hxbr1
reflection
Eventskript-reflect
/docs?id=86u5m
Regeneration Rate
ExpressionSkBee
Represents the regeneration rate (1 health per x ticks) of the Player. Saturated = When they have saturation and their food level >= 20. Default is 10 ticks. Unsaturated = When they have no saturation and their food level >= 18. Default is 80 ticks./docs?id=l6urj
Region
TypeSkript
A region of a regions plugin. Skript currently supports WorldGuard, Factions, GriefPrevention and PreciousStones. Please note that some regions plugins do not have named regions, some use numerical ids to identify regions, and some may have regions with the same name in different worlds, thus using regions like "region name" in scripts may or may not work./docs?id=re13m
Region
ExpressionSkript
The <a href='#region'>region</a> involved in an event. This expression requires a supported regions plugin to be installed./docs?id=vvtq5
Region
Typeskript-worldguard
A WorldGuard region./docs?id=ysz40
Region
Expressionskript-worldguard
The region in any region related event./docs?id=y6za8
Region - Biome
Effectskript-worldedit
Sets the biome of given region./docs?id=ti60w
Region - Block Count
Expressionskript-worldedit
Gets the number of a certain type of block in a region. Can use a mask to specify more than one kind of block./docs?id=32oxc
Region - Centre
Expressionskript-worldedit
Gets the centre of a given region./docs?id=fs4qe
Region - Convex Polyhedral
Expressionskript-worldedit
Creates a convex polyhedral region, which can be used for operations./docs?id=wr258
Region - Create Faces
Effectskript-worldedit
Creates the faces (walls + ceiling + floor) of a given region using a given pattern./docs?id=ed0bl
Region - Create Walls
Effectskript-worldedit
Creates the walls of a given region using a given pattern./docs?id=gyx5n
Region - Cuboid
Expressionskript-worldedit
Creates a cuboid region, which can be used for operations./docs?id=en7fa
Region - Cylinder
Expressionskript-worldedit
Creates a cylindrical region, which can be used for operations./docs?id=f7n9c
Region - Dimensions
Expressionskript-worldedit
Gets the dimensions of a given region./docs?id=6mvlj
Region - Ellipsoid
Expressionskript-worldedit
Creates an ellipsoid region, which can be used for operations./docs?id=mfesp
Region - Expand/Contract
Effectskript-worldedit
Makes a region larger or smaller in a given direction by a given amount. Optionally takes an opposite amount to expand the region in the other direction. Regions can also be expanded vertically, which makes them span from the min to the max of the world they're in./docs?id=3uokz
Region - Faces
Expressionskript-worldedit
Gets the faces of a given region. This expression only works on cuboid regions. This returns another region, which can be used in other operations./docs?id=d5mw8
Region - Flora
Effectskript-worldedit
Generates flora in a given region, with a given density. The default density is 5./docs?id=w36du
Region - Forest
Effectskript-worldedit
Generates a forest of a specific tree type in a given region, with a given density. The default density is 5. Note that this effect uses a new tree type, not the Skript one./docs?id=bh1zc
Region - Hollow Out
Effectskript-worldedit
Hollows out objects in a given region, using a given thickness and leaving behind a given pattern. The default thickness is 1, and the default pattern is just air./docs?id=gyyny
Region - Inset/Outset
Effectskript-worldedit
Insets or outsets a region by a given number of blocks. Can optionally only perform the operation vertically (up and down) or horizontally (north, south, east, and west)./docs?id=w8ecy
Region - Move
Effectskript-worldedit
Moves the blocks in a given region in a given direction a given distance. You can choose to only move the blocks that match a given mask too, as well as filling the left-behind area using a certain pattern. Additionally, air can be ignored, and entities and biomes can be copied. By default, the distance will be 1, all blocks will be moved, no pattern will be left behind, air will not be ignored, and entities and biomes will not be copied./docs?id=mav10
Region - Naturalize
Effectskript-worldedit
Naturalizes a given region. This just changes the top 3 layers of blocks into grass/dirt, and the bottom layers into stone./docs?id=2ejc0
Region - Overlay
Effectskript-worldedit
Overlays the top level of blocks in a given region using a given pattern./docs?id=9ryhx
Region - Place Centre
Effectskript-worldedit
Places a block in the centre of a given region using a given pattern./docs?id=ddj8j
Region - Regenerate
Effectskript-worldedit
Regenerates the area within a given region while optionally regenerating biomes, using a given seed. The default seed is just the seed of the region's world, and biomes will not be regenerated by default./docs?id=1yt1i
Region - Smooth
Effectskript-worldedit
Smooths the area within a given region a certain number of times. The default number of times is 1. You can choose to only smooth blocks that match a certain mask./docs?id=otlex
Region - Vertices
Expressionskript-worldedit
Gets the vertices of a given region. This expression can only be used on convex polyhedral regions./docs?id=5jh3y
Region - Volume
Expressionskript-worldedit
Gets the volume of a given region./docs?id=1ymjj
Region - Walls
Expressionskript-worldedit
Gets the walls of a given region. This expression only works on cuboid regions. This returns another region, which can be used in other operations./docs?id=qtj01
Region Contains
ConditionSkript
Checks whether a location is contained in a particular <a href='#region'>region</a>. This condition requires a supported regions plugin to be installed./docs?id=su6fm
Region Flag
Expressionskript-worldguard
An expression for working with the flag of a region. The region group flag of a flag supports controlling which groups of a region (i.e., members, owners, etc.) a flag applies to. NOTE: Skript may not support all flags, specifically those representing values Skript cannot understand./docs?id=9lrmx
Region Members & Owners
ExpressionSkript
A list of members or owners of a <a href='#region'>region</a>. This expression requires a supported regions plugin to be installed./docs?id=kdljs
Region Members/Owners
Expressionskript-worldguard
An expression to obtain the members/owners of the given regions. The members/owners of a region are made up of players and groups (strings). By default, this expression returns both. However, keyword specifiers for each type (player/group) are available./docs?id=t0x2y
Region Parent
Expressionskript-worldguard
An expression to obtain and change the direct parent of a region. It is also possible to obtain all parents of a region (e.g., including a parent region's parent region). When a region has a parent, it inherits the parents members, owners, and flags (that aren't defined on the child)./docs?id=djugf
Region Points
Expressionskript-worldguard
An expression to obtain the points of a region. Note that when obtaining the points of a region, the region itself is projected onto an X-Z plane. Thus, the points do not have a y-component. However, for simplicity, the y-component of the minimum point is used./docs?id=huker
Region Priority
Expressionskript-worldguard
An expression to obtain and change the priority of a region. When regions overlap, the priority is used to determine properties such as membership, ability to build, and flag values./docs?id=pzepp
Regions
Expressionskript-worldguard
An expression to obtain all regions of a specific world or the region with a specific name in a world. Please note that region names (IDs) are case insensitive./docs?id=64j8o
Regions At
ExpressionSkript
All <a href='#region'>regions</a> at a particular <a href='./classes/#location'>location</a>. This expression requires a supported regions plugin to be installed./docs?id=591qh
Regions At
Expressionskript-worldguard
An expression to obtain the regions at a specific location. Note that the regions will be returned in ascending order by priority./docs?id=eguxz
Register Argument
SectionSkBriggy
Register an argument for a brig command. Within this section you can apply suggestions with tooltips. The section itself will run when a player types a command, thus variables CAN be used and the [event-]player will be the player typing the command. Local variables will be created for the previously typed args, and can be used in this section. See examples. `brigarg` = Type of argument. See Brig Argument Type for more details. `string` = Name of the argument. (Used for local variables and how it shows in game) `%objects`% = Suggestions for this argument. (If object is not a string, Skript will stringify it) `min/max` = The min/max range of a number (long/int/float/double) argument./docs?id=dyz0m
Register Client
EffectDiSky
/docs?id=fmkkj
Register Embed Template
EffectDiSky
Register an embed template that can be reused throughout your code. Once registered, you can use the template when creating a new embed using its section or data structure./docs?id=re7a5
Register Tag
EffectSkript
Registers a new tag containing either items or entity datas. Note that items will NOT keep any information other than their type, so adding `diamond sword named "test"` to a tag is the same as adding `diamond sword` Item tags should be used for contexts where the item is not placed down, while block tags should be used for contexts where the item is placed. For example, and item tag could be "skript:edible", while a block tag would be "skript:needs_water_above". All custom tags will be given the namespace "skript", followed by the name you give it. The name must only include the characters A to Z, 0 to 9, and '/', '.', '_', and '-'. Otherwise, the tag will not register. Please note that two tags can share a name if they are of different types. Registering a new tag of the same name and type will overwrite the existing tag. Tags will reset on server shutdown./docs?id=4i3vo
Registry - Registry Key
TypeSkBee
/docs?id=50oei
Registry - Registry Values
ExpressionSkBee
Get all values from a registry./docs?id=4oc9j
Registry - Tag Key
TypeSkBee
/docs?id=6u1cd
Registry - Tag Key Values
ExpressionSkBee
Get all values from a tag key./docs?id=365rl
Registry - TagKey from Registry
ExpressionSkBee
Get a TagKey from a registry. You can check if a tag key contains an object. Think of it like a list./docs?id=bhofu
Registry - TagKeys from Registry
ExpressionSkBee
Get all the tag keys that belong to a registry./docs?id=lbadi
Registry - Typed Key
TypeSkBee
/docs?id=ff5x4
Relational Placeholder Players
Expressionskript-placeholders
The two players involved in a relational placeholder request./docs?id=5them
Relative Location Yaw Of Playerpositionpackets
ExpressionLuskv2
/docs?id=kqf69
Release From Entity Storage
EffectSkript
Releases the stored entities in an entity block storage (i.e. beehive). When using beehives, providing a timespan will prevent the released bees from re-entering the beehive for that amount of time. Due to unstable behaviour on older versions, this effect requires Minecraft version 1.21+./docs?id=b0yag
Remaining Air
ExpressionSkript
How much time a player has left underwater before starting to drown./docs?id=28dt6
Remove Entity Entities For Players
EffectLuskv2
/docs?id=uqmfq
Remove Fake Entity With Id Numbers For Players
EffectPoaSk
/docs?id=3og7o
Remove Fake Player Numbers
EffectPoaSk
/docs?id=k5lha
Remove Guardian Laser With Id String
EffectPoaSk
/docs?id=x17b2
Remove Tablist Player Uuid
EffectPoaSk
/docs?id=wy766
remove_effects
FunctionSkBee
/docs?id=vvrej
Repeat String
ExpressionSkript
Repeats inputted strings a given amount of times./docs?id=51vzd
Repeating While Loop
SectionSkBee
Similar to Skript's while loop, this while loop will repeat at the given timespan. It is recommended to NOT use a wait within these sections, as the section will repeat regardless. **Patterns**: The 2nd pattern is only of concern if you are running Folia or have Paper schedulers enabled in the config, otherwise just use the first pattern. - `globally` = Will run this loop on the global scheduler (Use this for non entity/block related tasks). - `for %entity` = Will run this task for an entity, will follow the entity around (region wise)and will cancel itself when the entity is no longer valid. - `at %location%` = Will run this loop at a specific location (Use this for block related tasks)./docs?id=zhqwx
Replace
EffectSkript
Replaces all occurrences of a given text or regex with another text. Please note that you can only change variables and a few expressions, e.g. a <a href='/#ExprMessage'>message</a> or a line of a sign./docs?id=u8a9w
Replace Blockdata Location Location
EffectPoaSk
/docs?id=dbtqt
Replace Blocks
Effectskript-worldedit
Replaces blocks in a region that match a certain mask with a given pattern./docs?id=ag8nc
Reply With
SectionDiSky
Reply with a specific message to the channel where a message-event was triggered. It can also be used to acknowledge & reply to an interaction, such as button click or slash command. In interaction only, you can use the keyword 'hidden' to reply with an ephemeral message (only the executor can see it). Therefore, the value stored in the variable, if specified, will be an interaction hook, and not a compete message. You can also provide a message as reference. The replied message be linked with the provided one./docs?id=s6t1d
resolver
FunctionSkBee
/docs?id=qex7l
Resonating Time
ExpressionSkript
Returns the resonating time of a bell. A bell will start resonating five game ticks after being rung, and will continue to resonate for 40 game ticks./docs?id=qpk67
Resource Pack
ConditionSkript
Checks state of the resource pack in a <a href='#resource_pack_request_action'>resource pack request response</a> event./docs?id=l4t8f
Resource Pack Remove
EffectSkBee
Remove all resource packs from a player or remove resource packs from uuids./docs?id=jhfb2
Resource Pack Send
EffectSkBee
Send a resource pack to a player with a UUID, optional hash, optional prompt message, and the option to force it. The uuid is used to later remove the pack from the player if need be./docs?id=tf7e5
Resource Pack State
TypeSkript
The state in a resource pack request response event./docs?id=z2iuy
ResourcePack - Apply Pack
EffectSkBee
Apply a resource pack in the `packs` section of a resouce pack send section. The ID is used to remove the pack later, if you dont plan on removing a pack you can use a `random uuid`./docs?id=cpmpl
ResourcePack - Send Request
SectionSkBee
Send a resource pack request to an audience or player connection. This is similar to the effect but includes a callback section to handle what the client does. This can be used in the 'Async Player Connection Configure' event as well. **Entries**: - `packs` = A section where you can apply multiple packs to send at once (required). - Use the 'ResourcePack - Apply Pack' effect to add packs in this section. - `prompt` = The prompt to send to the player. Accepts String/TextComponent/TextComp. [optional] - `force` = Whether or not to force the player to accept the resource pack [optional boolean]. - `received` = A callback section where you can run code when the resource pack is received. - This section may be called multiple times for different stages of the request. **Event Values in Received Section**: - `event-uuid` = The id of the resource pack. - `event-status` = The status (ResourcePackStatus) of the resource pack request. - `event-audience` = The audience of the resource pack request./docs?id=ggfgm
ResourcePack - Status
TypeSkBee
/docs?id=fqjne
ResourcePack - Status - Intermediate
ConditionSkBee
Whether, after receiving this status, further status events might occur./docs?id=6ptjf
Respawn Anchor Charges
ExpressionSkript
The charges of a respawn anchor./docs?id=v82it
Respawn location
ExpressionSkript
The location that a player should respawn at. This is used within the respawn event./docs?id=24mqa
Respawn Reason
TypeSkript
The respawn reason in a respawn event./docs?id=93355
Respawn Reason
ExpressionSkript
The <a href='#respawnreason'>respawn reason</a> in a <a href='#respawn'>respawn</a> event./docs?id=uusdk
Result
ExpressionSkript
Runs something (like a function) and returns its result. If the thing is expected to return multiple values, use 'results' instead of 'result'./docs?id=6vsqe
Retrieve Application Info
EffectDiSky
/docs?id=so7eu
Retrieve Bans
EffectDiSky
/docs?id=f2mp3
Retrieve Emotes
EffectDiSky
/docs?id=t7o8g
Retrieve Event Value
EffectDiSky
Retrieves specific event values asynchronously in certain DiSky events. These values need to be fetched from Discord's API and cannot be provided directly in the event. The value must be stored in a variable for later use. Each event has its own set of retrievable values - check the event documentation for available values./docs?id=9rb19
Retrieve Interested Members
EffectDiSky
Retrieve all members who are interested in a scheduled event./docs?id=a5m51
Retrieve Invite
EffectDiSky
/docs?id=lb2g1
Retrieve Invites
EffectDiSky
/docs?id=xhck3
Retrieve Logs
EffectDiSky
Retrieve the audit logs of a guild./docs?id=7md8k
Retrieve Member
EffectDiSky
/docs?id=r5t4d
Retrieve Message
EffectDiSky
/docs?id=i91xs
Retrieve Messages
EffectDiSky
Retrieve last X messages from a specific message channel. You can retrieve up to 100 last messages, others will be ignored. Don't forget to use 'purge' effect to delete a lot of messages the most enhanced way ever./docs?id=urf89
Retrieve Owner
EffectDiSky
/docs?id=mml3l
Retrieve Pinned Messages
EffectDiSky
/docs?id=ok7zm
Retrieve Profile
EffectDiSky
Retrieve the profile of the specified user. Profile represent mainly the banner of the user, could return the accent color if non set./docs?id=6unpb
Retrieve Role Member Count
EffectDiSky
Retrieve the member count for each role in a guild and store it in a list variable. The variable will be filled with entries where the key is the role ID and the value is the member count for that role./docs?id=obuua
Retrieve Start Message
EffectDiSky
/docs?id=4n900
Retrieve Sticker
EffectDiSky
Retrieve a sticker from a guild using its per-guild name. This will return a sticker from the guild, not a global one./docs?id=bao7d
Retrieve Stickers
EffectDiSky
Retrieve every stickers (and cache them) from a specific guild./docs?id=tedh6
Retrieve Thread Members
EffectDiSky
Retrieve every members (and cache them) from a specific thread./docs?id=4caxs
Retrieve Thread Message
EffectDiSky
/docs?id=kq9zm
Retrieve Threads
EffectDiSky
Retrieve every threads (and cache them) from a specific guild. This effect will only get back the ACTIVE thread, and will pass on the archived ones./docs?id=a4kom
Retrieve User
EffectDiSky
/docs?id=nhqa7
Retrieve Webhooks
EffectDiSky
/docs?id=tkkz4
Return
EffectSkript
Makes a trigger or a section (e.g. a function) return a value/docs?id=5qg4z
Return All YAML (un)loaded in memory
Expressionskript-yaml
Returns a list of all "cached" yaml file IDs or from a certain directory or list of directories. - Can also return list of directories. - Can also return list of unloaded yaml files from a certain directory or list of directories. - To remain consistent with the load effect, the list of unloaded yaml files will not include the server path so that you don't have to use the non-relative option. - Some of the listed unloaded yaml files can include the server path which will require you to use the non-relative option in the yaml load effect./docs?id=cccdd
Return Completions
EffectDiSky
/docs?id=d7vsv
Reversed List
ExpressionSkript
Reverses given list./docs?id=d4qac
Revoke Group
Effectskript-luckperms
Removes a group from a user./docs?id=yewt4
Revoke Permission
Effectskript-luckperms
Removes a permission from a user./docs?id=kgdi3
rgb
FunctionSkript
Returns a RGB color from the given red, green and blue parameters. Alpha values can be added optionally, but these only take affect in certain situations, like text display backgrounds./docs?id=cfyxv
Ring Bell
EffectSkript
Causes a bell to ring. Optionally, the entity that rang the bell and the direction the bell should ring can be specified. A bell can only ring in two directions, and the direction is determined by which way the bell is facing. By default, the bell will ring in the direction it is facing./docs?id=9irzx
Ringing Time
ExpressionSkript
Returns the ringing time of a bell. A bell typically rings for 50 game ticks./docs?id=r0ik9
Role Channel Position
ExpressionDiSky
/docs?id=sly86
Role Color
ExpressionDiSky
Get or set the primary color of a role. Setting this property will <strong>clear other role color-related properties</strong>, such as gradient, holographic, .../docs?id=50hky
Role Colors
ExpressionDiSky
This represents a rich object containing all the color-related properties of a role, such as its primary color, gradient, holographic effect, and more./docs?id=ob071
Role DS
ExpressionDiSky
/docs?id=oualz
Roman Numeral String As Number
ExpressionPoaSk
/docs?id=mi6ya
root
FunctionSkript
Calculates the <i>n</i>th root of a number./docs?id=aigv3
Rotate
EffectSkript
Rotates displays, quaternions, or vectors around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented. Rotating a display is a shortcut for rotating its left rotation. If the right rotation needs to be modified, it should be acquired, rotated, and re-set. Note that rotating a quaternion/display around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating quaternions/displays around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last./docs?id=7ew1p
Rotate Entity Number Yaw
EffectPoaSk
/docs?id=qokjr
Rotate Shape
Effectskript-particle
Rotates shapes around a given axis by a given angle. The axis can be specified as a vector or as a single axis (x, y, or z). By default, the rotation is done in degrees. The axis can also be specified as a local or relative axis, which rotate relative to the shape's current rotation. For example, you can rotate a shape around the global y axis, or around the shape's local y axis./docs?id=xkzra
Rotated Quaternion/Vector
ExpressionSkript
Rotates a quaternion or vector around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented. Note that rotating a quaternion around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last./docs?id=e6zxj
Rotation
Expressionskript-particle
Describes a rotation around a vector by a given angle, or from one vector to another. An alternative to the `axisAngle` and `quaternion` functions. Returns a quaternion./docs?id=dls9s
Rotation Axis/Angle
ExpressionSkript
Returns the axis or angle that a quaternion will rotate by/around. All quaternions can be represented by a rotation of some amount around some axis, so this expression provides the ability to get that angle/axis./docs?id=xsr6y
round
FunctionSkript
Rounds a number, i.e. returns the closest integer to the argument. Place a second argument to define the decimal placement./docs?id=gaz7q
Rounding
ExpressionSkript
Rounds numbers normally, up (ceiling) or down (floor) respectively./docs?id=2y57t
Row Builder Components
ExpressionDiSky
Components of a row builder See also: 'Create (rich) Message'/docs?id=pckco
Rule
ExpressionDiSky
/docs?id=nfcx4
Run
EffectSkript
Executes a task (a function). Any returned result is discarded./docs?id=fguui
Run Function (Expression Section)
ExpressionSkCheese
Runs a function with the specified arguments./docs?id=o7chp
Run Function (Section)
SectionSkCheese
Executes a function using a section. Pass parameters by doing 'parameter name as value'/docs?id=6qz3d
Run Silently
SectionLusk
Executes the effects within this section without making sounds, this currently only supports the changing of an item frame's item. Note: this is not related to errors or warnings in the console./docs?id=g7nc1
Running Minecraft
ConditionSkript
Checks if current Minecraft version is given version or newer./docs?id=nrlqx
Runtime Error / Warning
EffectSkCheese
Throws a runtime error or warning./docs?id=efo1u
Saturation
ExpressionSkript
The saturation of a player. If used in a player event, it can be omitted and will default to event-player./docs?id=1y0ld
Save Slime World
EffectSlimeLink
Save a Slime World with a specified name./docs?id=d3o5i
Save Slime World By Object
EffectSlimeLink
Save a Slime World using a Bukkit World object./docs?id=6kk5k
Save World
EffectSkript
Save all worlds or a given world manually. Note: saving many worlds at once may possibly cause the server to freeze./docs?id=ik0z8
Save YAML
Effectskript-yaml
Saves the current cached YAML elements to file. - Using the `[with an indentation of %-number%]` option allows you to save the file with a different amount of spacing between 1 and 10 - Option to remove extra lines between nodes - Use `to %string%` or `as %string%` to save to a different file path/docs?id=dstzb
Saved Group
TypeDisplayEntityUtils
Represents a saved Display Entity Group/Model/docs?id=pcekp
Saved Group to Packet Group
ExpressionDisplayEntityUtils
Create a packet based group from a saved group/docs?id=ynsn1
Saved Group to Spawned Group
ExpressionDisplayEntityUtils
Spawn a saved group at a location/docs?id=kofo0
Scalable Particle Effect
TypeSkript
A particle effect which can be scaled up or down./docs?id=ohxy5
Scale
ExpressionSkript
Represents the physical size/scale of something. For example, the scale of a display entity would be a vector containing multipliers on its size in the x, y, and z axis. For a particle effect like the sweeping edge particle, scale is a number determining how large the particle should be./docs?id=kus7g
Schematic - Delete
Effectskript-worldedit
Deletes a schematic. Nothing too fancy./docs?id=pq9fm
Schematic - Exists
Conditionskript-worldedit
Checks whether a schematic with a given name exists./docs?id=65bua
Schematic - Paste
Effectskript-worldedit
Pastes a schematic at a location(s). Can be rotated, and can choose whether it should ignore air or not. There is also a section for pasting schematics, which features more options./docs?id=tor9w
Schematic - Paste
Sectionskript-worldedit
Pastes a schematic, with a bunch of configurable options (see below for a list of them). Note that the name of the schematic shouldn't include any path, as skript-worldedit will always start at WorldEdit's schematics directory. Entries: * paste entities: whether the schematic should copy entities * paste biomes: whether the schematic should copy biomes * ignore air: whether the schematic should paste air blocks * rotation: the number of degrees that the pasted schematic should be rotated by (around the y-axis) * mask: a mask which will only let matching blocks be pasted/docs?id=lq06k
Schematic - Save
Effectskript-worldedit
Saves a region as a schematic. The name of the schematic shouldn't include any path, as skript-worldedit will always start at WorldEdit's schematics directory. The centre of the schematic can be set, as well as whether or not it should overwrite an existing schematic of the same name./docs?id=k6p5v
Schematic - Save
Sectionskript-worldedit
Saves a region as a schematic, with a bunch of configurable options (see below for a list of them). Note that the name of the schematic shouldn't include any path, as skript-worldedit will always start at WorldEdit's schematics directory. Entries: * copy entities: whether the schematic should copy entities * copy biomes: whether the schematic should copy biomes * remove entities: whether the schematic should remove entities * overwrite: whether the schematic should overwrite any schematics of the same name (if false, the schematic won't save if a schematic is found with the same name) * origin: where the origin of the saved schematic should be * mask: a mask which will only let matching blocks be copied/docs?id=dtajw
Scoreboard
TypeSkBee
/docs?id=xem30
Scoreboard - Criteria
TypeSkBee
/docs?id=jaaj9
Scoreboard - Criteria Create
ExpressionSkBee
Get one of the default Minecraft scoreboard criterias. You can also get a criteria bassed off a statistic. (see [**Scoreboard Criteria**](https://minecraft.wiki/w/Scoreboard#Criteria) on McWiki) or create your own./docs?id=1pu9y
Scoreboard - Objective
TypeSkBee
/docs?id=x4s10
Scoreboard - Objective Create
ExpressionSkBee
Create an objective. - `id` = The id used to keep track of your objective. - `criteria` = Uses a criteria object. If using an older server version, this will just be a string. - `named` = The display name of this objective. - `for scoreboard` = Optionally use a specific scoreboard (will default to the main scoreboard). - `render type` = How this objective will render, hearts or integer. - `display slot` = Where this objective will render./docs?id=6kipj
Scoreboard - Objective Display Slot
TypeSkBee
/docs?id=p30
Scoreboard - Objective DisplaySlot
ExpressionSkBee
Get/Set the display slot of an objective./docs?id=xu7b5
Scoreboard - Objective from Criteria
ExpressionSkBee
Get objectives from specific criterias of scoreboards./docs?id=u8ulk
Scoreboard - Objective from DisplaySlot
ExpressionSkBee
Get/clear objectives from specific display slots of scoreboards./docs?id=2muuz
Scoreboard - Objective Get
ExpressionSkBee
Get an already registered objective. Optionally can input a scoreboard (will default to main scoreboard)./docs?id=wvlym
Scoreboard - Objective Name
ExpressionSkBee
Represents the name/display name of an objective. - `name` = The name/id given to the objective (Cannot be changed). - `display name` = The name the players will see [as a string] (Can be changed). - `component display name` = The name the players will see [as a text component] (Can be changed)./docs?id=8xcfz
Scoreboard - Objective Number Format
ExpressionSkBee
Represents the way an objective score can be formatted. There are three format types: Blank (nothing there), Fixed (a string of your choosing) and Styled (colored numbers). NOTES: `set` = You can set the format to any string you'd like (fixed) or a json component (styled number). `delete` = Will leave it blank (nothing will be there, just nothing). `reset` = Will reset back to its original format. See [**Json Formatting**](https://minecraft.wiki/w/Raw_JSON_text_format) on McWiki for more details. Requires Paper 1.20.4+/docs?id=kyqxl
Scoreboard - Objective Render Type
TypeSkBee
/docs?id=92ryf
Scoreboard - Objective Score
ExpressionSkBee
Get/Set the score of an entity/string for an objective. If the score has never been set, it'll return nothing./docs?id=p7ih4
Scoreboard - Objective Score Custom Name
ExpressionSkBee
Get/change the custom name of the score of an objective for an entry. Supports both components and strings. - `[component]` = Will return as a text component (for set this doesn't matter). - `delete` = Will set the name to an empty component. - `reset` = Will reset back to the original name./docs?id=e6avt
Scoreboard - Objective/Criteria Modifiable
ConditionSkBee
Check if an objective/criteria has modifiable scores. Some criteria such as 'health' cannot be modified. See [**Criteria**](https://minecraft.wiki/w/Scoreboard#Criteria) on McWiki for more info./docs?id=ajlck
Scoreboard - Scoreboard Get
ExpressionSkBee
Get the vanilla scoreboard, or create a new scoreboard (custom scoreboard are not persistent)./docs?id=xsqtv
Scoreboard - Scoreboard of Player
ExpressionSkBee
Get/set the scoreboard of players. By default all players share the same main scoreboard unless given a new scoreboard. Do note that custom scoreboards are not persistent. Reset will reset the player's scoreboard back to the main server scoreboard./docs?id=1iza0
Scoreboard - Team Create
ExpressionSkBee
Create a new team with a bunch of options. If a Scoreboard is not provided the default server Scoreboard will be used. For more info see [**Teams**](https://minecraft.wiki/w/Scoreboard#Teams) on McWiki. **Entries**: - `id` = The ID/name of this team (required String). - `display_name` = The display name of this team [optional String/TextComponent/TextComp]. - `color` = The color of this team [optional Color]. - `collision_rule` = The collision rule of this team [optional OptionStatus]. - `death_message_visibility` = The death message visibility of this team [optional OptionStatus]. - `nametag_visibility` = The nametag visibility of this team [optional OptionStatus]. - `friendly_fire` = Whether friendly fire is enabled for this team [optional Boolean]. - `see_friendly_invisibles` = Whether friendly invisibles are visible for this team [optional Boolean]. - `prefix` = The prefix of this team [optional String/TextComponent/TextComp]. - `suffix` = The suffix of this team [optional String/TextComponent/TextComp]./docs?id=ah6dl
Scoreboard Tags
ExpressionSkript
Scoreboard tags are simple list of texts stored directly in the data of an <a href='#entity'>entity</a>. So this is a Minecraft related thing, not Bukkit, so the tags will not get removed when the server stops. You can visit <a href='https://minecraft.wiki/w/Scoreboard#Tags'>visit Minecraft Wiki</a> for more info. This is changeable and valid for any type of entity. Also you can use use the <a href='#CondHasScoreboardTag'>Has Scoreboard Tag</a> condition to check whether an entity has the given tags. Requires Minecraft 1.11+ (actually added in 1.9 to the game, but added in 1.11 to Spigot)./docs?id=rq67d
Script
TypeSkript
A script loaded by Skript. Disabled scripts will report as being empty since their content has not been loaded./docs?id=5wfcx
Script
ExpressionSkript
The current script, or a script from its (file) name. If the script is enabled or disabled (or reloaded) this reference will become invalid. Therefore, it is recommended to obtain a script reference <em>when needed</em>./docs?id=g4r1b
Sea Level
ExpressionSkript
Gets the sea level of a world./docs?id=ktfxb
Sea Pickles
ExpressionSkript
An expression to obtain or modify data relating to the pickles of a sea pickle block./docs?id=yp4gk
Secondary Role Color
ExpressionDiSky
Returns the primary color of a role's colors./docs?id=n18dk
section
Typeskript-reflect
/docs?id=5n8zb
Section
ExpressionDiSky
/docs?id=m850e
Section - Apply Replacement
SectionDiSky
/docs?id=uhja2
Section - Listen Once
SectionDiSky
/docs?id=mbrpr
Section - New Container
SectionDiSky
/docs?id=ey4yq
Section - New Section
SectionDiSky
/docs?id=idkbm
Section - Section
Sectionskript-reflect
/docs?id=nqtn2
Section - Switch Case
SectionSkCheese
/docs?id=9rurl
Section - Try
SectionDiSky
/docs?id=x6lhq
Seed of Loot Table
ExpressionSkript
Returns the seed of a loot table. Setting the seed of a block or entity that does not have a loot table will not do anything./docs?id=tnasw
Send Block Change
EffectSkript
Makes a player see a block as something else or as the original./docs?id=w0oqp
Send Block Damage
EffectSkBee
Send fake block damage to a player. Number = The amount of damage (a number between 0 and 1) to be applied to the block. Entity = the entity who is damaging the block. An entity can only damage 1 block at a time. By Entity/Number = The entity/entityID which damaged the block./docs?id=ve6or
Send Equipment Change
EffectSkBee
Send an equipment change for an entity. This will not actually change the entity's equipment in any way./docs?id=i19xy
Send Metadata Packet Entity
EffectPoaSk
/docs?id=ieowe
Send Packet
EffectSkript-Packet
Sends the specified packet(s) to the specified player(s)./docs?id=1vvms
Send Packet Object To Players
EffectPoaSk
/docs?id=nigns
Send Players See Entities As Ghost
EffectPoaSk
/docs?id=dkfb3
Send Resource Pack
EffectSkript
Request that the player's client download and switch resource packs. The client will download the resource pack in the background, and will automatically switch to it once the download is complete. The URL must be a direct download link. The hash is used for caching, the player won't have to re-download the resource pack that way. The hash must be SHA-1, you can get SHA-1 hash of your resource pack using <a href="https://emn178.github.io/online-tools/sha1_checksum.html">this online tool</a>. The <a href='#resource_pack_request_action'>resource pack request action</a> can be used to check status of the sent resource pack request./docs?id=mg47y
Send Team Packet Players
EffectPoaSk
/docs?id=ed6z4
Send typing
EffectDiSky
Sends the typing status to discord. This is what is used to make the message "X is typing..." appear. Typing status lasts for 10 seconds./docs?id=8qcsl
Sent Command List
ExpressionSkript
The commands that will be sent to the player in a <a href='#send_command_list'>send commands to player event</a>. Modifications will affect what commands show up for the player to tab complete. They will not affect what commands the player can actually run. Adding new commands to the list is illegal behavior and will be ignored./docs?id=jgc9n
Server - allows Nether/End/Flight
ConditionLusk
Checks if the server allows the Nether, the End or Flight/docs?id=8tnfa
Server - Version
ExpressionLusk
The server version./docs?id=b3mgq
Server - Whitelist is Enabled
ConditionLusk
Checks whether the server has a whitelist or not./docs?id=i5f24
Server - Whitelist is Enforced
ConditionLusk
Checks whether the whitelist is enforced. If the whitelist is enforced, non-whitelisted players will be disconnected when the server whitelist is reloaded./docs?id=bcmgr
Server Icon
TypeSkript
A server icon that was loaded using the load server icon effect./docs?id=si5kd
Server Icon
ExpressionSkript
Icon of the server in the server list. Can be set to an icon that loaded using the <a href='#EffLoadServerIcon'>load server icon</a> effect, or can be reset to the default icon in a <a href='#server_list_ping'>server list ping</a>. 'default server icon' returns the default server icon (server-icon.png) always and cannot be changed./docs?id=7xp6j
Server Platform
ExpressionSkBee
Returns the platform the server is running on, ex: CraftBukkit, Spigot, Paper. NOTE: This is returned from Skript itself, results may vary when not running a standard Bukkit based server./docs?id=qtddm
Server Resources Reloaded
EventSkBee
Called when resources such as datapacks are reloaded (e.g. /minecraft:reload). Intended for use to re-register custom recipes, advancements that may be lost during a reload like this. This can also be used after SkBriggy commands are loaded (since they appear to wipe recipes)./docs?id=bi0cf
Server Tick - Frozen State
ExpressionSkBee
Get/set the frozen tick state of the server. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=tbgve
Server Tick - Is Entity Frozen
ConditionSkBee
Checks if a given entity is frozen. Entities will only be frozen if 3 criteria are met: - Server is frozen (via `/tick freeze` command or frozen state expression). - Entity is not a player. - Entity has no player passengers. I understand the syntax is a bit silly but it's to prevent collission with Skript's `%entity% is frozen` condition. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=p6xup
Server Tick - Is Server Frozen/Running Normally
ConditionSkBee
Checks if the server is currently frozen/running normally. When the server is running normally it indicates that the server is not currently frozen. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=xvu6h
Server Tick - Is Sprinting/Stepping
ConditionSkBee
Checks if the server is currently sprinting/stepping. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=uu2e0
Server Tick - Sprint
EffectSkBee
Attempts to initiate a sprint, which executes all server ticks at a faster rate then normal. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=91piv
Server Tick - Step Server
EffectSkBee
Steps the game a certain amount of ticks if the server is currently frozen. Steps occur when the server is in a frozen state which can be started by either using the in game `/tick freeze` command or the `server frozen state` expression. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=fk8nj
Server Tick - Tick Rate
ExpressionSkBee
Represents the tick rate of the server. Can be a value from `1.0` to `10000.0`. Supports fractional numbers, see examples. Default = 20. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=4h61j
Serverbound Packet
TypeLuskv2
A packet bound to the server. Sent from the client to the server./docs?id=8jyf1
Set Billboard
EffectDisplayEntityUtils
Set the billboard of an active group/part/selection/docs?id=1f5tu
Set Billboard Protocolentityreferences Billboard
EffectLuskv2
/docs?id=5dols
Set Blockdata Protocolentityreferences Blockdata
EffectLuskv2
/docs?id=i65g9
Set Blocks
Effectskript-worldedit
Sets the blocks in a region with a given pattern./docs?id=o3f7f
Set Burning Protocolentityreferences Boolean
EffectLuskv2
/docs?id=ao4e5
Set Custom Name Protocolentityreferences
EffectLuskv2
/docs?id=r42l5
Set Custom Name Visibility
EffectLuskv2
/docs?id=x9rv8
Set Direction (Pitch, Yaw, Pivot)
EffectDisplayEntityUtils
Set the pitch and yaw of a spawned group/part/selection. Optionally pivot interactions/docs?id=x9wov
Set Display Height Protocolentityreferences
EffectLuskv2
/docs?id=f1ptd
Set Display Scale Protocolentityreferences
EffectLuskv2
/docs?id=cwymo
Set Display Translation Protocolentityreferences
EffectLuskv2
/docs?id=lfau4
Set Display Width Protocolentityreferences
EffectLuskv2
/docs?id=r4a4n
Set Freeze Ticks Protocolentityreferences
EffectLuskv2
/docs?id=r31cw
Set Gliding Protocolentityreferences Boolean
EffectLuskv2
/docs?id=xnvki
Set Glowing Protocolentityreferences Boolean
EffectLuskv2
/docs?id=hg966
Set Gravity Protocolentityreferences Boolean
EffectLuskv2
/docs?id=ilycb
Set GUI Slots
Sectionskript-gui
Set or clear GUI slots./docs?id=29f4d
Set Invisibility Protocolentityreferences Boolean
EffectLuskv2
/docs?id=2zkj1
Set Ip Of Player To String With Port Number
EffectPoaSk
/docs?id=i3d74
Set Item Protocolentityreferences Itemstack
EffectLuskv2
/docs?id=7p5wx
Set Line Width Protocolentityreferences
EffectLuskv2
/docs?id=y3olt
Set Locations To Blockdata Fast
EffectPoaSk
/docs?id=hq52b
Set Pose Protocolentityreferences Pose
EffectLuskv2
/docs?id=thcj0
Set Remaining Air Ticks
EffectLuskv2
/docs?id=n911v
Set Server Brand To String For Players
EffectPoaSk
/docs?id=sm2tr
Set Silence Protocolentityreferences Boolean
EffectLuskv2
/docs?id=crg1d
Set Skin Of Players To Skin Of String
EffectPoaSk
/docs?id=uq0e9
Set Sneaking Protocolentityreferences Boolean
EffectLuskv2
/docs?id=awvj7
Set Sprinting Protocolentityreferences Boolean
EffectLuskv2
/docs?id=t2xb8
Set Swimming Protocolentityreferences Boolean
EffectLuskv2
/docs?id=f9bz1
Set Text Protocolentityreferences Textcomponent
EffectLuskv2
/docs?id=9w9ws
Sets
ExpressionSkript
Returns a list of all the values of a type. Useful for looping./docs?id=4uuxg
Shape
Typeskript-particle
Represents an abstract particle shape. E.g. circle, line, etc./docs?id=jwv2q
Shape - Cylinder
Effectskript-worldedit
Creates a cylinder using a given pattern at a certain location. You can choose for the cylinder to be hollow, and it can take a set of radii and a height. By default, the radius is 5, the height is 1, and the cylinder will not be hollow./docs?id=objw1
Shape - General
Sectionskript-worldedit
Creates a shape at a given location. Depending on which shape is being created, a different set of entries can be used. Entries that can be used with any shape: * pattern (pattern): the pattern that the shape will be made out of (no default, and this has to be a pattern object (via the pattern expression)) * hollow (boolean): whether the shape will be hollow (default is true) Entries that can be used with a pyramid: * size (integer): the size of the pyramid (no default) Entries that can be used with both a sphere and cylinder: * radius (number): the radius (on the x-axis) of the shape (no default) * radiusZ (number): the radius (on the z-axis) of the shape (this is optional, and if not provided, will default to the radius) Entries that can be used only with a sphere: * radiusY (number): the radius (on the y-axis) of the shape (this is optional, and if not provided, will default to the radius) Entries that can be used only with a cylinder: * height (number): the height of the cylinder (no default) This section is effectively the same as just using the shape effects, but might be preferable./docs?id=ubai5
Shape - Pyramid
Effectskript-worldedit
Creates a pyramid using a given pattern at a certain location. You can choose for the pyramid to be hollow, and it can take a size. By default, the size is 5, and the pyramid will not be hollow./docs?id=tq6n9
Shape - Sphere
Effectskript-worldedit
Creates a sphere using a given pattern at a certain location. You can choose for the sphere to be hollow, and it can take a set of radii. By default, the radius is 5, and the sphere will not be hollow./docs?id=cxuz9
Shape Animation Ordering
Effectskript-particle
Controls the order in which the draw animation effect will draw points. Currently WIP, only supports 2 special orderings. lowest-to-highest, which draws from -x -y -z to x y z, and the reverse./docs?id=ku26e
Shape Copy
Expressionskript-particle
Returns a copy of the given shape. This is useful if you want a modified version of a shape without changing the original./docs?id=9mssd
Shape Cutoff Angle
Expressionskript-particle
The cutoff angle of a shape in degrees. This determines the portion of the whole shape that will be drawn in shapes like arcs and spherical caps. For example, a cutoff angle of 90 on an arc will create a quarter of a circle. Note that an arc can range from 0 to 360 degrees, while a spherical cap can range from 0 to 180 degrees./docs?id=34haa
Shape Length/Width/Height
Expressionskript-particle
The length, width, or height of a shape. Changing this will change the size of the shape. Resetting or deleting it will set it back to the default value of 1./docs?id=aakck
Shape Locations
Expressionskript-particle
Returns all the locations that particles would be spawned at if the shape was centered at the given location. If you want the vectors relative to the center of the shape, use the 'shape points' expression./docs?id=mrhq6
Shape Offset
Expressionskript-particle
Returns the offset vector of a shape. This is the vector that is added to the location of the shape before drawing. Changing this will move the shape accordingly. Resetting or deleting it will set it back to the default offset of (0, 0, 0)./docs?id=ypofs
Shape Orientation
Expressionskript-particle
The orientation of a shape. This is the rotation that is applied to the shape before drawing. Changing this will rotate the shape accordingly. Resetting or deleting it will set it back to the default orientation of (0, 0, 0, 1). The expression returns a quaternion. You can use the quaternion and axis angle functions or the rotation expression to create an orientation./docs?id=k2hfy
Shape Particle
Expressionskript-particle
The particle of a shape. This is the particle that the shape uses to draw itself. Changing this will change the particle of the shape. Resetting or deleting it will set it back to the default particle (flame). You can set the particle to any base or custom particle./docs?id=5fk3d
Shape Particle Density / Particle Count
Expressionskript-particle
The density at which particles are spawned in a shape. This is in "particles per meter" (ppm), and defaults to 4.Be careful with this property, as it can cause lag if set to a high number. It's recommended to not go above 20 or so for this reason. 1000 ppm is the maximum value. Keep in mind that this value scales with dimensions. A 1 meter line with a density of 20 will spawn 20 particles, but a 1 meter cube with a density of 20 will spawn 8,000 particles (2,400 if hollow). Also, be aware that this may not be exact. Some shapes, like cuboids, will tweak the density a bit to ensure particles land exactly on the borders of the shape. This syntax also supports setting the particle count directly, which is the amount of particles spawned in a shape. Note that this is NOT exact. The actual amount of particles spawned will be the closest multiple of the particle count to the amount of particles needed to draw the shape. For example, if the particle count of a solid cube is set to 100, the actual amount of particles spawned will be 125, which is the nearest cubic number. The returned value of this expression will always be the accurate amount of particles spawned in a shape. Changing this will change the particle density or count of the shape. Resetting or deleting it will set it back to the default density (4)./docs?id=5ls6s
Shape Points
Expressionskript-particle
Returns all the vectors from the center of the shape to the various points particles would be drawn at. If you want the locations of the particles, it's advised use the 'shape locations' expression rather than doing it yourself./docs?id=f975y
Shape Radius
Expressionskript-particle
The radius of a shape. For circular or spherical shapes, this is the distance from the center to the edge. For shapes like regular polygons, this is the distance from the center to a corner. Changing this will change the size of the shape. Resetting or deleting it will set it back to the default radius of 1./docs?id=9j0rw
Shape Relative Axis
Expressionskript-particle
Returns the relative axis of a shape. These are the x, y, z axis of the shape AFTER rotation. These are meant to be used to work within the rotated frame of reference of the shape./docs?id=awaen
Shape Scale
Expressionskript-particle
Returns the scale of a shape. This is will scale the shape up or down accordingly, with respect to its center. This does not affect the number of particles drawn, so a scaled up shape will look more sparse. A negative scale will flip the shape inside-out. Changing this will scale the shape accordingly. Resetting or deleting it will set it back to the default scale of 1./docs?id=2iuh5
Shape Side Count - Polygonal/Polyhedral
Expressionskript-particle
Returns the number of sides of a polygonal or polyhedral shape. This determines how many sides the shape has. Changing this will change the number of sides of the shape accordingly, with a minimum of 3. Note that custom polygons will return their side count, but will not be affected by this expression. Polyhedrons will return their face count, and can only be set to 4, 8, 12, or 20./docs?id=8legf
Shape Side Length - Polygonal/Polyhedral
Expressionskript-particle
Returns the side length of a polygonal/polyhedral shape. This determines how long each side of the shape is. Changing this will change the side length of the shape accordingly. Likewise, this changes the radius of the shape. Resetting this will set the side length to the default value of 1 and non-positive values will be set to 0.001. Note that changing this property will not affect custom polygons, only regular polygons and polyhedrons./docs?id=qr240
Shape Style
Expressionskript-particle
Returns the style of a shape. This determines how the shape is drawn. See the shape style type for more information. Changing this will change the style of the shape accordingly./docs?id=ujs8t
Shear
EffectSkript
Shears or un-shears a shearable entity with drops by shearing and a 'sheared' sound. Using with 'force' will force this effect despite the entity's 'shear state'. Please note that..: - Force-shearing or un-shearing on a sheared mushroom cow is not possible/docs?id=de3s5
Shear Entity
EventSkBee
Called when a player shears an entity./docs?id=hvseb
Shoot
SectionSkript
Shoots a projectile (or any other entity) from a given entity or location./docs?id=883i7
Shooter
ExpressionSkript
The shooter of a projectile./docs?id=6bcfn
Should Trigger Advancements
ConditionLusk
This Condition requires Paper. Checks whether or not the Slot Change event should trigger advancements./docs?id=tgiti
Show Animation Frame on Active Group
EffectDisplayEntityUtils
Play a single animation frame on an active group, optionally with custom duration and delay./docs?id=239bi
Show Demo Screen
EffectSkBee
Shows the demo screen to the player, this screen is normally only seen in the demo version of the game. Servers can modify the text on this screen using a resource pack./docs?id=45sjq
Show/Hide Entities
EffectSkBee
Show/hide entities to/from players. NOTE: This is not persistent across server restarts and/or chunk unloading!/docs?id=m2g34
Shuffled List
ExpressionSkript
Shuffles given list randomly./docs?id=a1n5t
Shutdown Bot
EffectDiSky
Stop and disconnect a loaded bot from DiSky & discord. If any requests was still remaining, they will be executed before the actual bot shutdown Using the force pattern will cancel all requests and shutdown the bot instantly./docs?id=tlx9b
Sign - is Editable
ConditionLusk
Checks if the provided signs can be edited./docs?id=4rmwq
Sign - is Editable (Property)
ExpressionLusk
Returns whether or not the provided signs are editable. Can be set and reset (which makes it editable)./docs?id=tte0i
Sign - is Waxed
ConditionLusk
Checks if a the provided signs are waxed./docs?id=14cng
Sign - is Waxed (Property)
ExpressionLusk
Returns whether or not the provided signs are waxed. Can be set and reset (which makes it not waxed)./docs?id=jvfzj
Sign Text
ExpressionSkript
A line of text on a sign. Can be changed, but note that there is a 16 character limit per line./docs?id=sih4r
Signed Chat Message
TypeSkBee
/docs?id=k4hje
Signed Chat Message
ExpressionSkBee
Get the signed chat message from the async chat event. This can be used to delete message from clients./docs?id=vvqhd
Silence Entity
EffectSkript
Controls whether or not an entity is silent./docs?id=xgabc
Simple Glow - Entity Glow State
EffectPacketEventsSK
Set the glow state of an entity for a set of viewers. Internally everything is handled by the addon. To change the color of the glowing you can look into team packets./docs?id=i2tbx
Simple Glow - Glow Entity Viewers
ExpressionPacketEventsSK
The players that are able to see the entity as glowing./docs?id=nb6cp
Simple Skin - Player Displayed SKin
EffectPacketEventsSK
Set the displayed skin of a player for a set of viewers. Internally everything is handled by the addon./docs?id=eve8m
Simulation Distance
ExpressionSkript
The simulation distance of a world or a player. Simulation distance is the minimum distance in chunks for entities to tick. Simulation distance is capped to the current view distance of the world or player. The view distance is capped between 2 and 32 chunks./docs?id=nhbz3
sin
FunctionSkript
The sine function. It starts at 0° with a value of 0, goes to 1 at 90°, back to 0 at 180°, to -1 at 270° and then repeats every 360°. Uses degrees, not radians./docs?id=lygp5
Size
ExpressionSkript
The size of something. Using 'size of {list::*}' will return the length of the list, so if you want the sizes of the things inside the lists, use 'sizes of {list::*}'./docs?id=9tcpm
Size of World Border
ExpressionSkript
The size of a world border. The size can not be smaller than 1./docs?id=wwnu1
Skeleton Horse - is Trapped
ConditionLusk
Checks if a skeleton horse is trapped./docs?id=w06dc
Skeleton Horse - Trap Time
ExpressionLusk
Returns the trap time of the skeleton horse./docs?id=2ug16
Skeleton Horse - Trapped State
ExpressionLusk
Returns whether or not a skeleton horse is trapped. Can be set./docs?id=k8yx8
Skeleton Horse Trap Event
EventSkBee
Called when a player gets close to a skeleton horse and triggers the lightning trap. Requires Paper 1.13+/docs?id=qy8dy
Skin
TypePacketEventsSK
A player skin (texture property list)/docs?id=j9hea
Skin
TypeSkonic
Represents a Skin./docs?id=gtua0
Skin from File
ExpressionSkonic
Creates a skin instance from an image file stored in the skins/ folder within the plugin folder./docs?id=2ck2s
Skin from URL
ExpressionSkonic
Gets a skin from a url.URL must link directly to an image./docs?id=65a2v
Skin from UUID
ExpressionSkonic
Gets a skin from player's uuid./docs?id=rfa9i
Skin Signature
ExpressionSkonic
Gets the signature of a skin./docs?id=9r90r
Skin Url Of Players
ExpressionLuskv2
/docs?id=3sg2c
Skin Value
ExpressionSkonic
Gets the texture value of a skin/docs?id=tgeob
Skin With
ExpressionSkonic
Used to create a skin./docs?id=rgog9
Skript - Effect Command String
ExpressionLusk
The command used in an effect command event. This doesn't include the prefix (usually `!`). Can be set, reset and deleted./docs?id=6ysl5
Skript - Version
ExpressionLusk
The skript version./docs?id=n5uim
Skript Type of Object
ExpressionSkBee
Returns the Skript type (also known as 'ClassInfo') of an object. Useful for debugging. Will return as a string./docs?id=yb6nn
Skull Owner
ExpressionSkript
The skull owner of a player skull./docs?id=jowoy
Slash Command Argument
ExpressionDiSky
Represents a slash command argument. The name is the ID used when defining the slash command. Specify the type, so that Skript can parse it correctly. (if it's a number, operation wil be allowed for example) The type should be the same used when defining the argument in the command./docs?id=42xx7
Sleep Thread
EffectSkBee
This effect is used to sleep a thread. This should **NOT** be used on the main server thread./docs?id=n9qsh
slimepropertymap
TypeSlimeLink
Default description for slimepropertymap/docs?id=gdv50
Slot
TypeSkript
Represents a single slot of an inventory. Notable slots are the armour slots and furnace slots. The most important property that distinguishes a slot from an item is its ability to be changed, e.g. it can be set, deleted, enchanted, etc. (Some item expressions can be changed as well, e.g. items stored in variables. For that matter: slots are never saved to variables, only the items they represent at the time when the variable is set). Please note that tool can be regarded a slot, but it can actually change it's position, i.e. doesn't represent always the same slot./docs?id=xih3e
Slot Index
ExpressionSkript
Index of an an inventory slot. Other types of slots may or may not have indices. Note that comparing slots with numbers is also possible; if index of slot is same as the number, comparisonsucceeds. This expression is mainly for the cases where you must for some reason save the slot numbers. Raw index of slot is unique for the view, see <a href="https://wiki.vg/Inventory">Minecraft Wiki</a>/docs?id=l9zmz
Small Capital Case
ExpressionLusk
Returns the given string with the small font. 'Lenient' allows uppercase characters to not be included./docs?id=bqbj9
Smelted Form
ExpressionSkonic
Returns the smelted form of an itemtype. If it cannot be smelted, it will return the same itemtype./docs?id=5u4lq
Sort
EffectSkript
Sorts a list variable using either the natural ordering of the contents or the results of the given expression. Be warned, this will overwrite the indices of the list variable. When using the full <code>sort %~objects% (by|based on) &lt;expression&gt;</code> pattern, the input expression can be used to refer to the current item being sorted. (See input expression for more information.)/docs?id=rz893
Sorted List
ExpressionSkript
Sorts given list in natural order. All objects in list must be comparable; if they're not, this expression will return nothing./docs?id=8rvn1
Sound
TypeLusk
All the sounds, this varies across versions, some sounds might be removed./docs?id=cdode
Sound Category
TypeSkript
The category of a sound, they are used for sound options of Minecraft. See the play sound and stop sound effects./docs?id=4dvso
Source Block
ExpressionSkript
The source block in a spread event./docs?id=xoeh1
Spawn
ExpressionSkript
The spawn point of a world./docs?id=kjjgp
Spawn
SectionSkript
Spawns entities. This can be used as an effect and as a section. If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section. If you're spawning a display and want it to be empty on initialization, like not having a block display be stone, set hidden config node 'spawn empty displays' to true. Note that when spawning an entity via entity snapshots, the code within the section will not run instantaneously as compared to spawning normally (via 'a zombie')./docs?id=9iipf
Spawn Category
TypeSkBee
/docs?id=7o4pt
Spawn Egg Entity
ExpressionSkript
Gets or sets the entity snapshot that the provided spawn eggs will spawn when used./docs?id=7vhrk
Spawn Egg from Entity
ExpressionSkBee
Gets a spawn egg from an entity/entityType. Requires Paper, or Spigot 1.20.1+./docs?id=rc8mi
Spawn Fake Entitytype Location
EffectPoaSk
/docs?id=1wa0l
Spawn Fake Falling Block
EffectPoaSk
/docs?id=7s9zr
Spawn Fake Item Location
EffectPoaSk
/docs?id=adp0l
Spawn Fake Lightning At Location For Players
EffectPoaSk
/docs?id=2v73s
Spawn Fake Player Named
EffectPoaSk
/docs?id=7t804
Spawn Falling BlockData
EffectSkBee
Spawn a falling block data. This is a temp effect until Skript properly handles block data with spawning of falling blocks./docs?id=42oor
Spawn Reason
TypeSkript
The spawn reason in a spawn event./docs?id=bhba1
Spawn Reason
ExpressionSkript
The <a href='#spawnreason'>spawn reason</a> in a <a href='#spawn'>spawn</a> event./docs?id=rsvqo
Spawned Group
TypeDisplayEntityUtils
Represents a Display Entity Group/Model spawned in the game world/docs?id=gt4ag
Spawned Group Is In Loaded Chunk?
ConditionDisplayEntityUtils
Check if a spawned group is in a loaded chunk/docs?id=437gq
Spawned Group Is Registered?
ConditionDisplayEntityUtils
Check if a spawned group is registered/docs?id=iwtnh
Spawned Group Is Spawned?
ConditionDisplayEntityUtils
Check if a spawned group is present in the game world/docs?id=gsqh6
Spawned Group Is Visible By Default?
ConditionDisplayEntityUtils
Check if a spawned group is visible by default/docs?id=gplyg
Spawned Group Near Location
ExpressionDisplayEntityUtils
Get the nearest or all nearby groups within a location/docs?id=c0tbh
Spawned Group Passengers
ExpressionDisplayEntityUtils
Get the spawned groups riding an entity/docs?id=7svlo
Spawned Group Persistence Override
EffectDisplayEntityUtils
Change whether a spawned group allows chunk loading to override its persistence/docs?id=hcfph
Spawned Group Persistence Override
ConditionDisplayEntityUtils
Check if a spawned group allows chunk loading to override its persistence/docs?id=nl7be
Spawned Part
TypeDisplayEntityUtils
Represents an individual Display/Interaction entity from a spawned Display Entity Group/Model. A spawned part can be used as an entity in other expressions, effects, etc./docs?id=68lcb
Spawned Part Filter/Selection
TypeDisplayEntityUtils
Represents a selection of filtered parts from a non-packet based Display Entity Group/Model./docs?id=fwmup
Spawned Part of Entity
ExpressionDisplayEntityUtils
Get the spawned part representing a Display or Interaction entity/docs?id=u1d0q
Spawner - Is Activated
ConditionSkBee
Returns true if a player is currently within the required player range of the spawner./docs?id=c0pt7
Spawner - Max Nearby Entities
ExpressionSkBee
Set the new maximum amount of similar entities that are allowed to be within spawning range of a spawner. If more than the maximum number of entities are within range, the spawner will not spawn and try again. Default value is 16./docs?id=4e9ee
Spawner - Required Player Range
ExpressionSkBee
Get the maximum distance(squared) a player can be in order for a spawner to be active. If this value is less than 0, the spawner is always active (given that there are players online). Otherwise if the value is 0 the spawner is never active. Default value is 16./docs?id=5ttff
Spawner - Reset Timer
EffectSkBee
Resets the spawner timer for a spawner./docs?id=8pc83
Spawner - Spawn Count
ExpressionSkBee
Get how many mobs attempt to spawn. Default is 4./docs?id=avil5
Spawner - Spawn Delay
ExpressionSkBee
The delay between a spawner spawning a new entity. Maximum default is 800 ticks (40 seconds). Minimum default is 200 ticks (10 seconds)./docs?id=4icff
Spawner - Spawn Range
ExpressionSkBee
Get the radius around which a spawner will attempt to spawn mobs in. This area is square, includes the block the spawner is in, and is centered on the spawner's x,z coordinates - not the spawner itself. It is 2 blocks high, centered on the spawner's y-coordinate (its bottom); thus allowing mobs to spawn as high as its top surface and as low as 1 block below its bottom surface. Default value is 4./docs?id=f01o1
Spawner Spawn
EventSkBee
Called whenever an entity is spawned via a spawner./docs?id=mwrl3
Spawner Type
ExpressionSkript
The entity type of a spawner (mob spawner). Change the entity type, reset it (pig) or clear it (Minecraft 1.20.0+)./docs?id=173zr
Spawner/Trial Spawner - Entity Type
ExpressionLusk
Gets the spawner entity type of the provided spawners or trial spawners (1.21+). **Works with Items.** **Works with Spawner Minecarts (Requires 1.20+).** Can be set, reset (sets it to pig), and deleted (requires Minecraft 1.20+)./docs?id=ufvnh
Spectator Target
ExpressionSkript
Grabs the spectator target entity of the players./docs?id=3hfll
Speed
ExpressionSkript
A player's walking or flying speed. Both can be changed, but values must be between -1 and 1 (excessive values will be changed to -1 or 1 respectively). Negative values reverse directions. Please note that changing a player's speed will change their FOV just like potions do./docs?id=62yt6
Spellcaster Spell
TypeSkBee
/docs?id=3i9r7
Spellcaster Spell
ExpressionSkBee
Get/set/reset the spell of a spell casting entity (Illusioner, Evoker)./docs?id=oqkph
Sprinting
EffectSkript
Make a player start or stop sprinting. If the player is not moving when this effect is used, they will be put in sprint mode for a tick and then stopped (this causes the FOV to change). Using it a second time, without the player manually sprinting in between, causes the player to stay in sprint mode, with some quirks. - Particles may not be produced under the player's feet. - The player will not exit the sprinting state if they stop moving. - Restrictions like low hunger will not prevent the player from sprinting - The player pressing shift will stop them sprinting, and pressing sprint will re-assert normal sprinting behavior Using this effect two or more consecutive times on a stationary player produces undefined behavior and should not be relied on./docs?id=ma1xn
Sql Error
Expressionskript-db
/docs?id=4kvh9
Sql Query
Expressionskript-db
/docs?id=kllha
sqrt
FunctionSkript
The square root, which is the inverse operation to squaring a number (for positive numbers only). This is the same as <code>(argument) ^ (1/2)</code> – other roots can be calculated via <code>number ^ (1/root)</code>, e.g. <code>set {_l} to {_volume}^(1/3)</code>. Returns NaN (not a number) if the argument is negative./docs?id=ahsow
Star Points
Expressionskript-particle
Returns the number of points on a star. This is the number of points on the star, not the number of particles drawn. Changing this will change the number of points on the star. The number of points must be at least 2./docs?id=8wzle
Star Radii
Expressionskript-particle
Returns the inner or outer radius of a star. The inner radius is the distance from the center of the star to the innermost points, and likewise the outer radius is the distance to the tips of the star. Changing this will change the size of the star. Both radii must be greater than 0./docs?id=mugng
Start date of Scheduled Event
ExpressionDiSky
Get the start date of a scheduled event. Cannot be null./docs?id=391dn
Starts/Ends With
ConditionSkript
Checks if a text starts or ends with another./docs?id=2hf1z
Statistic
TypeSkBee
/docs?id=77zzb
Statistic - Get/Set
ExpressionSkBee
Represents the statistic of a Player. You can get, set, add, remove or reset stats./docs?id=oix3d
Status of Scheduled Event
ExpressionDiSky
Get the status of a scheduled event between: - Scheduled - Active - Completed - Cancelled/docs?id=8jmmj
Stop All Animations
EffectDisplayEntityUtils
Stop all animations playing on an active group/docs?id=1zey4
Stop All Player Packet Animations
EffectDisplayEntityUtils
Stop all packet animations playing on an active group for a player/docs?id=r6ebq
Stop Animation
EffectDisplayEntityUtils
Stop an animation playing on an active group/docs?id=u7kq2
Stop Server
EffectSkript
Stops or restarts the server. If restart is used when the restart-script spigot.yml option isn't defined, the server will stop instead./docs?id=po1zp
Stop Sound
EffectSkript
Stops specific or all sounds from playing to a group of players. Both Minecraft sound names and <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html">Spigot sound names</a> are supported. Resource pack sounds are supported too. The sound category is 'master' by default. A sound can't be stopped from a different category. Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself./docs?id=vqbhx
Stored Enchantments
ExpressionSkBee
Get/set the stored enchantments of an enchanted book./docs?id=klw7f
Strider Is Shivering
ConditionSkript
Whether a strider is shivering./docs?id=69guc
Strider Shivering
EffectSkript
Make a strider start/stop shivering./docs?id=wj2og
String Builder - Last String
ExpressionSkCheese
Represents the last string created by the string builder, if it wasn't stored anywhere./docs?id=c8y40
String Builder - New String Builder
SectionSkCheese
Creates a new string that is joined by a new line by default./docs?id=ij41z
String Colors
ExpressionSkript
Retrieve the first, the last, or all of the color objects or color codes of a string. The retrieved color codes of the string will be formatted with the color symbol./docs?id=fpe0j
String String
ExpressionLibImporter
/docs?id=kgper
Struct
Typeoopsk
A struct is a collection of typed fields./docs?id=t393t
Struct Copy
Expressionoopsk
Makes a copy of a struct. The field contents may or may not be copies, depending on their types. Entities, for example, cannot be copied./docs?id=e5913
Struct Creation
Expressionoopsk
Creates an instance of a struct based off a template. The template name is case insensitive. Initial field values can be set by adding entries with the format 'fieldname: value'./docs?id=95eiq
Struct Field Access
Expressionoopsk
Access a field of a struct. The field name is case insensitive. Non-constant fields can be set, reset, or deleted./docs?id=eikss
Struct Is From Template
Conditionoopsk
Checks if a struct is from a specific template. The template name is case insensitive. The template name can be a string or a literal./docs?id=5sydi
Struct Template
Structureoopsk
Creates a struct template. The template name is case insensitive and has the same restrictions as function names. Fields are defined in the format '[const[ant]] <fieldname>: <fieldtype> [= %object%]'. Their names are case insensitive and consist of letters, underscores, and spaces. No two fields in the same template can have the same name. The field type can be a single type or a plural type. The default value can be set by adding an optional '= value' at the end of the line.The default value will be evaluated when the struct is created. Fields can be marked as constant by adding 'const' or 'constant' at the beginning of the line. Constant fields cannot be changed after the struct is created. Dynamic fields can be made by adding 'dynamic' to the beginning of the line. Dynamic fields require a default value and will always re-evaluate their value each time they are called. This means they cannot be changed directly, but can rely on the values of other fields or even functions. Converters can be defined in a 'converts to:' section. Each converter is defined in the format '<target type> via %expression%'. Note that oopsk cannot generate chained converters reliably, so you should expressly define converters for all target types you wish to convert to. Be careful when using converters, as they can cause unexpected behavior in all of your scripts if not used properly.Best practice is to ensure you reload all scripts after defining or modifying struct templates to ensure all converters are registered correctly./docs?id=82o53
Structure
TypeSkBee
/docs?id=o8t28
Structure - BlockStates
ExpressionSkBee
Get a list of the blockstates in a structure. This represents the palette of blocks a structure holds./docs?id=see26
Structure - Bot
StructureDiSky
/docs?id=c69si
Structure - Context Command
StructureDiSky
/docs?id=jqi98
Structure - Custom Condition
Structureskript-reflect
/docs?id=5wv2z
Structure - Custom Constant
Structureskript-reflect
/docs?id=8o2r1
Structure - Custom Effect
Structureskript-reflect
/docs?id=u2sfq
Structure - Custom Event
Structureskript-reflect
/docs?id=k2k9s
Structure - Custom Expression
Structureskript-reflect
/docs?id=azwj4
Structure - Exists
ConditionSkBee
Check if a structure exists. This can be helpful to prevent overriding structures./docs?id=w48sk
Structure - Fill
EffectSkBee
Fill a structure with blocks./docs?id=i4g1e
Structure - Import
Structureskript-reflect
/docs?id=1lqf0
Structure - Last Placed Location
ExpressionSkBee
Represents the location of the last place a structure was placed using the place structure effect. **NOTE**: This will only be saved to file if you use the save effect after placing a structure, otherwise it will not persist thru stop/restart./docs?id=dqehr
Structure - Mirror
TypeSkBee
/docs?id=7rbza
Structure - Object
ExpressionSkBee
Create a new, empty structure or load a structure from file. If the file you have specified is not available, it will be created upon saving. Structures without a namespace (ex: "tree") will default to the "minecraft" namespace and load from/save to "(main world folder)/generated/minecraft/structures/". Structures with a namespace (ex:"myname:house") will load from/save to "(main world folder)/generated/myname/structures/". To create folders, simply add a slash in your name, ex: "buildings/house". Changes made to structures will not automatically be saved to file, you will need to use the save structure effect./docs?id=x6sn3
Structure - Place
EffectSkBee
Place an already created structure into the world. Palette = The palette index of the structure to use, starting at 0, or -1 to pick a random palette. A palette represents a variation of a structure. Most structures, like the ones generated with structure blocks, only have a single variant./docs?id=g4lfv
Structure - Properties
ExpressionSkBee
Represents different properties of a structure, including mirroring, rotation, inclusion of entities and integrity. These properties are only used for placing the structure in a world, they are NOT saved to the structure file. Mirror determines which way the structure mirrors, either 'none', 'front back' or 'left right'. Rotation determines which way the structure is rotated, either 'none', 'clockwise 90', 'clockwise 180' or 'counterclockwise 90'. Integrity determines how damaged the building should look by randomly skipping blocks to place. This value can range from 0 to 1. With 0 removing all blocks and 1 spawning the structure in pristine condition. Include entities determines if saved entities should be spawned into the structure (true by default). Size returns a vector offset from the starting point of the structure. This cannot be changed. NOTE: `reset` will reset the value back to default. (added in v-2.7.2)/docs?id=hxd3z
Structure - Rotation
TypeSkBee
/docs?id=vn26g
Structure - Save/Delete
EffectSkBee
Save a structure to file (will overwrite if file already exists), or delete a structure file./docs?id=7sds5
Structure - Slash Command
StructureDiSky
/docs?id=dpdcl
Sub-command Groups
ExpressionDiSky
Represent every sub-slash-command groups a slash command have. You can add sub-slash-commands to a group, then add this group into the base slash command./docs?id=73ffi
Substring
ExpressionSkript
Extracts part of a text. You can either get the first &lt;x&gt; characters, the last &lt;x&gt; characters, the character at index &lt;x&gt;, or the characters between indices &lt;x&gt; and &lt;y&gt;. The indices &lt;x&gt; and &lt;y&gt; should be between 1 and the <a href='#ExprLength'>length</a> of the text (other values will be fit into this range)./docs?id=enusg
Suffix
Expressionskript-luckperms
Returns the primary suffix of a user/group. If `suffixes` is used it will return a sorted list of all suffixes of the user/group. Use `ExprChatMetaPriority` to get priority of a suffix./docs?id=umr4r
sum
FunctionSkript
Sums a list of numbers./docs?id=oltlc
Suppress Embeds
EffectDiSky
Suppress/hide link embeds from a specific message./docs?id=ey5hl
Suppress Reaction
EffectDiSky
Suppress one or more reactions of a message. You can also specific the user who added the emote to remove it one time. Without any specified user, it will be the bot's self user that removes the emote./docs?id=eu6h5
Suppress Type Hints (Experimental)
EffectSkript
An effect to suppress local variable type hint errors for the syntax lines that follow this effect. NOTE: Suppressing type hints also prevents syntax from providing new type hints. For example, with type hints suppressed, 'set {_x} to true' would not provide 'boolean' as a type hint for '{_x}'/docs?id=7qql9
Suspicious Block - Item
ExpressionSkBee
Represents the item hiding in a Suspicious Block. Requires Minecraft 1.19.4+/docs?id=qwlwq
Suspicious Stew - Custom Potion Effects
ExpressionLusk
Gets the custom potion effects applied to the provided suspicious stew. Can be: set, added to, removed from, removed all x from, cleared and reset. Clear and reset do the same thing, same for remove and remove all. Remove and remove all can take either potion effects or potion effect types./docs?id=asd8f