/Index/Docs/Page 7
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Particles with Data
ExpressionSkript
Creates particles that require some extra information, such as colors, locations, or block data. Particles not present here do not require data and can be found in the Particle type. Data requirements vary from version to version, so these docs are only accurate for the most recent Minecraft version at time of release. For example, between 1.21.8 and 1.21.9, the 'flash' particle became colourable and now requires a colour data./docs?id=Skript-ExprParticleWithData
Passenger
ExpressionSkript
The passenger of a vehicle, or the rider of a mob. For 1.11.2 and above, it returns a list of passengers and you can use all changers in it. See also: <a href='#ExprVehicle'>vehicle</a>/docs?id=Skript-ExprPassenger
Past/Future World Border Center
ExpressionLusk
Returns the past/future center of the world border in the World Border Change events. The future center can be set./docs?id=Lusk-ExprWorldBorderCenterChangeCenter
Pathfind
EffectSkript
Make an entity pathfind towards a location or another entity. Not all entities can pathfind. If the pathfinding target is another entity, the entities may or may not continuously follow the target./docs?id=Skript-EffPathfind
Pathfinding - Path Points
ExpressionSkBee
Get all the points along an entity's pathfinding path. Requires Paper 1.13+/docs?id=SkBee-ExprPath
Pathfinding - Path Target
ExpressionSkBee
Set the path of an entity to target a specific location, with an optional speed Get the location of the paths end. Delete will stop the entity from pathfinding. Requires Paper 1.13+/docs?id=SkBee-ExprPathTarget
Pathfinding Target Entity
ExpressionSkript
The target entity that another entity is pathfinding towards in a pathfinding event./docs?id=Skript-ExprPathfindingTarget
Pathfinding Target Location
ExpressionSkript
The location that the entity is pathfinding towards./docs?id=Skript-ExprPathfindingLocation
Pattern
Expressionskript-worldedit
Gets a WorldEdit pattern from a string or itemtype./docs?id=skript-worldedit-ExprPattern
Pause / Resume Listener
EffectskLambda
Pauses or resumes a listener. While paused, events are ignored and the countdown is frozen. Pausing runs the listener's `on pause:` callback; resuming runs `on resume:`. `pause all listeners owned by %object%` pauses every listener scoped to that owner (see the `owner:` entry on `listen`); `resume all listeners owned by %object%` is the inverse. Other addons also use `pause`/`resume`; prefix with `skLambda` (e.g. `skLambda pause {x}`) to force this effect when there's a clash./docs?id=skLambda-EffPauseListener
Pause Citizen
EffectSkonic
Pauses or unpauses the citizens if they are navigating./docs?id=Skonic-EffCitizenPause
Percent of
ExpressionSkript
Returns a percentage of one or more numbers./docs?id=Skript-ExprPercent
Periodical
EventSkript
An event that is called periodically./docs?id=Skript-periodical
Periodical
EventSkript
An event that is called periodically./docs?id=Skript-eventperiodical
Permission Members
Effectskript-luckperms
Returns a list of UUIDS of users who have the specified permission. Should be relatively fast depending on how many users have said permission./docs?id=skript-luckperms-EffPermissionMembers
Permissions Of
Expressionskript-luckperms
Represents the permissions of a user./docs?id=skript-luckperms-ExprPermissionsOf
permutations
FunctionSkript
Get the number of possible ordered arrangements from 1 to 'options' with each arrangement having a size equal to 'selected' For example, permutations with 3 options and an arrangement size of 1, returns 3: (1), (2), (3) Permutations with 3 options and an arrangement size of 2 returns 6: (1, 2), (1, 3), (2, 1), (2, 3), (3, 1), (3, 2) Note that the bigger the 'options' and lower the 'selected' may result in approximations or even infinity values. Permutations differ from combinations in that permutations account for the arrangement of elements within the set, whereas combinations focus on unique sets and ignore the order of elements. Example: (1, 2) and (2, 1) are two distinct permutations because the positions of '1' and '2' are different, but they represent a single combination since order doesn't matter in combinations./docs?id=Skript-permutations
Persistent
EffectSkript
Make entities, players, or leaves be persistent. Persistence of entities is whether they are retained through server restarts. Persistence of leaves is whether they should decay when not connected to a log block within 6 meters. Persistence of players is if the player's playerdata should be saved when they leave the server. Players' persistence is reset back to 'true' when they join the server. Passengers inherit the persistence of their vehicle, meaning a persistent zombie put on a non-persistent chicken will become non-persistent. This does not apply to players. By default, all entities are persistent./docs?id=Skript-EffPersistent
Persistent Data Value
ExpressionSkript
Provides access to the 'persistent data container' Bukkit provides on many objects. These values are stored on the chunk/world/item/entity directly, like custom NBT, but are much faster and reliable to access. Persistent values natively support numbers and text, but any Skript type that can be saved in a variable can also be stored in PDC via this expression. Lists of objects can also be saved. If you attempt to save invalid types, runtime errors will be thrown. The names of tags must be valid namespaced keys, i.e. a-z, 0-9, '_', '.', '/', and '-' are the allowed characters. If no namespace is provided, it will default to 'minecraft'./docs?id=Skript-ExprPersistentData
Persistent Packet Group From Id
ExpressionDisplayEntityUtils
Get a persistent packet-based Group from its ID/docs?id=DisplayEntityUtils-ExprPersistentPacketGroupFromId
Persistent Packet Group Id
ExpressionDisplayEntityUtils
Get the id of a persistent packet-based group, which can be used to get the group at the later time, even in different sessions./docs?id=DisplayEntityUtils-ExprPersistentPacketGroupId
Pi
ExpressionSkript
Returns the mathematical constant pi. (approx. 3.1415926535)/docs?id=Skript-LitPi
Picked Item/Block/Entity
ExpressionSkript
The item, block, or entity picked by a player using the pick block key (default middle mouse button)./docs?id=Skript-ExprPickedItem
Pickup Delay
ExpressionSkript
The amount of time before a dropped item can be picked up by an entity./docs?id=Skript-ExprPickupDelay
Pig Variant
TypeSkript
Represents the variant of a pig entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:warm'./docs?id=Skript-PigVariant
Pin Message
EffectDiSky
Pins a message in its channel. A channel holds up to 50 pinned messages./docs?id=DiSky-EffPin
Ping
ExpressionSkript
Pings of players, as Minecraft server knows them. Note that they will almost certainly be different from the ones you'd get from using ICMP echo requests. This expression is only supported on some server software (PaperSpigot)./docs?id=Skript-ExprPing
Pinned Messages
ExpressionDiSky
The pinned messages of a channel. Fetched online, so it requires 'await'. Only the most recent page (up to 50 pins) is returned./docs?id=DiSky-PropMessageChannelPinnedMessages
Piped Value
ExpressionskLambda
Threads a value left-to-right through a chain of one-argument lambdas, feeding each lambda's result into the next. `pipe x through a, b, c` is `call c with (call b with (call a with x))`. Each lambda is called with the running value as its single argument. A list entry that isn't a lambda is skipped, leaving the value unchanged./docs?id=skLambda-ExprPiped
Place Feature
EffectSkNMS
Place a [**configured feature**](https://minecraft.wiki/w/Configured_feature) or [**placed feature**](https://minecraft.wiki/w/Placed_feature) at a location. Note: Sometimes the blocks will place, but won't update client side. This is a Minecraft bug. Simple solution is to use SkBee's refresh chunk effect (This will resend chunks to players). **Notes on Placed Features**: - When placing a placed feature, if the rules don't match its predicate, it won't place. Some features require specific biomes. - Placed features are tested at 0,0,0 in a chunk, therefor your exact location will not be used./docs?id=SkNMS-EffPlaceFeature
Place Oraxen Block
EffectOraxen
Places an Oraxen custom block at the specified location./docs?id=Oraxen-EffPlaceOraxenBlock
Place Oraxen Furniture
EffectOraxen
Places Oraxen furniture at the specified location with optional rotation./docs?id=Oraxen-EffPlaceOraxenFurniture
Placeholder
Expressionskript-placeholders
An expression to obtain the placeholder (or part of it) in a placeholder request event./docs?id=skript-placeholders-ExprPlaceholder
Placeholder Result
Expressionskript-placeholders
The value of a placeholder in a placeholder event. Can be set, reset, or deleted./docs?id=skript-placeholders-ExprPlaceholderResult
Placeholder Value
Expressionskript-placeholders
An expression to obtain the value of a placeholder from a supported plugin./docs?id=skript-placeholders-ExprPlaceholderValue
Plain Item
ExpressionSkript
A plain item is an item with no modifications. It can be used to convert items to their default state or to match with other default items./docs?id=Skript-ExprPlain
Play Dead
EffectSkript
Make an axolotl start or stop playing dead./docs?id=Skript-EffPlayingDead
Play or Draw an Effect
EffectSkript
Plays or draws a specific effect at a location, to a player, or on an entity. Effects can be: * Particles. * Game effects, which consist of combinations of particles and sounds, like the bone meal particles, the sound of footsteps on a specific block, or the particles and sound of breaking a splash potion. * Entity effects, which are particles or animations that are entity-specific and can only be played on a compatible entity. For example, the ravager attack animation can be played with this effect. All effects vary significantly in availability from version to version, and some may simply not function on your version of Minecraft. Some effects, like the death animation entity effect, may cause client glitches and should be used carefully!/docs?id=Skript-EffPlayEffect
Play Sound
EffectSkript
Plays a sound at given location for everyone or just for given players, or plays a sound to specified players. Both Minecraft sound names and <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html">Spigot sound names</a> are supported. Playing resource pack sounds are supported too. The sound category is 'master' by default. When running 1.19+, playing a sound from an entity directly will result in the sound coming from said entity, even while moving. If the sound is custom, a location emitter will follow the entity. Do note that pitch and volume are reflected based on the entity, and Minecraft may not use the values from this syntax. Minecraft sometimes has a set of sounds under one sound ID that will randomly play. To counter this, you can directly state which seed to use. Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself./docs?id=Skript-EffPlaySound
player
FunctionSkript
Returns an online player from their name or UUID, if player is offline function will return nothing. Setting 'getExactPlayer' parameter to true will return the player whose name is exactly equal to the provided name instead of returning a player that their name starts with the provided name./docs?id=Skript-player-2
Player
TypeSkript
A player. Depending on whether a player is online or offline several actions can be performed with them, though you won't get any errors when using effects that only work if the player is online (e.g. changing their inventory) on an offline player. You have two possibilities to use players as command arguments: <player> and <offline player>. The first requires that the player is online and also accepts only part of the name, while the latter doesn't require that the player is online, but the player's name has to be entered exactly./docs?id=Skript-player
Player - Can Critical Damage
ConditionLusk
Checks if a player is in position to inflict a critical hit. Read https://minecraft.fandom.com/wiki/Damage#Critical_hit for more info./docs?id=Lusk-CondPlayerCanCriticalDamage
Player - Client Version
ExpressionLusk
Returns the Minecraft version of a player, snapshots are not included. Additionally, you can get the client's version with via./docs?id=Lusk-ExprPlayerVersion
Player - Completable Profile
TypeLuskv2
A player's profile that's completable. Contains the player's UUID, name, skin, cape, player model (alex/steve) and profile properties./docs?id=ndzg2
Player - Displayable Object
TypeLuskv2
An object that can be displayed and removed for players./docs?id=37m63
Player - Fake Experience
EffectLusk
Send an experience change. This fakes an experience change packet for a user. This will not actually change the experience points in any way. Progress must be within 0 and 1./docs?id=Lusk-9046
Player - Info
TypeLuskv2
A player's info. Contains the player's UUID, profile (skin, cape, etc), tab visibility, ping, gamemode, display name, hat visibility, tab list order and chat session data./docs?id=cetne
Player - is Crawling
ConditionLusk
Checks if a player is crawling./docs?id=Lusk-CondPlayerCrawling
Player - is Slim
ConditionLusk
Checks if a player is slim./docs?id=Lusk-CondPlayerSlim
Player - Player Tab List Order
ExpressionLusk
Returns the relative order that the player is shown on the player list. Can be set, added to and removed from. Setting this modifies the order for the player you're setting it for./docs?id=Lusk-ExprPlayerTabListOrder
Player - Previous Game Mode
ExpressionLusk
Returns the previous gamemode of a player./docs?id=Lusk-9082
Player - Profile
TypeLuskv2
A player's profile. Contains the player's UUID, name, skin, cape, player model (alex/steve) and profile properties./docs?id=a654p
Player - Send Entity Effect Packets
EffectLuskv2
Send a entity effect packet to players/docs?id=7kaup
Player - Shoulder Entity
ExpressionSkBee
Gets the entity currently perched on the shoulder of a player or null if no entity. The returned entity will not be spawned within the world, so most operations are invalid unless the entity is first spawned in. When setting, this will remove the entity from the world. Note that only a copy of the entity will be set to display on the shoulder. Also note that the client will currently only render Parrot entities. Deleting will remove the entity from the player's shoulder. Resetting will release the entity from the player's shoulder./docs?id=SkBee-ExprPlayerShoulderEntity
Player - Show Credits
EffectLusk
Shows a player the win screen that normally is only displayed after one kills the ender dragon and exits the end for the first time./docs?id=Lusk-EffPlayerShowCredits
Player - Sleep
EffectLusk
Attempts to, or forces one or more players to sleep in a bed. Attempting will fail under vanilla conditions in which the player cannot sleep, ex: Daytime, too far away, etc/docs?id=Lusk-EffPlayerSleep
Player - Start/Stop Riptiding
EffectLusk
Makes a player riptide. (also known as spin attack) Stopping makes the player riptide for a tick, which stops it a tick later. The duration must be greater than or equal to 1 tick. Attack strength will default to 0 `if player is riptiding:` will return true for the given duration./docs?id=Lusk-EffPlayerRiptide
Player - Texture Payload
TypeLuskv2
Contains all the texture data of a player./docs?id=gn3xo
Player - Update All Client Vital Stats (Hunger/Health/Saturation)
SectionLuskv2
/docs?id=mh4dw
Player Action
TypeLuskv2
Actions the player can execute and trigger the player action packet with./docs?id=myjnk
Player Advancement
EventSkBee
Called when a player has completed all criteria in an advancement./docs?id=SkBee-player_advancement
Player Attempt Item Pickup
EventSkBee
Called when a player attempts to pick an item up from the ground./docs?id=SkBee-player_attempt_item_pickup
Player Break Block
EffectSkBee
Forces a player to break a Block using the item in their main hand. This effect will respect enchantments, handle item durability (if applicable) and drop experience and the correct items according to the tool/item in the player's hand. Note that this method will call a block break event, meaning that this method may not be successful in breaking the block if the event was cancelled by a third party plugin. Care should be taken if running this method in a block break event listener as recursion may be possible if it is invoked on the same block being broken in the event./docs?id=SkBee-EffPlayerBreakBlock
Player Chat Completions
ExpressionSkript
The custom chat completion suggestions. You can add, set, remove, and clear them. Removing the names of online players with this expression is ineffective. This expression will not return anything due to Bukkit limitations./docs?id=Skript-ExprPlayerChatCompletions
Player Chunk Load
EventSkBee
Is called when a Player receives a Chunk. Can for example be used for spawning a fake entity when the player receives a chunk. Should only be used for packet/clientside related stuff. Not intended for modifying server side state./docs?id=SkBee-player_chunk_load
Player Chunk Unload
EventSkBee
Is called when a Player receives a chunk unload packet. Should only be used for packet/clientside related stuff. Not intended for modifying server side./docs?id=SkBee-player_chunk_unload
Player Click Unknown Entity
EventSkBee
Represents an event that is called when a player right-clicks an unknown entity. Useful for dealing with virtual entities (entities that aren't actually spawned on the server). This event may be called multiple times per interaction (this is a server issue)./docs?id=SkBee-player_click_unknown_entity
Player Connection
TypeSkBee
Represents the connection of a player in an async connect config event and custom click event./docs?id=SkBee-playerconnection
Player Connection - Freeze/Unfreeze
EffectSkBee
Freeze/unfreeze a player connect. **FREEZING**: You can freeze a player connection in the async player connection configure event. There is a built in 2 minute timeout just incase you don't handle unfreezing the connection. There is an optional timeout message (Will default to "Timeout"). This will freeze the thread, so make sure to run it last. **UNFREEZING**: You can unfreeze the connection with an option to disconnect. If not disconnecting, the player will join the server after the connection is unfrozen. This can be done in the async player connection configure event and the player custom click event./docs?id=SkBee-EffFreezePlayerConnection
Player Connection Validate Login
EventSkBee
Validates whether a player connection is able to log in. Called when a player is attempting to log in for the first time, or is finishing up being configured. The base event may be called more than once therefor split up for login/config./docs?id=SkBee-player_connection_validate_login
Player Custom Click Event
EventSkBee
This event is fired for any custom click events. This is primarily used for dialogs and text component click events with custom payloads./docs?id=SkBee-player_custom_click_event
Player Elytra Boost
EventSkBee
Fired when a player boosts elytra flight with a firework./docs?id=SkBee-player_elytra_boost
Player Exhaustion
EventSkBee
Called when a human entity experiences exhaustion. An exhaustion level greater than 4.0 causes a decrease in saturation by 1./docs?id=SkBee-player_exhaustion
Player Fail Move
EventSkBee
Called when a player attempts to move, but is prevented from doing so by the server./docs?id=SkBee-player_fail_move
Player From User
Expressionskript-luckperms
Returns an offline player from a luckperms user./docs?id=skript-luckperms-ExprPlayerFromUser
Player Health Scale
ExpressionSkBee
Represents the scaled health of the player sent to the client. NOTE: This is not persistent, does not last restarts/relogs. NOTE: displayedHealth = (health * 2) / (max health * 2) * scale. NOTE: If the player is not currently health scaled, this will not be set./docs?id=SkBee-ExprHealthScale
Player Idle Time
ExpressionSkBee
Get/reset the idle time of a player. The idle duration is reset when the player sends specific action packets. Requires Paper 1.20.2+/docs?id=SkBee-ExprPlayerIdleTime
Player Info Visibility
EffectSkript
Sets whether all player related information is hidden in the server list. The Vanilla Minecraft client will display ??? (dark gray) instead of player counts and will not show the <a href='#ExprHoverList'>hover hist</a> when hiding player info. <a href='#ExprVersionString'>The version string</a> can override the ???. Also the <a href='#ExprOnlinePlayersCount'>Online Players Count</a> and <a href='#ExprMaxPlayers'>Max Players</a> expressions will return -1 when hiding player info./docs?id=Skript-EffPlayerInfoVisibility
Player Infos Of Playerinfopackets
ExpressionLuskv2
/docs?id=u6r3c
Player Input Keys
ExpressionSkript
Get the current input keys of a player./docs?id=Skript-ExprCurrentInputKeys
Player Interact
EventSkBee
Called when a player interacts (clicks) a block or entity. This is similar to Skript's click event, but more verbose giving you more freedom. Note: This event may be called once for each hand. `event-vector` = `event-equipmentslot` = . `event-blockaction` = ./docs?id=SkBee-player_interact
Player Item Group Cooldown
EventSkBee
Fired when a player receives an item cooldown./docs?id=SkBee-player_item_group_cooldown
Player Leash
EventSkBee
Called immediately prior to a creature being leashed by a player./docs?id=SkBee-player_leash
Player List Header and Footer
ExpressionSkript
The message above and below the player list in the tab menu./docs?id=Skript-ExprPlayerListHeaderFooter
Player List Name
ExpressionSkript
The name of a player in the player list in the tab menu./docs?id=Skript-ExprPlayerListName
Player List Order
ExpressionSkBee
Get/set the relative order that the player is shown on the in-game player list./docs?id=SkBee-ExprPlayerListOrder
Player List Priority
ExpressionSkript
The priority of the player in the player list in the tab menu. Used to sort players on the tab list. Lowest priority is at the bottom of tab and highest priority is at the top. If 2 players have same priority then they will be sorted A-Z (but still be above those with lower priority)./docs?id=Skript-ExprPlayerListPriority
Player Pickup Experience Orb
EventSkBee
Fired when a player is attempting to pick up an experience orb./docs?id=SkBee-player_pickup_experience_orb
Player Position Packet
TypeLuskv2
A player position packet./docs?id=y6vy8
Player Profile - Property
TypeLuskv2
A property of a player profile. Used for skin and cape textures./docs?id=lvmo8
Player Profile From Texturepayloads
ExpressionLuskv2
/docs?id=21fsa
Player Protocol Version
ExpressionSkript
Player's protocol version. For more information and list of protocol versions <a href='https://wiki.vg/Protocol_version_numbers'>visit wiki.vg</a>./docs?id=Skript-ExprPlayerProtocolVersion
Player Purchase
EventSkBee
Called when a player trades with a standalone merchant/villager GUI. Requires PaperMC./docs?id=SkBee-player_purchase
Player Rotation Packet
TypeLuskv2
A player rotation packet./docs?id=i9304
Player Shear Block
EventSkBee
Called when a player uses shears on a block. This event is not called when a player breaks blocks with shears, but rather when a player uses the shears on a block to collect drops from it and/or modify its state. Examples include shearing a pumpkin to turn it into a carved pumpkin or shearing a beehive to get honeycomb./docs?id=SkBee-player_shear_block
Player Skull
ExpressionSkript
Gets a skull item representing a player. Skulls for other entities are provided by the aliases./docs?id=Skript-ExprSkull
Player Spawn Change
EventSkBee
This event is fired when the spawn point of the player is changed./docs?id=SkBee-player_spawn_change
Player Stop Using Item
EventSkBee
Called when the server detects a player stopping using an item. Examples of this are letting go of the interact button when holding a bow, an edible item, or a spyglass./docs?id=SkBee-player_stop_using_item
Player Time
ExpressionSkBee
Represents the current time on the player's client. When relative is used the player's time will be kept synchronized to its world time with the specified offset. When using non-relative time the player's time will stay fixed at the specified time parameter. It's up to the caller to continue updating the player's time. To restore player time to normal use reset. Both Time and TimeSpan can be used for this. It is best to use Time for non-relative and TimeSpan for relative. Relative will return as a TimeSpan (the offset from world time), non-relative will return as a Time./docs?id=SkBee-ExprPlayerTime
Player Track/Untrack Entity
EventSkBee
Called when a player tracks or untracks an entity (Refers to the entity being sent/removed to/from the client). Adding or removing entities from the world at the point in time this event is called is completely unsupported and should be avoided. Track: If cancelled entity is not shown to the player and interaction in both directions is not possible. (This is copied from Paper javadocs and does not seem true. When testing on a zombie, the zombie still attacked me)/docs?id=SkBee-player_trackuntrack_entity
Player Velocity
EventSkBee
Called when a player's velocity changes./docs?id=SkBee-player_velocity
Player's Selected Animation
ExpressionDisplayEntityUtils
Get/Set the selected animation of a player/docs?id=DisplayEntityUtils-ExprPlayerSelectedAnimation
Player's Selected Group
ExpressionDisplayEntityUtils
Get/Set the selected active group of a player/docs?id=DisplayEntityUtils-ExprPlayerSelectedGroup
Player's Selected Part
ExpressionDisplayEntityUtils
Get the selected active part of a player/docs?id=DisplayEntityUtils-ExprPlayerSelectedPart
Player's Skin
ExpressionSkonic
Gets the player's skin.Cannot be set, to set, use 'Change Player Skin' effect./docs?id=Skonic-ExprPlayerSkin
Poison/Cure
EffectSkript
Poison or cure an entity. If the entity is already poisoned, the duration may be overwritten./docs?id=Skript-EffPoison
Poll Answer Draft Emoji
ExpressionDiSky
The emoji of a poll answer that has not been sent yet, as written in a message./docs?id=DiSky-PropPollAnswerDataDraftAnswerEmoji
Poll Answer Draft Text
ExpressionDiSky
The text of a poll answer that has not been sent yet (55 characters at most)./docs?id=DiSky-PropPollAnswerDataDraftAnswerText
Poll Answer Emote
ExpressionDiSky
The emoji of a poll answer, or null if it has none./docs?id=DiSky-PropPollAnswerAnswerEmote
Poll Answer ID
ExpressionDiSky
The id of a poll answer, as used by 'voters of poll answer'. Answers are numbered from 1 in the order they were declared./docs?id=DiSky-PropPollAnswerAnswerId
Poll Answer Text
ExpressionDiSky
The text of a poll answer./docs?id=DiSky-PropPollAnswerAnswerText
Poll Answer Voted by the Bot
ExpressionDiSky
Whether the bot itself voted for this answer./docs?id=DiSky-PropPollAnswerAnswerSelfVoted
Poll Answer Votes
ExpressionDiSky
The number of votes a poll answer has received./docs?id=DiSky-PropPollAnswerAnswerVotes
Poll Answers
ExpressionDiSky
The list of answers of a poll./docs?id=DiSky-PropMessagePollPollAnswers
Poll Builder Answers
ExpressionDiSky
The answers of the poll being built, in order (10 at most). Add plain texts or 'a new poll answer' objects (to give an answer an emoji); remove one by its text./docs?id=DiSky-PropPollBuilderPollAnswerDrafts
Poll Builder Duration
ExpressionDiSky
How long the poll stays open once sent: from 1 hour to 7 days (24 hours by default)./docs?id=DiSky-PropPollBuilderPollDuration
Poll Expiration Date
ExpressionDiSky
The date at which the poll stops accepting votes./docs?id=DiSky-PropMessagePollPollExpirationDate
Poll is Expired
ConditionDiSky
Whether the poll has passed its deadline and no longer accepts votes./docs?id=DiSky-CondMessagePollExpired
Poll is Finalized
ConditionDiSky
Whether the poll votes are finalized, meaning the reported vote counts are the definitive ones./docs?id=DiSky-CondMessagePollFinalized
Poll Layout
ExpressionDiSky
The layout of the poll, as a lowercase name (Discord only defines 'default' for now)./docs?id=DiSky-PropMessagePollPollLayout
Poll Voters
ExpressionDiSky
The users who voted for one answer of a poll. The answer is a poll answer object or its number (answers are numbered from 1 in the order they were declared); the message is the one carrying the poll, not the poll itself. Every page of voters is fetched. This asks Discord, so it needs 'await'./docs?id=DiSky-ExprPollVoters
Pollanswer
TypeDiSky
/docs?id=DiSky-pollanswer
Pollanswerdata
TypeDiSky
/docs?id=DiSky-pollanswerdata
Pollbuilder
TypeDiSky
/docs?id=DiSky-pollbuilder
Polygonal/Polyhedral Shape
Typeskript-particle
Represents an abstract particle shape that is a polygon or polyhedron, with a side length and side count. Irregular shapes are included in this category, but do not support changing either side count or side length./docs?id=skript-particle-polyshape
Portal
ExpressionSkript
The blocks associated with a portal in the portal creation event./docs?id=Skript-ExprPortal
Portal Cooldown
ExpressionSkript
The amount of time before an entity can use a portal. By default, it is 15 seconds after exiting a nether portal or end gateway. Players in survival/adventure get a cooldown of 0.5 seconds, while those in creative get no cooldown. Resetting will set the cooldown back to the default 15 seconds for non-player entities and 0.5 seconds for players./docs?id=Skript-ExprPortalCooldown
Post Message
EffectDiSky
Posts a text, an embed, a component or a poll in a message channel. The sent message is discarded; build a message and read 'the result of' it to keep it./docs?id=DiSky-EffPost
Potion Effect
TypeSkript
A potion effect, including the potion effect type, tier and duration./docs?id=Skript-potioneffect
Potion Effect - Ambient
EffectSkript
Modify whether a potion effect is ambient. That is, whether the potion effect produces more, translucent, particles./docs?id=Skript-EffPotionAmbient
Potion Effect - Amplifier
ExpressionSkript
An expression to obtain the amplifier of a potion effect./docs?id=Skript-ExprPotionAmplifier
Potion Effect - Duration
ExpressionSkript
An expression to obtain the duration of a potion effect./docs?id=Skript-ExprPotionDuration
Potion Effect - Has Icon
ConditionSkript
Checks whether a potion effect has an icon./docs?id=Skript-CondPotionHasIcon
Potion Effect - Has Particles
ConditionSkript
Checks whether a potion effect has particles./docs?id=Skript-CondPotionHasParticles
Potion Effect - Icon
EffectSkript
Modify whether a potion effect shows an icon./docs?id=Skript-EffPotionIcon
Potion Effect - Infinite
EffectSkript
Modify whether a potion effect is infinite. That is, whether the potion effect will ever expire./docs?id=Skript-EffPotionInfinite
Potion Effect - Is Ambient
ConditionSkript
Checks whether a potion effect is ambient. That is, whether the potion effect produces more, translucent, particles./docs?id=Skript-CondIsPotionAmbient
Potion Effect - Particles
EffectSkript
Modify whether a potion effect shows particles./docs?id=Skript-EffPotionParticles
Potion Effect Event Action
TypeSkript
Represents the action being performed in an 'entity potion effect' event. 'added' indicates the entity does not already have a potion effect of the event potion effect type. 'changed' indicates the entity already has a potion effect of the event potion effect type, but some property about the potion effect is changing. 'cleared' indicates that the effect is being removed because all of the entity's effects are being removed. 'removed' indicates that the event potion effect type has been specifically removed from the entity./docs?id=Skript-potionaction
Potion Effect Event Cause
TypeSkript
Represents the cause of an 'entity potion effect' event. For example, an arrow hitting an entity or a command being executed./docs?id=Skript-potioncause
Potion Effect of Entity/Item
ExpressionSkript
An expression to obtain a specific potion effect type of an entity or item. When an entity is affected by a potion effect but already has a weaker version of that effect type, the weaker version becomes hidden. If the weaker version has a longer duration, it returns after the stronger version expires. NOTE: Hidden effects are not able to be changed./docs?id=Skript-ExprPotionEffect
Potion Effect Type
TypeSkript
A potion effect type, e.g. 'strength' or 'swiftness'./docs?id=Skript-potioneffecttype
Potion Effect Type - Is Instant
ConditionSkript
Checks whether a potion effect type is instant. That is, whether the effect happens once/immediately./docs?id=Skript-CondIsPotionInstant
Potion Effect Type Category
ExpressionSkript
An expression to obtain the category of a potion effect type. That is, whether the potion effect type is beneficial, harmful, or neutral./docs?id=Skript-ExprPotionEffectTypeCategory
Potion Effect Type Category
TypeSkript
Represents the type of effect a potion effect type has on an entity./docs?id=Skript-potioneffecttypecategory
Potion Effects of Entity/Item
ExpressionSkript
An expression to obtain the active or hidden potion effects of an entity or item. When an entity is affected by a potion effect but already has a weaker version of that effect type, the weaker version becomes hidden. If the weaker version has a longer duration, it returns after the stronger version expires. NOTE: Hidden effects are not able to be changed. NOTE: Clearing the base potion effects of a potion item is not possible. If you wish to do so, just set the item to a water bottle./docs?id=Skript-ExprPotionEffects
Potion Type
TypeSkBee
Represents the different types of potions (not potion effect types) used in vanilla potion items./docs?id=SkBee-potiontype
PotionType of Item
ExpressionSkBee
Get/set/delete the potion type of an item. This is not the same as the potion effect type, this is the base potion Minecraft uses for the potion items in the creative menu./docs?id=SkBee-ExprPotionTypeItem
Pre Creature Spawn
EventSkBee
Called before an entity is spawned into the world. Note: The spawning entity does not exist when this event is called only the entitytype exists. This event is called very frequently, and can cause server lag, use it sparingly./docs?id=SkBee-pre_creature_spawn
Pre Phantom Spawn
EventSkBee
Called before a phantom is spawned for an entity. Note: The phantom entity does not exist when this event is called only the entitytype exists. View the pre creature spawn event for more event values./docs?id=SkBee-pre_phantom_spawn
Pre Spawner Spawn
EventSkBee
Called before an entity is spawned via a spawner. Note: The spawned entity does not exist when this event is called only the entitytype exists. View the pre creature spawn event for more event values./docs?id=SkBee-pre_spawner_spawn
Predicate - Filter
ExpressionSkBriggy
Represents a item/block predicate for filtering objects./docs?id=SkBriggy-ExprPredicateFilter
Predicate - Matches
ConditionSkBriggy
Check if a block/item matches a predicate./docs?id=SkBriggy-CondPredicateMatch
Predicate Passes
ConditionskLambda
Treats a lambda as a predicate: invokes it with the given arguments and checks whether it returned true. With a list of lambdas, an optional quantifier decides how many must pass: `all of` (the default) passes only if **every** predicate passes. `{checks::*} passes` and`all of {checks::*} passes` mean the same thing. `any of` passes if **at least one** predicate passes (OR semantics). `none of` passes if **no** predicate passes. `at least N of`, `at most N of`, and `exactly N of` pass when the number of passing predicates is at least, at most, or exactly N. The negated forms (`doesn't pass`, or a leading `not`) invert the result. A lambda that isn't a predicate (doesn't return true) counts as not passing. An empty list never passes `all of`/`any of` and always passes `none of`. Predicates run in their own context, so write them to take the value(s) they test as parameters and supply them after `for`./docs?id=skLambda-CondPredicatePasses
Prefix
Expressionskript-luckperms
Returns the primary prefix of a user/group. If `prefixes` is used it will return a sorted list of all prefixes of the user/group. Use `priority of..` to get priority of a prefix./docs?id=skript-luckperms-ExprPrefix
Previous / New Network Server
ExpressionskNetwork
Inside `on network player join`, `on network player quit` and `on network server switch`, the servers either side of the move. A join has no previous server and a quit has no new one, so the one that does not apply is unset. Guide: https://github.com/ahmadmsaleem/skNetwork/wiki/Sync-and-Events/docs?id=skNetwork-ExprEventNetworkServer
Primary Role Color
ExpressionDiSky
The primary color of a role's colors./docs?id=DiSky-PropRoleColorsPrimaryColor
Print Send Log With Severity To Console
EffectSkLogs
/docs?id=oawe9
Priority
Expressionskript-luckperms
Represents the priority of something./docs?id=skript-luckperms-PropExprPriority
Private Channel User
ExpressionDiSky
The user this private (DM) channel is with, or null if it cannot be resolved./docs?id=DiSky-PropPrivateChannelPrivateChannelUser
Privatechannel
TypeDiSky
/docs?id=DiSky-privatechannel
product
FunctionSkript
Calculates the product of a list of numbers./docs?id=Skript-product
Profile
ExpressionLuskv2
/docs?id=abpn9
Profile Banner
ExpressionDiSky
The profile banner URL. If the user doesn't have a custom banner, this returns none. Use the 'profile color' expression to get the accent color instead in that case./docs?id=DiSky-PropProfileProfileBanner
Profile Color
ExpressionDiSky
The profile accent color. If the user has a custom banner, this may return none. Use the 'profile banner' expression to get the banner URL instead in that case./docs?id=DiSky-PropProfileProfileColor
Profile has a Banner
ConditionDiSky
Whether the profile has a custom banner set. If it does not, the 'profile color' expression returns the accent color instead./docs?id=DiSky-CondProfileHasBanner
Profile Player Info Of Playerinfos
ExpressionLuskv2
/docs?id=jzs1h
Profile Properties
ExpressionLuskv2
/docs?id=7shwt
Profile Property Named String
ExpressionLuskv2
/docs?id=crsft
Profile String
ExpressionLuskv2
/docs?id=f09es
Progress
ExpressionSkript
Represents the progress of something./docs?id=Skript-PropExprProgress
Projectile
TypeSkript
A projectile, e.g. an arrow, snowball or thrown potion./docs?id=Skript-projectile
Projectile - has Left The Shooter
ConditionLusk
Gets whether the provided projectiles have left the hitbox of their shooter and can now hit entities. This is recalculated each tick if the projectile has a shooter./docs?id=Lusk-CondProjectileHasLeftShooter
Projectile - has Left The Shooter (Property)
ExpressionLusk
Gets whether the provided projectiles have left the hitbox of their shooter and can now hit entities. This is recalculated each tick if the projectile has a shooter. Can be set./docs?id=Lusk-ExprProjectileHasLeftShooter
Projectile Critical State
ExpressionSkript
A projectile's critical state. The only currently accepted projectiles are arrows and tridents./docs?id=Skript-ExprProjectileCriticalState
Projectile Force
ExpressionSkript
Returns the force at which a projectile was shot within an entity shoot bow event./docs?id=Skript-ExprProjectileForce
Promote User
Effectskript-luckperms
Promotes a user along a track. If the user is not on the track or is at end of track, nothing will happen./docs?id=skript-luckperms-EffPromoteUser
Prop Member Effective Name
ExpressionDiSky
/docs?id=DiSky-PropMemberEffectiveName
Prop Multi Allow List
ExpressionDiSky
/docs?id=DiSky-PropMultiAllowList
Prop Multi Allowed Roles
ExpressionDiSky
/docs?id=DiSky-PropMultiAllowedRoles
Prop Multi Attachments
ExpressionDiSky
/docs?id=DiSky-PropMultiAttachments
Prop Multi Auto Archive Duration
ExpressionDiSky
/docs?id=DiSky-PropMultiAutoArchiveDuration
Prop Multi Automod Responses
ExpressionDiSky
/docs?id=DiSky-PropMultiAutomodResponses
Prop Multi Bitrate
ExpressionDiSky
/docs?id=DiSky-PropMultiBitrate
Prop Multi Category
ExpressionDiSky
/docs?id=DiSky-PropMultiCategory
Prop Multi Channel Position
ExpressionDiSky
/docs?id=DiSky-PropMultiChannelPosition
Prop Multi Channel Types
ExpressionDiSky
/docs?id=DiSky-PropMultiChannelTypes
Prop Multi Components
ExpressionDiSky
/docs?id=DiSky-PropMultiComponents
Prop Multi Cover
ExpressionDiSky
/docs?id=DiSky-PropMultiCover
Prop Multi Creator
ExpressionDiSky
/docs?id=DiSky-PropMultiCreator
Prop Multi Custom Id
ExpressionDiSky
/docs?id=DiSky-PropMultiCustomId
Prop Multi Default Values
ExpressionDiSky
/docs?id=DiSky-PropMultiDefaultValues
Prop Multi Description
ExpressionDiSky
/docs?id=DiSky-PropMultiDescription
Prop Multi Disabled
ExpressionDiSky
/docs?id=DiSky-PropMultiDisabled
Prop Multi Discord Author
ExpressionDiSky
/docs?id=DiSky-PropMultiDiscordAuthor
Prop Multi Discord Content
ExpressionDiSky
/docs?id=DiSky-PropMultiDiscordContent
Prop Multi Discord Owner
ExpressionDiSky
/docs?id=DiSky-PropMultiDiscordOwner
Prop Multi Discord Permissions
ExpressionDiSky
/docs?id=DiSky-PropMultiDiscordPermissions
Prop Multi Embed
ExpressionDiSky
/docs?id=DiSky-PropMultiEmbed
Prop Multi Embeds
ExpressionDiSky
/docs?id=DiSky-PropMultiEmbeds
Prop Multi Emoji
ExpressionDiSky
/docs?id=DiSky-PropMultiEmoji
Prop Multi Enabled
ExpressionDiSky
/docs?id=DiSky-PropMultiEnabled
Prop Multi End Date
ExpressionDiSky
/docs?id=DiSky-PropMultiEndDate
Prop Multi Exempt Channels
ExpressionDiSky
/docs?id=DiSky-PropMultiExemptChannels
Prop Multi Exempt Roles
ExpressionDiSky
/docs?id=DiSky-PropMultiExemptRoles
Prop Multi File Name
ExpressionDiSky
/docs?id=DiSky-PropMultiFileName
Prop Multi Filtered Keywords
ExpressionDiSky
/docs?id=DiSky-PropMultiFilteredKeywords
Prop Multi Filtered Patterns
ExpressionDiSky
/docs?id=DiSky-PropMultiFilteredPatterns
Prop Multi Invite Max Age
ExpressionDiSky
/docs?id=DiSky-PropMultiInviteMaxAge
Prop Multi Invite Max Uses
ExpressionDiSky
/docs?id=DiSky-PropMultiInviteMaxUses
Prop Multi Label
ExpressionDiSky
/docs?id=DiSky-PropMultiLabel
Prop Multi Max Range
ExpressionDiSky
/docs?id=DiSky-PropMultiMaxRange
Prop Multi Members
ExpressionDiSky
/docs?id=DiSky-PropMultiMembers
Prop Multi Mention Limit
ExpressionDiSky
/docs?id=DiSky-PropMultiMentionLimit
Prop Multi Mention Raid Protection
ExpressionDiSky
/docs?id=DiSky-PropMultiMentionRaidProtection
Prop Multi Min Range
ExpressionDiSky
/docs?id=DiSky-PropMultiMinRange
Prop Multi Multi Answer
ExpressionDiSky
/docs?id=DiSky-PropMultiMultiAnswer
Prop Multi Nsfw
ExpressionDiSky
/docs?id=DiSky-PropMultiNsfw
Prop Multi Options
ExpressionDiSky
/docs?id=DiSky-PropMultiOptions
Prop Multi Placeholder
ExpressionDiSky
/docs?id=DiSky-PropMultiPlaceholder
Prop Multi Poll Question
ExpressionDiSky
/docs?id=DiSky-PropMultiPollQuestion
Prop Multi Presets
ExpressionDiSky
/docs?id=DiSky-PropMultiPresets
Prop Multi Referenced Message
ExpressionDiSky
/docs?id=DiSky-PropMultiReferencedMessage
Prop Multi Region
ExpressionDiSky
/docs?id=DiSky-PropMultiRegion
Prop Multi Required
ExpressionDiSky
/docs?id=DiSky-PropMultiRequired
Prop Multi Roles
ExpressionDiSky
/docs?id=DiSky-PropMultiRoles
Prop Multi Slowmode
ExpressionDiSky
/docs?id=DiSky-PropMultiSlowmode
Prop Multi Spoiler
ExpressionDiSky
/docs?id=DiSky-PropMultiSpoiler
Prop Multi Start Date
ExpressionDiSky
/docs?id=DiSky-PropMultiStartDate
Prop Multi Sticker Tags
ExpressionDiSky
/docs?id=DiSky-PropMultiStickerTags
Prop Multi Subcommands
ExpressionDiSky
/docs?id=DiSky-PropMultiSubcommands
Prop Multi Suppressed Embeds
ExpressionDiSky
/docs?id=DiSky-PropMultiSuppressedEmbeds
Prop Multi Suppressed Notifications
ExpressionDiSky
/docs?id=DiSky-PropMultiSuppressedNotifications
Prop Multi Topic
ExpressionDiSky
/docs?id=DiSky-PropMultiTopic
Prop Multi Trigger Config
ExpressionDiSky
/docs?id=DiSky-PropMultiTriggerConfig
Prop Multi Tts
ExpressionDiSky
/docs?id=DiSky-PropMultiTts
Prop Multi User Limit
ExpressionDiSky
/docs?id=DiSky-PropMultiUserLimit
Prop Multi Webhook Avatar
ExpressionDiSky
/docs?id=DiSky-PropMultiWebhookAvatar
Prop Multi Welcome Channels
ExpressionDiSky
/docs?id=DiSky-PropMultiWelcomeChannels
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=Skript-ExprProtocolVersion
Publish Message
EffectDiSky
Publishes (crossposts) a message to every guild following its channel. Only works in a news/announcement channel./docs?id=DiSky-EffPublish
PufferFish - Puff State
ExpressionSkBee
Represents the puff state of a puffer fish. An integer between 0 and 2/docs?id=SkBee-ExprPufferFishState
Purge Messages
EffectDiSky
Deletes several messages at once, using Discord's bulk-delete endpoint. Messages are grouped per channel; a channel with a single message falls back to a plain delete. To delete one message, use the destroy effect instead./docs?id=DiSky-EffPurge
Push
EffectSkript
Push entities in a given direction or towards a specific location./docs?id=Skript-EffPush
Pusher
ExpressionLusk
Gets the entity which pushed the affected entity in a Damage Push event/docs?id=Lusk-ExprPusher
PvP
ConditionSkript
Checks the PvP state of a world./docs?id=Skript-CondPvP
PvP
EffectSkript
Set the PvP state for a given world./docs?id=Skript-EffPvP
quaternion
FunctionSkript
Returns a quaternion from the given W, X, Y and Z parameters./docs?id=Skript-quaternion-2
Quaternion
TypeSkript
Quaternions are four dimensional vectors, often used for representing rotations./docs?id=Skript-quaternion
Queue
TypeSkript
A queued list of values. Entries are removed from a queue when they are queried./docs?id=Skript-queue
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=Skript-ExprQueue
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=Skript-ExprQueueStartEnd
Quick Load Player
Effectskript-luckperms
Quickly gets a luckperms user from memory. This is used for cases when you need instant returns and the user is online. For offline players or online & offline players support use `EffLoadPlayer` This may not return the most up to date version of the user's LuckPerms data./docs?id=skript-luckperms-EffQuickLoadPlayer
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=Skript-ExprQuitMessage
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=Skript-ExprQuitReason
Quit Reason
TypeSkript
Represents a quit reason from a player quit server event./docs?id=Skript-quitreason
Radial Shape
Typeskript-particle
Represents an abstract particle shape that has a radius. E.g. circle, sphere, etc./docs?id=skript-particle-radialshape
Radiogroup
TypeDiSky
/docs?id=DiSky-radiogroup
Random
ExpressionSkript
Gets a random item out of a set, e.g. a random player out of all players online./docs?id=Skript-ExprRandom
Random Character
ExpressionSkript
One or more random characters between two given characters. Use 'alphanumeric' if you want only alphanumeric characters. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. If strings of more than one character are given, only the first character of each is used./docs?id=Skript-ExprRandomCharacter
Random 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=Skript-ExprRandomNumber
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=SkBee-EffBlockRandomlyTick
Random UUID
ExpressionSkript
Returns a random UUID./docs?id=Skript-ExprRandomUUID
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=SkBee-EffRangedAttack
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=Skript-ExprRawName
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=Skript-ExprRawString
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=SkBee-ExprRayTraceFromEntity
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=SkBee-ExprRayTraceFromLocation
RayTrace - Hit Block
ExpressionSkBee
Gets the hit block resulting from a RayTrace./docs?id=SkBee-ExprRayTraceHitBlock
RayTrace - Hit BlockFace
ExpressionSkBee
Gets the hit BlockFace resulting from a RayTrace./docs?id=SkBee-ExprRayTraceHitBlockFace
RayTrace - Hit Entity
ExpressionSkBee
Gets the hit entity resulting from a RayTrace./docs?id=SkBee-ExprRayTraceHitEntity
RayTrace - Hit Location
ExpressionSkBee
Get the hit location resulting from a RayTrace./docs?id=SkBee-ExprRayTraceHitLocation
RayTrace - Hit Position
ExpressionSkBee
Get the hit position resulting from a RayTrace (returns a vector)./docs?id=SkBee-ExprRayTraceHitPosition
RayTrace - Result
TypeSkBee
The hit result of a ray trace. Only the hit position is guaranteed to always be available. The availability of the other attributes depends on what got hit and on the context in which the ray trace was performed./docs?id=SkBee-raytraceresult
React To Message
EffectDiSky
Adds one or more reactions to a message, as the bot. An emoji or emote object reacts with that emoji; a text is either a unicode emoji or the formatted '<:name:id>' form of a custom one./docs?id=DiSky-EffReact
Readied Arrow/Bow
ExpressionSkript
The bow or arrow in a <a href='#ready_arrow'>Ready Arrow event</a>./docs?id=Skript-ExprReadiedArrow
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=SkBee-ExprAllRecipes
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=SkBee-EffCookingRecipe
Recipe - CookTime
ExpressionSkBee
Get the cooktime of a cooking recipes./docs?id=SkBee-ExprRecipeCookTime
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=SkBee-recipe_-_crafter_craft_event
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=SkBee-EffCraftingRecipe
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=SkBee-ExprCraftingResultFromItems
Recipe - Discover Event
EventSkBee
Called when a player unlocks a recipe./docs?id=SkBee-recipe_-_discover_event
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=SkBee-EffRecipeDiscovery
Recipe - Experience
ExpressionSkBee
Get the experience gained from a cooking recipe./docs?id=SkBee-ExprRecipeExperience
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=SkBee-CondHasDiscoveredRecipe
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=SkBee-EffRecipeSetIngredient
Recipe - Ingredients of Recipe
ExpressionSkBee
Get the ingredients from a recipe./docs?id=SkBee-ExprIngredientsOfRecipe
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=SkBee-EffKnowledgeBook
Recipe - Recipe Type
ExpressionSkBee
Get the type of a recipe. `ID` = Minecraft or custom NamespacedKey, see examples./docs?id=SkBee-ExprRecipeType
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=SkBee-SecRecipeBrewing
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=SkBee-SecRecipeCooking
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=SkBee-SecRecipeShaped
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=SkBee-SecRecipeShapeless
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=SkBee-SecRecipeSmithing
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=SkBee-SecTransmuteRecipe
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=SkBee-EffRemoveRecipe
Recipe - Result
ExpressionSkBee
Get the result item of a recipe. `ID` = Minecraft or custom NamespacedKey, see examples./docs?id=SkBee-ExprRecipeResult
Recipe - Result Slot
ExpressionSkBee
Represents the result slot of a crafting event./docs?id=SkBee-ExprRecipeResultSlot
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=SkBee-EffStonecuttingRecipe
Recipe Book Click Event
EventSkBee
Called when the player clicks on a recipe in their recipe book./docs?id=SkBee-recipe_book_click_event
Recipe Choice
TypeSkBee
Represents an Exact/Material Choice. MaterialChoice represents a set of materials/minecraft tags which can be used in some recipes. ExactChoice represents a special ItemStack used in some recipes. Requires Minecraft 1.13+/docs?id=SkBee-recipechoice
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=SkBee-ExprMaterialChoice
Recommended Shard Count
ExpressionDiSky
The value (-1) that tells DiSky to use Discord's recommended shard count./docs?id=DiSky-ExprRecommendedShardCount
Recursive
ExpressionSkript
Returns all values of an expression, including those in nested structures such as lists of lists./docs?id=Skript-ExprRecursive
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=Skript-ExprRecursiveSize
Redis Hashes - delete redis hash
EffectSkRedis
Deletes the given hash from Redis./docs?id=SkRedis-EffDeleteRedisHash
Redis Hashes - delete redis hash field
EffectSkRedis
Deletes the given hash field from a hash stored in Redis./docs?id=SkRedis-EffDeleteRedisHashField
Redis Hashes - get all field names of redis hash
ExpressionSkRedis
Returns all field names of a hash stored in Redis./docs?id=SkRedis-ExprGetAllFieldNamesOfHash
Redis Hashes - get all field values of redis hash
ExpressionSkRedis
Returns all field values of a hash stored in Redis./docs?id=SkRedis-ExprGetAllFieldValuesOfHash
Redis Hashes - get field names by value
ExpressionSkRedis
Returns all field names of a hash stored in Redis that have the given value./docs?id=SkRedis-ExprGetHashFieldNamesByValue
Redis Hashes - get value of field in redis hash
ExpressionSkRedis
Returns the value of a field stored in a hash that is stored Redis./docs?id=SkRedis-ExprGetValueOfFieldInHash
Redis Hashes - set redis hash field
EffectSkRedis
Sets the given hash field to a value in a hash stored in Redis./docs?id=SkRedis-EffSetRedisHashField
Redis Lists - add value to redis list
EffectSkRedis
Adds a value to a specific list stored in Redis/docs?id=SkRedis-EffAddValueToRedisList
Redis Lists - delete entry with value from redis list
EffectSkRedis
Deletes the entry with the given value from the list stored in Redis./docs?id=SkRedis-EffRemoveValueFromListByValue
Redis Lists - delete redis list
EffectSkRedis
Deletes the given list from Redis./docs?id=SkRedis-EffDeleteRedisList
Redis Lists - get redis list
ExpressionSkRedis
Returns all values of a list stored in Redis./docs?id=SkRedis-ExprGetRedisList
Redis Lists - set redis list value
EffectSkRedis
Sets a specific index in a Redis list to a new value. It will overwrite the value at the given index. NOTE: If the index does not already exist, it will fail./docs?id=SkRedis-EffSetRedisListValue
Redis Message Event - get redis channel
ExpressionSkRedis
Returns the channel name of the Redis message event. This can only be used in the Redis Message Event./docs?id=SkRedis-ExprChannel
Redis Message Event - get redis message
ExpressionSkRedis
Returns the message of the Redis message event. This can only be used in the Redis Message Event./docs?id=SkRedis-ExprMessage
Redis Message event - message date
ExpressionSkRedis
Returns the date of the Redis message event as unix timestamp. This can only be used in the Redis Message Event./docs?id=SkRedis-ExprMessageDate
Redis Pub/Sub - send custom redis message
EffectSkRedis
Sends a custom message to a specific channel in Redis. The message has to be a valid JSON string. If not, the message will not be sent and a warning will be printed in the console./docs?id=SkRedis-EffSendCustomMessage
Redis Pub/Sub - send redis message
EffectSkRedis
Sends a message to a specific channel in Redis./docs?id=SkRedis-EffSendMessage
Redis Strings - delete redis string
EffectSkRedis
Deletes the given string from Redis./docs?id=SkRedis-EffDeleteRedisString
Redis Strings - get redis string
ExpressionSkRedis
Returns the string stored in Redis./docs?id=SkRedis-ExprGetRedisString
Redis Strings - set redis string
EffectSkRedis
Sets a string that is stored in Redis to a specific value./docs?id=SkRedis-EffSetRedisString
Redstone Block Power
ExpressionSkript
Power of a redstone block/docs?id=Skript-ExprRedstoneBlockPower
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=Skript-ExprReduce
Reduced List
ExpressionskLambda
Folds a whole list down to a single value with a two-argument lambda. The list is combined pairwise left-to-right: the first argument is the running result (the accumulator), the second is the next element. For `3, 5, 2` and an adding lambda this runs `add(3, 5)` → 8, then `add(8, 2)` → 10. Without a seed, a one-element list reduces to that element (the lambda is never called) and an empty list reduces to nothing. With `from %object%`, that value seeds the accumulator: the lambda runs for every element (`add(seed, first)` first), an empty list reduces to the seed, and the seed's type can differ from the elements' (e.g. fold a list of items into a text)./docs?id=skLambda-ExprReduced
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=Skript-ExprReducedValue
reflection
Eventskript-reflect
/docs?id=skript-reflect-reflection
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=SkBee-ExprRegenRate
Region
ExpressionSkript
The <a href='#region'>region</a> involved in an event. This expression requires a supported regions plugin to be installed./docs?id=Skript-ExprRegion
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=Skript-region
Region
Expressionskript-worldguard
The region in any region related event./docs?id=skript-worldguard-ExprRegion
Region
Typeskript-worldguard
A WorldGuard region./docs?id=skript-worldguard-worldguardregion
Region - Biome
Effectskript-worldedit
Sets the biome of given region./docs?id=skript-worldedit-EffBiome
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=skript-worldedit-ExprBlockCount
Region - Centre
Expressionskript-worldedit
Gets the centre of a given region./docs?id=skript-worldedit-ExprCentre
Region - Convex Polyhedral
Expressionskript-worldedit
Creates a convex polyhedral region, which can be used for operations./docs?id=skript-worldedit-ExprConvexPolyRegion
Region - Create Faces
Effectskript-worldedit
Creates the faces (walls + ceiling + floor) of a given region using a given pattern./docs?id=skript-worldedit-EffFaces
Region - Create Walls
Effectskript-worldedit
Creates the walls of a given region using a given pattern./docs?id=skript-worldedit-EffWalls
Region - Cuboid
Expressionskript-worldedit
Creates a cuboid region, which can be used for operations./docs?id=skript-worldedit-ExprCuboidRegion
Region - Cylinder
Expressionskript-worldedit
Creates a cylindrical region, which can be used for operations./docs?id=skript-worldedit-ExprCylinderRegion
Region - Dimensions
Expressionskript-worldedit
Gets the dimensions of a given region./docs?id=skript-worldedit-ExprDimensions
Region - Ellipsoid
Expressionskript-worldedit
Creates an ellipsoid region, which can be used for operations./docs?id=skript-worldedit-ExprEllipsoidRegion
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=skript-worldedit-EffExpandContract
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=skript-worldedit-ExprFaces
Region - Flora
Effectskript-worldedit
Generates flora in a given region, with a given density. The default density is 5./docs?id=skript-worldedit-EffFlora
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=skript-worldedit-EffForest
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=skript-worldedit-EffHollow
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=skript-worldedit-EffInsetOutset
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=skript-worldedit-EffMove
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=skript-worldedit-EffNaturalize
Region - Overlay
Effectskript-worldedit
Overlays the top level of blocks in a given region using a given pattern./docs?id=skript-worldedit-EffOverlay
Region - Place Centre
Effectskript-worldedit
Places a block in the centre of a given region using a given pattern./docs?id=skript-worldedit-EffCenter
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=skript-worldedit-EffRegenerate
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=skript-worldedit-EffSmooth
Region - Vertices
Expressionskript-worldedit
Gets the vertices of a given region. This expression can only be used on convex polyhedral regions./docs?id=skript-worldedit-ExprVertices
Region - Volume
Expressionskript-worldedit
Gets the volume of a given region./docs?id=skript-worldedit-ExprVolume
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=skript-worldedit-ExprWalls
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=Skript-CondRegionContains
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=skript-worldguard-ExprRegionFlag
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=Skript-ExprMembersOfRegion
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=skript-worldguard-ExprRegionMembersOwners
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=skript-worldguard-ExprRegionParent
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=skript-worldguard-ExprRegionPoints
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=skript-worldguard-ExprRegionPriority
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=skript-worldguard-ExprRegions
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=Skript-ExprRegionsAt
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=skript-worldguard-ExprRegionsAt
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=SkBriggy-SecRegisterArg
Register Discord Command
EffectDiSky
Adds or replaces (by name) one or more application commands of a bot (globally) or of a guild, leaving the other registered commands alone. Use 'update the discord commands' to replace the whole list. Once done, 'command id of' each command is known./docs?id=DiSky-EffRegisterCommands
Register Listener
EffectskLambda
Activates a listener that was defined with `set %~object% to listener for ...:`. No-op if already active./docs?id=skLambda-EffRegisterListener
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=Skript-EffRegisterTag
Registered Discord Commands
ExpressionDiSky
The application commands currently registered on Discord: globally for a bot, or for one guild. They come back as regular command objects (with their 'command id'), so they can be edited and pushed again. This asks Discord, so it needs 'await'./docs?id=DiSky-ExprRegisteredCommands
Registry - Instrument
ExpressionSkBee
Create a new instrument with specified properties. This can be used in the [**Instrument Component**](https://minecraft.wiki/w/Data_component_format#instrument). See [**Instrument Definition**](https://minecraft.wiki/w/Instrument_definition) on McWiki for more information./docs?id=SkBee-SecExprMusicalInstrument
Registry - Registry Key
TypeSkBee
Represents a key for a Minecraft registry. Values in square brackets resemble the Skript type linked to the registry. NOTE: These are auto-generated and may differ between server versions, currently generated for Minecraft 26.3./docs?id=SkBee-registrykey
Registry - Registry Value
ExpressionSkBee
Get the value of a registry entry by key./docs?id=SkBee-ExprRegistryValue
Registry - Registry Values
ExpressionSkBee
Get all values from a registry./docs?id=SkBee-ExprRegistryValues
Registry - Tag Key
TypeSkBee
Represents a key for a Minecraft tag. TagKeys can also compare if it contains objects (Think of them like a list)./docs?id=SkBee-tagkey
Registry - Tag Key Values
ExpressionSkBee
Get all values from a tag key./docs?id=SkBee-ExprRegistryTagKeyValues
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=SkBee-ExprRegistryTagKeyFrom
Registry - TagKeys from Registry
ExpressionSkBee
Get all the tag keys that belong to a registry./docs?id=SkBee-ExprRegistryTagKeys
Registry - Typed Key
TypeSkBee
Represents the key for a value in a Minecraft registry./docs?id=SkBee-typedkey
Registry Object Serialization
EffectSkNMS
Serialize a registry object to a json file. This will serialize to Minecraft's datapack format and output to the `plugins/SkNMS/data` folder./docs?id=SkNMS-EffRegistrySerialization
Registry Registration
StructureSkNMS
This structure is used for registering new registry entries such as custom biomes and enchantments./docs?id=SkNMS-StructRegistryRegistration
Relational Placeholder Players
Expressionskript-placeholders
The two players involved in a relational placeholder request./docs?id=skript-placeholders-ExprRelationalPlaceholderPlayers
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=Skript-EffReleaseEntityStorage
Remaining Air
ExpressionSkript
How much time a player has left underwater before starting to drown./docs?id=Skript-ExprRemainingAir
Remove Entity Entities For Players
EffectLuskv2
/docs?id=uqmfq
Remove Oraxen Block
EffectOraxen
Removes an Oraxen custom block at the specified location without drops./docs?id=Oraxen-EffRemoveOraxenBlock
Remove Oraxen Furniture
EffectOraxen
Removes Oraxen furniture at the specified location or entity without drops./docs?id=Oraxen-EffRemoveOraxenFurniture
Remove Time Out
EffectDiSky
Lifts a member's time out./docs?id=DiSky-EffRemoveTimeOut
Repeat String
ExpressionSkript
Repeats inputted strings a given amount of times./docs?id=Skript-ExprRepeat
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). - `async` = Will run the task off the main thread (Only works for global schedulers). - `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=SkBee-SecWhileRunnable
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=Skript-EffReplace
Replace Blocks
Effectskript-worldedit
Replaces blocks in a region that match a certain mask with a given pattern./docs?id=skript-worldedit-EffReplace
Replace Component
EffectDiSky
Swaps one component of a sent message, found by its text id (a button, a dropdown) or its unique id (any component, including text displays and sections inside a container), for a new one. Every other component is kept as it is. Inside a button or dropdown click on that same message, the edit is the interaction's answer./docs?id=DiSky-EffReplaceComponent
Reply With
EffectDiSky
Replies to the current event: in a message event the reply is posted in the event's channel, in an interaction event (slash command, button, ...) it answers the interaction. 'hidden' makes an interaction reply ephemeral (only the user who triggered it sees it); it is ignored outside interactions. 'with reference' links the reply to a message, like Discord's own reply feature. A message builder can be replied with too: its content, embeds, attachments and poll are sent, its own channel is ignored. A component (a container, a row, a button...) is sent on its own./docs?id=DiSky-EffReplyWith
Resolve Text Component
ExpressionSkript
Resolves a component with the context of a command sender or other entity. Certain kinds of components, such as NBT components, Score components, and Selector components, are required to be resolved to display a proper output. Note that the option to bypass required permissions only applies for players./docs?id=Skript-ExprResolvedComponent
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=Skript-ExprResonatingTime
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=Skript-CondResourcePack
Resource Pack Remove
EffectSkBee
Remove all resource packs from a player or remove resource packs from uuids./docs?id=SkBee-EffResourcePackRemove
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=SkBee-EffResourcePackSend
Resource Pack State
TypeSkript
The state in a resource pack request response event./docs?id=Skript-resourcepackstate
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=SkBee-EffResourcePackApply
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=SkBee-SecResourcePack
ResourcePack - Status - Intermediate
ConditionSkBee
Whether, after receiving this status, further status events might occur./docs?id=SkBee-CondResourcePackStatusIntermediate
Respawn Anchor Charges
ExpressionSkript
The charges of a respawn anchor./docs?id=Skript-ExprCharges
Respawn Location
ExpressionSkript
The location that a player should respawn at. This is used within the respawn event./docs?id=Skript-ExprRespawnLocation
Respawn Reason
ExpressionSkript
The <a href='#respawnreason'>respawn reason</a> in a <a href='#respawn'>respawn</a> event./docs?id=Skript-ExprRespawnReason
Respawn Reason
TypeSkript
The respawn reason in a respawn event./docs?id=Skript-respawnreason
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=Skript-ExprResult
Return
EffectSkript
Makes a trigger or a section (e.g. a function) return a value/docs?id=Skript-EffReturn
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=skript-yaml-ExprAllLoadedYaml
Return Slash Choices
EffectDiSky
Answers an autocomplete request with up to 25 suggestions and stops the trigger. Give choices, or plain texts / numbers (used as both the label and the value). Only in 'on slash completion' and in an 'on completion request:' section of a slash command structure./docs?id=DiSky-EffReturnChoices
Reversed List
ExpressionSkript
Reverses given list./docs?id=Skript-ExprReversedList
Revoke Group
Effectskript-luckperms
Removes a group from a user./docs?id=skript-luckperms-EffRevokeGroup
Revoke Permission
Effectskript-luckperms
Removes a permission from a user./docs?id=skript-luckperms-EffRevokePermission
rgb
FunctionSkript
Returns a RGB color from the given red, green and blue parameters. Alpha values can be added optionally but these only take affect in certain situations, like text display backgrounds./docs?id=Skript-rgb
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=Skript-EffRing
Ringing Time
ExpressionSkript
Returns the ringing time of a bell. A bell typically rings for 50 game ticks./docs?id=Skript-ExprRingingTime
Role
TypeDiSky
/docs?id=DiSky-role
Role Builder Hoisted
ExpressionDiSky
Whether the role being built is displayed separately in the member list./docs?id=DiSky-PropRoleActionHoisted
Role Builder Mentionable
ExpressionDiSky
Whether the role being built can be mentioned by anyone./docs?id=DiSky-PropRoleActionMentionable
Role Colors
ExpressionDiSky
The full color set (primary / secondary / tertiary) of the role (JDA 6.x role colors)./docs?id=DiSky-PropRoleRoleColors
Role is Hoisted
ConditionDiSky
Whether the role is hoisted (shown separately in the member list)./docs?id=DiSky-CondRoleHoisted
Role is Mentionable
ConditionDiSky
Whether the role can be mentioned by anyone./docs?id=DiSky-CondRoleMentionable
Role Position
ExpressionDiSky
The position (ordering index) of the role within the guild's role list./docs?id=DiSky-PropRoleRolePosition
Role With Id
ExpressionDiSky
The role with the given id, looked up in cache./docs?id=DiSky-GetterExpr_Role
Roleaction
TypeDiSky
/docs?id=DiSky-roleaction
Rolecolor
TypeDiSky
/docs?id=DiSky-rolecolor
root
FunctionSkript
Calculates the <i>n</i>th root of a number./docs?id=Skript-root
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=Skript-EffRotate
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=skript-particle-EffRotateShape
Rotate/Pivot
EffectDisplayEntityUtils
Update the axis rotation of an active group/part or display entity, in degrees. In groups, this only applies to display entity parts and display entities. Using this on a non-display entity will pivot it around a location, as long as location is provided./docs?id=DisplayEntityUtils-EffActiveRotate
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=Skript-ExprRotate
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=skript-particle-ExprRotation
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=Skript-ExprQuaternionAxisAngle
round
FunctionSkript
Rounds a number, i.e. returns the closest integer to the argument. Place a second argument to define the decimal placement./docs?id=Skript-round
Rounding
ExpressionSkript
Rounds numbers normally, up (ceiling) or down (floor) respectively./docs?id=Skript-ExprRound
Row
TypeDiSky
/docs?id=DiSky-row
Run
EffectSkript
Executes a task (a function). Any returned result is discarded./docs?id=Skript-EffRun
Run Function (Expression Section)
ExpressionSkCheese
Runs a function with the specified arguments./docs?id=SkCheese-ExprSecFunction
Run Function (Section)
SectionSkCheese
Executes a function using a section. Pass parameters by doing 'parameter name as value'/docs?id=SkCheese-SecRunFunction
Run Lambda
EffectskLambda
Runs a lambda, ignoring any return value./docs?id=skLambda-EffRunLambda
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=Lusk-SecSilent
Running Minecraft
ConditionSkript
Checks if current Minecraft version is given version or newer./docs?id=Skript-CondMinecraftVersion
Runtime Error / Warning
EffectSkCheese
Throws a runtime error or warning./docs?id=SkCheese-EffRuntimeError
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=Skript-ExprSaturation
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=Skript-EffWorldSave
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=skript-yaml-EffSaveYaml
Saved Group
TypeDisplayEntityUtils
Represents a saved Display Entity Group/Model/docs?id=DisplayEntityUtils-savedgroup
Scalable Particle Effect
TypeSkript
A particle effect which can be scaled up or down./docs?id=Skript-scalableparticle
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=Skript-PropExprScale
Scanned List
ExpressionskLambda
Like `reduced`, but keeps every intermediate result instead of just the final one, so it's handy for cumulative totals. The list is combined pairwise left-to-right with a two-argument lambda (accumulator, next element), and each running result is emitted. For `3, 5, 2` and an adding lambda this yields `3, 8, 10`. Without a seed, a one-element list scans to that element and an empty list scans to nothing. With `from %object%`, that value seeds the accumulator and is itself the first result, so `3, 5, 2` from 100 yields `100, 103, 108, 110` and an empty list scans to just the seed./docs?id=skLambda-ExprScanned
Scheduled Event Channel
ExpressionDiSky
The guild channel a scheduled event is bound to, or null for external events./docs?id=DiSky-PropScheduledEventEventChannel
Scheduled Event Interested Members
ExpressionDiSky
The members interested in a scheduled event. Fetched online, so it requires 'await'. Only the first page (up to 100 members) is returned./docs?id=DiSky-PropScheduledEventInterestedMembers
Scheduled Event Location
ExpressionDiSky
The location of a scheduled event: a channel id for channel-bound events, or the external place./docs?id=DiSky-PropScheduledEventDiscordLocation
Scheduled Event Status
ExpressionDiSky
The status of a scheduled event (scheduled, active, completed or cancelled). Settable to transition the event (e.g. set to "active" to start it)./docs?id=DiSky-PropScheduledEventEventStatus
Scheduled Event Type
ExpressionDiSky
The type of a scheduled event (stage instance, voice or external)./docs?id=DiSky-PropScheduledEventEventType
Scheduled Event With Id
ExpressionDiSky
The scheduled event with the given id, from cache./docs?id=DiSky-GetterExpr_ScheduledEvent
Scheduledevent
TypeDiSky
/docs?id=DiSky-scheduledevent
Scheduledeventaction
TypeDiSky
/docs?id=DiSky-scheduledeventaction
Schematic - Delete
Effectskript-worldedit
Deletes a schematic. Nothing too fancy./docs?id=skript-worldedit-EffDeleteSchematic
Schematic - Exists
Conditionskript-worldedit
Checks whether a schematic with a given name exists./docs?id=skript-worldedit-CondSchematicExists
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=skript-worldedit-EffPasteSchematic
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=skript-worldedit-SecPasteSchematic
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=skript-worldedit-EffSaveSchematic
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=skript-worldedit-SecSaveSchematic
Scoreboard
TypeSkBee
Represents the vanilla scoreboard of the server/players. This can be the main server scoreboard, or a custom scoreboard. Do note custom scoreboards are not persistent (do not save to the server). Multiple players can share a custom scoreboard. See [**Scoreboard**](https://minecraft.wiki/w/Scoreboard) on McWiki for more info./docs?id=SkBee-scoreboard
Scoreboard - Criteria
TypeSkBee
Represents a criteria for a scoreboard objective. See [**Criteria**](https://minecraft.wiki/w/Scoreboard#Criteria) on McWiki for more info./docs?id=SkBee-criteria
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=SkBee-ExprCriteriaCreate
Scoreboard - Objective
TypeSkBee
Represents an objective in a scoreboard. When deleting, the objective will be unregistered. See [**Objectives**](https://minecraft.wiki/w/Scoreboard#Objectives) on McWiki for more info./docs?id=SkBee-objective
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=SkBee-ExprObjCreate
Scoreboard - Objective DisplaySlot
ExpressionSkBee
Get/Set the display slot of an objective./docs?id=SkBee-ExprObjDisplaySlot
Scoreboard - Objective from Criteria
ExpressionSkBee
Get objectives from specific criterias of scoreboards./docs?id=SkBee-ExprObjFromCriteria
Scoreboard - Objective from DisplaySlot
ExpressionSkBee
Get/clear objectives from specific display slots of scoreboards./docs?id=SkBee-ExprObjFromDisplaySlot
Scoreboard - Objective Get
ExpressionSkBee
Get an already registered objective. Optionally can input a scoreboard (will default to main scoreboard)./docs?id=SkBee-ExprObjGet
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=SkBee-ExprObjName
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=SkBee-ExprObjNumberFormat
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=SkBee-ExprObjScore
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=SkBee-ExprObjectiveScoreCustomName
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=SkBee-CondObjModifiable
Scoreboard - Scoreboard Get
ExpressionSkBee
Get the vanilla scoreboard, or create a new scoreboard (custom scoreboard are not persistent)./docs?id=SkBee-ExprScoreboard
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=SkBee-ExprScoreboardPlayer
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=SkBee-ExprTeamCreate
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=Skript-ExprScoreboardTags
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=Skript-ExprScript
Script
TypeSkript
A script loaded by Skript. Disabled scripts will report as being empty since their content has not been loaded./docs?id=Skript-script
Script Command Cooldown Information
ExpressionSkript
Only usable in script commands. Represents the cooldown time, the cooldown bypass permission, the remaining cooldown time, the elapsed cooldown time./docs?id=Skript-ExprCmdCooldownInfo
Script Command Suggestion Filtering Mode
EffectSkript
Controls how suggestions are filtered for script commands. With no filtering, suggestions are simply displayed as set. With 'starts with' filtering, only suggestions that start with the current input are displayed. With 'contains' filtering, only suggestions that contain the current input are displayed./docs?id=Skript-EffSuggestionFilteringMode
Script Command Suggestion Input
ExpressionSkript
Usable in a script command's "suggestions" entry. This provides information including the full content of what the player has typed so far, what they have typed as part of the current argument, and at what position within the full content the current argument starts (starting from 1)./docs?id=Skript-ExprCommandInput
Script Command Suggestions
ExpressionSkript
Usable in a script command's "suggestions" entry. Allows modifying the suggestions displayed while a command is being typed./docs?id=Skript-ExprCommandSuggestions