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Citizen Forcefield Strength
ExpressionSkonic
The strength of a forcefield/docs?id=Skonic-ExprForcefieldStrength
Citizen Forcefield Vertical Strength
ExpressionSkonic
The vertical strength of a Citizen NPC's forcefield./docs?id=Skonic-ExprForcefieldVertStrength
Citizen Forcefield Width
ExpressionSkonic
The width of a Citizen NPC's forcefield./docs?id=Skonic-ExprForcefieldWidth
Citizen Gamemode
ExpressionSkonic
The gamemode of a Citizens NPC. Only applicable if the Citizen's entity type is a Player./docs?id=Skonic-ExprCitizenGamemode
Citizen Glow Color
ExpressionSkonic
The glow color of a Citizens NPC, in the Chat Color class./docs?id=Skonic-ExprCitizenGlowColor
Citizen Gravity
ExpressionSkonic
Whether the Citizens NPC is affected by gravity/docs?id=Skonic-ExprCitizenGravity
Citizen Has Forcefield
ConditionSkonic
Whether a Citizens NPC has a forcefield./docs?id=Skonic-CondCitizenHasForcefield
Citizen Hitbox
TypeSkonic
Represesnts a Citizens Hitbox/docs?id=Skonic-npchitbox
Citizen Hitbox
ExpressionSkonic
The hitbox of a Citizens NPC/docs?id=Skonic-ExprCitizenHitbox
Citizen Hitbox Height
ExpressionSkonic
The height of a Citizen hitbox./docs?id=Skonic-ExprHitboxHeight
Citizen Hitbox Scale
ExpressionSkonic
The scale/multiplier of a Citizen Hitbox./docs?id=Skonic-ExprHitboxScale
Citizen Hitbox Width
ExpressionSkonic
The width of a Citizen Hitbox./docs?id=Skonic-ExprHitboxWidth
Citizen ID
ExpressionSkonic
Get the ID of a citizen/docs?id=Skonic-ExprCitizenID
Citizen Is Aggressive
ConditionSkonic
Returns the bool of whether the citizen is aggressive./docs?id=Skonic-CondCitizenIsAggressive
Citizen Is Collidable
ConditionSkonic
Whether a Citizens NPC is collidable. By entities or fluids./docs?id=Skonic-CondCitizenIsCollidable
Citizen Is Flyable
ConditionSkonic
Whether a Citizens NPC is flyable./docs?id=Skonic-CondCitizenIsFlyable
Citizen Is Glowing
ConditionSkonic
Checks whether a Citizens NPC is glowing./docs?id=Skonic-CondCitizenIsGlowing
Citizen Is Navigating
ConditionSkonic
Returns the bool of whether the citizen is pathfinding./docs?id=Skonic-CondCitizenIsNavigating
Citizen is Owned By
ConditionSkonic
Returns if a Citizens NPC is owned by a specific player./docs?id=Skonic-CondCitizenIsOwnedBy
Citizen Is Paused
ConditionSkonic
Whether the navigator of a Citizens NPC is paused./docs?id=Skonic-CondCitizenIsPaused
Citizen Is Targetable
ConditionSkonic
Make a Citizens NPC targetable by other mobs./docs?id=Skonic-CondCitizenIsTargetable
Citizen Is Vulnerable
ConditionSkonic
Returns whether the Citizen can be attacked or not./docs?id=Skonic-CondCitizenIsVulnerable
Citizen Look Close
ExpressionSkonic
The look close trait of the citizen. Whether the citizen should or should not look at the closest player./docs?id=Skonic-ExprLookClose
Citizen Metadata
ExpressionSkonic
The value of a Citizen's metadata./docs?id=Skonic-ExprCitizenMetadata
Citizen Mirror
EffectSkonic
Enable/Disable a Citizens NPC's Mirror Trait/docs?id=Skonic-EffCitizenMirror
Citizen Name
ExpressionSkonic
Get the name of a citizen/docs?id=Skonic-ExprNameOfCitizen
Citizen Nametag Visibility
ExpressionSkonic
Whether a Citizens NPC's nameplate is visible./docs?id=Skonic-ExprCitizenNameTagVisibility
Citizen Owner (UUID)
ExpressionSkonic
The 'owner' of a Citizens NPC, if null, then it is owned by the server, else a player./docs?id=Skonic-ExprCitizenOwner
Citizen Pathfind
EffectSkonic
Makes the citizen attempt to pathfind to the given location.If that location is linked to an entity, it will not move with the entity./docs?id=Skonic-EffCitizenPathfind
Citizen Pose
ExpressionSkonic
The pose of a Citizens NPC/docs?id=Skonic-ExprCitizenPose
Citizen Skin
ExpressionSkonic
Returns the skin of a Citizen./docs?id=Skonic-ExprCitizenSkin
Citizen Start/Stop Glowing
EffectSkonic
Makes a Citizens NPC start or stop glowing, with color./docs?id=Skonic-EffCitizenGlow
Citizen Target
ExpressionSkonic
The target of a Citizens NPC. Setting is done via the Citizen Attack effect./docs?id=Skonic-ExprCitizenTarget
Citizen Uses Minecraft AI
ConditionSkonic
Whether a Citizens NPC is using Minecraft's built-in AI or Citizens AI./docs?id=Skonic-CondCitizenUsesMCAI
Citizen With ID
ExpressionSkonic
Gets the citizen with the given ID/docs?id=Skonic-ExprCitizenWith
Citizens - is NPC
ConditionLusk
Checks if an entity is an NPC. (Citizens)/docs?id=Lusk-CondNPC
Citizens NPC
TypeSkonic
Represents a Citizens NPC./docs?id=Skonic-npc
clamp
FunctionSkript
Clamps one or more values between two numbers. This function retains indices/docs?id=Skript-clamp
Clear Entity Storage
EffectSkript
Clear the stored entities of an entity block storage (i.e. beehive)./docs?id=Skript-EffClearEntityStorage
clear_all_effects
FunctionSkBee
/docs?id=SkBee-clear_all_effects
Click Type
TypeSkript
Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side./docs?id=Skript-clicktype
Clicked Block/Entity/Inventory/Slot
ExpressionSkript
The clicked block, entity, inventory, inventory slot, inventory click type or inventory action./docs?id=Skript-ExprClicked
Client Brand
ExpressionSkBee
Returns player's client brand name. If the client didn't send this information, the brand name will be null. For the Notchian client this name defaults to "vanilla". Some modified clients report other names such as "forge". Requires a PaperMC server./docs?id=SkBee-ExprClientBrand
Client Bundle Packet
TypeLuskv2
A packet that wraps around other packets to send them to the client all at once./docs?id=a7ncz
Clientbound Packet
TypeLuskv2
A packet bound to the client. Sent from the server to the client./docs?id=f11mk
Clone Active Group
EffectDisplayEntityUtils
Create a clone of an active group/docs?id=DisplayEntityUtils-EffActiveGroupClone
Clone Citizen
EffectSkonic
Clones a citizen and spawns a copy at the given location./docs?id=Skonic-EffCloneCitizen
Color
TypeSkript
Wool, dye and chat colors./docs?id=Skript-color
Color from Hex
ExpressionDiSky
Get a color from a hexadecimal string. Do not include the # in the string./docs?id=DiSky-ColorFromHex
Color from Hex Code
ExpressionSkript
Returns a proper argb color from a hex code string. The hex code must contain RRGGBB values, but can also contain a leading # or AARRGGBB format. Invalid codes will cause runtime errors./docs?id=Skript-ExprColorFromHexCode
Color Items
EffectSkript
Colors items in a given <a href='#color'>color</a>. You can also use RGB codes if you feel limited with the 16 default colors. RGB codes are three numbers from 0 to 255 in the order <code>(red, green, blue)</code>, where <code>(0,0,0)</code> is black and <code>(255,255,255)</code> is white. Armor is colorable for all Minecraft versions. With Minecraft 1.11 or newer you can also color potions and maps. Note that the colors might not look exactly how you'd expect./docs?id=Skript-EffColorItems
Color of
ExpressionSkript
The <a href='#color'>color</a> of an item, entity, block, firework effect, or text display. This can also be used to color chat messages with "&lt;%color of ...%&gt;this text is colored!". Do note that firework effects support setting, adding, removing, resetting, and deleting; text displays support setting and resetting; and items, entities, and blocks only support setting, and only for very few items/blocks./docs?id=Skript-ExprColorOf
Colored/Formatted/Uncolored
ExpressionSkript
Parses or removes colors and, optionally, chat styles in/from a message./docs?id=Skript-ExprColored
combinations
FunctionSkript
Get the number of possible sets from 1 to 'options' with each set having a size equal to 'selected' For example, a combination with 3 options and a set size of 1, returns 3: (1), (2), (3) A combination of 3 options with a set size of 2 returns 3: (1, 2), (1, 3), (2, 3) Note that the bigger the 'options' and lower the 'selected' may result in approximations or even infinity values. Combinations differ from permutations in that combinations focus on unique sets, ignoring the order of elements, whereas permutations account for the arrangement of elements within the set. Example: (1, 2) and (2, 1) represent a single combination since order doesn't matter in combinations, but they are two distinct permutations because permutations consider the order./docs?id=Skript-combinations
Command
EffectSkript
Executes a command. This can be useful to use other plugins in triggers. If the command is a bungeecord side command, you can use the [bungeecord] option to execute command on the proxy./docs?id=Skript-EffCommand
Command
StructureSkript
Used for registering custom commands./docs?id=Skript-StructCommand
Command
ExpressionSkript
The command that caused an 'on command' event (excluding the leading slash and all arguments)/docs?id=Skript-ExprCommand
Command Block - Command
ExpressionLusk
Returns the command within a command block. Can be set. Works with minecart with command block./docs?id=Lusk-ExprCommandBlockCommand
Command Block Command
ExpressionSkript
Gets or sets the command associated with a command block or minecart with command block./docs?id=Skript-ExprCommandBlockCommand
Command Info
ExpressionSkript
Get information about a command./docs?id=Skript-ExprCommandInfo
Command Localization
ExpressionDiSky
Represents the localization of the name or the description of a slash/sub command. You can add **Locale Data** (check for expression) to them. Basically, the command's name & description will be according to the client's language code. Documentation: https://docs.disky.me/advanced-stuff/slash-commands#using-localizations-v4.3.0+/docs?id=DiSky-PropLocalization
Command Sender
TypeSkript
A player or the console./docs?id=Skript-commandsender
Command Sender
ExpressionSkript
The player or the console who sent a command. Mostly useful in <a href='commands'>commands</a> and <a href='#command'>command events</a>. If the command sender is a command block, its location can be retrieved by using %block's location%/docs?id=Skript-ExprCommandSender
CommandTree - Command
StructureSkBriggy
Command trees are similar to regular commands with the difference being the arguments are in a tree. By having a tree, each argument can have sub args as well as their own triggers. See [**SkBriggy Wiki**](https://github.com/ShaneBeee/SkBriggy/wiki/Command-Tree) for more detailed info. Command names can include namespaces, ex: `brig command tree /mycommands:somecommand`. Defaults to `minecraft` when excluded. **Entries/Sections**: `executor_type` = What types of execturs can run this command (Optional, defaults to `all`). `permission` = Just like Skript, the permission the player will require for this command. `description` = Just like Skript, this is a string that will be used in the help command. `usages` = This is the usage which is shown in the specific `/help <command>` page. Separate multiple usages by comma. `aliases` = Aliases for this command. `override` = Whether to completely wipe out other commands with the same name, such as vanilla Minecraft commands (Defaults to false). `register arg` = Register another subcommand within this one. Supports multiple. `trigger` = Like any other command, this is what will execute when the command is run./docs?id=SkBriggy-StructBrigCommandTree
CommandTree - SubCommand
SectionSkBriggy
Register a sub command in a command tree. A sub command is just an argument that can have its own sub commands and triggers. See [**SkBriggy Wiki**](https://github.com/ShaneBeee/SkBriggy/wiki/Command-Tree) for more detailed info. **Notes**: - A `greedy string` arg always has to be last, you cannot register another subcommand within it. - Optionals are a little funny, you cannot have a required subcommand within an optional subcommand. - Min/Max can only be used on number subcommands. - The name/id you choose for your subcommand will automatically be made into a local variable. - List arg types (ie: players/entities) will create list variables. DO NOT repeat names. See examples. **Entries/Sections**: `permission` = Each subcommand can have its own permission. `suggestions` = You can apply suggestions (with tooltips) to a subcommand. See `apply suggestion` effect, and examples. `register arg` = Register another subcommand within this one. Supports multiple. `trigger` = Like any other command, this is what will execute when the command is run./docs?id=SkBriggy-SecSubCommand
Comparison
ConditionSkript
A very general condition, it simply compares two values. Usually you can only compare for equality (e.g. block is/isn't of &lt;type&gt;), but some values can also be compared using greater than/less than. In that case you can also test for whether an object is between two others. Note: This is the only element where not all patterns are shown. It has actually another two sets of similar patters, but with <code>(was|were)</code> or <code>will be</code> instead of <code>(is|are)</code> respectively, which check different <a href='#ExprTimeState'>time states</a> of the first expression./docs?id=Skript-CondCompare
Compass Target
ExpressionSkript
The location a player's compass is pointing at. As of Minecraft 1.21.4, the compass is controlled by the resource pack and by default will not point to this compass target when used outside of the overworld dimension./docs?id=Skript-ExprCompassTarget
concat
FunctionSkript
Joins the provided texts (and other things) into a single text./docs?id=Skript-concat
Condition - Event Cancelled
Conditionskript-reflect
/docs?id=skript-reflect-CondEventCancelled
Condition - Expression Statement
Conditionskript-reflect
/docs?id=skript-reflect-CondExpressionStatement
Condition - Is Instance Of
Conditionskript-reflect
/docs?id=skript-reflect-CondIsInstanceOf
Conditional / Unconditional
EffectSkript
Sets whether the provided command blocks are conditional or not./docs?id=Skript-EffCommandBlockConditional
Conditionals
SectionSkript
Conditional sections if: executed when its condition is true else if: executed if all previous chained conditionals weren't executed, and its condition is true else: executed if all previous chained conditionals weren't executed parse if: a special case of 'if' condition that its code will not be parsed if the condition is not true else parse if: another special case of 'else if' condition that its code will not be parsed if all previous chained conditionals weren't executed, and its condition is true/docs?id=Skript-SecConditional
Config
TypeSkript
A configuration (or code) loaded by Skript, such as the config.sk or aliases. Configs can be reloaded or navigated to find options./docs?id=Skript-config
Config
ExpressionSkript
The Skript config. This can be reloaded, or navigated to retrieve options./docs?id=Skript-ExprConfig
Connect
EffectSkript
Connect a player to a server running on your proxy, or any server supporting transfers. Read below for more information. If the server is running Minecraft 1.20.5 or above, you may specify an IP and Port to transfer a player over to that server. When transferring players using an IP, the transfer will not complete if the `accepts-transfers` option isn't enabled in `server.properties` for the server specified. If the port is not provided, it will default to `25565`./docs?id=Skript-EffConnect
Connect / Disconnect Bot
EffectDiSky
Connect or disconnect a bot to a specific audio channel (or disconnect it from the current one). The bot must have the required permissions to connect to the channel. If using the disconnect pattern, only the guild will be required./docs?id=DiSky-ConnectBot
Console
ExpressionSkript
Represents the server's console which can receive messages and execute commands/docs?id=Skript-LitConsole
Consume Boosting Firework
EffectSkript
Prevent the firework used in an 'elytra boost' event to be consumed./docs?id=Skript-EffElytraBoostConsume
Consume Brewing Fuel
EffectSkript
Makes the brewing stand in a brewing fuel event consume its fuel. Preventing the fuel from being consumed will keep the fuel item and still add to the fuel level of the brewing stand./docs?id=Skript-EffBrewingConsume
Consumed Item
ExpressionSkript
Represents the item consumed within an entity shoot bow and item consume event./docs?id=Skript-ExprConsumedItem
Container
ExpressionDiSky
/docs?id=DiSky-container
Contains (Property)
ConditionSkript
Checks whether a type or list contains certain elements. When checking if a list contains a specific element, use '{list::*} contains {x}'. When checking if a single type contains something, use `player's inventory contains {x}`. When checking if many types contain something, use '{inventories::*} contain {x}` or `contents of {inventories::*} contain {x}`./docs?id=Skript-PropCondContains
Continue
EffectSkript
Moves the loop to the next iteration. You may also continue an outer loop from an inner one. The loops are labelled from 1 until the current loop, starting with the outermost one./docs?id=Skript-EffContinue
Converging Particle Effect
TypeSkript
A particle effect where particles converge towards a point./docs?id=Skript-convergingparticle
Cooldown Time/Remaining Time/Elapsed Time/Last Usage/Bypass Permission
ExpressionSkript
Only usable in command events. Represents the cooldown time, the remaining time, the elapsed time, the last usage date, or the cooldown bypass permission./docs?id=Skript-ExprCmdCooldownInfo
Copy Into Variable
EffectSkript
Copies objects into a variable. When copying a list over to another list, the source list and its sublists are also copied over. <strong>Note: Copying a value into a variable/list will overwrite the existing data.</strong>/docs?id=Skript-EffCopy
cos
FunctionSkript
The cosine function. This is basically the <a href='#sin'>sine</a> shifted by 90°, i.e. <code>cos(a) = sin(a + 90°)</code>, for any number a. Uses degrees, not radians./docs?id=Skript-cos
Cover of Scheduled Event
ExpressionDiSky
Get the cover of a scheduled event. Links to a potentially heavily compressed image. You can append a size parameter to the URL if needed. Example: ?size=4096 This can returns null if no cover is set for the event./docs?id=DiSky-EventCover
Cow Variant
TypeSkript
Represents the variant of a cow entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:warm'./docs?id=Skript-CowVariant
Create (rich) Message
SectionDiSky
Creates a rich message. A rich message can receive the following data: - Content - Embed[s] (default max is 1, webhooks can send up to 5) - Attachment(s) (supports images if SkImage is installed) - Components This will be used to both post & edit a message. Simply change what you want and pass the result of the section to the edit effect./docs?id=DiSky-CreateMessage
Create / Edit GUI
Sectionskript-gui
The base of creating and editing GUIs./docs?id=skript-gui-SecCreateGUI
Create Action Channel/Role
EffectDiSky
Create a channel or role action (manager) and store the created entity in a variable./docs?id=DiSky-CreateAction
Create Auto Mod
SectionDiSky
/docs?id=DiSky-CreateAutoMod
Create Display Animator
ExpressionDisplayEntityUtils
Create a display animator to play animations on an active group/docs?id=DisplayEntityUtils-ExprDisplayAnimator
Create Emote
EffectDiSky
Create a new emote in a specific guild. The name must be between 2 and 32 chars and the guild should not have an emote with the same name. The URL will represent the image, and can be either a web URL or a local path./docs?id=DiSky-CreateEmote
Create Group
Effectskript-luckperms
Creates a new luckperms group and then loads it into memory./docs?id=skript-luckperms-EffCreateGroup
Create Instance Of String As String
EffectLibImporter
/docs?id=9ymo7
Create Invite
EffectDiSky
Create a new invite for a guild or channel with optional max uses and expiration time. The invite will be stored in the specified variable./docs?id=DiSky-CreateInvite
Create Loot Context
ExpressionSkript
Create a loot context./docs?id=Skript-ExprSecCreateLootContext
Create Post
EffectDiSky
Create a new post in a forum channel. The output value will be the newly created thread channel./docs?id=DiSky-CreatePost
Create Region
Effectskript-worldguard
An effect to create a WorldGuard region. A temporary region is a region that will not be saved, meaning it is lost when the server restarts. A global region is a region that has no boundaries, meaning it covers the entire world. A cuboid region is the traditional WorldGuard region. It has two points to determine the boundaries. A polygonal region comprises many points. These points are used to draw a two-dimensional shape. Then, with the provided heights, the shape is extended vertically to form the region. At least three points must be provided to create a polygonal region. Note that if you do not specify the world for a region, you must be sure that the locations provided all have the same world. Note that Region IDs are only valid if they contain letters, numbers, underscores, commas, single quotation marks, dashes, pluses, and forward slashes. Note that if you attempt to create a region in a world where a region with the same ID already exists, that region will be replaced. Note that if you do not specify the minimum and maximum heights for a polygonal region, those values will be calculated from the points./docs?id=skript-worldguard-EffCreateRegion
Create Rule
EffectDiSky
/docs?id=DiSky-CreateRule
Create Scheduled Event
EffectDiSky
Create a new scheduled event in a specific channel or at a specific place. If you use the second pattern (without channel), you'll have to specify the guild where the event will be created, and a start & end date. If you use the first pattern (with channel), you'll just have to specific the channel itself and a start date. Scheduled events currently only support stage & voice channels./docs?id=DiSky-CreateScheduledEvent
Create Slime Properties
ExpressionSlimeLink
Create a SlimePropertyMap with default values./docs?id=d7svf
Create Slime World
EffectSlimeLink
Create a new Slime World with a name, slime properties, and whether it's readOnly./docs?id=9oi3p
Create Spline
Effectskript-worldedit
Create a spline using a set of locations. The order of the locations in this effect matter. A rigid spline will create straight lines from location to location, whereas a non-rigid spline will createa curved line which goes through all the locations./docs?id=skript-worldedit-EffSpline
Create Thread
EffectDiSky
Create a new thread in a text channel with a base name. The bot used in that effect will automatically join the thread, so you don't have to make it join yourself. If you create a private thread, then you cannot specify a message. Else, the Thread will be created based on the specified message. Creating private thread need the guild to be level 2 or more, else it'll throw an exception./docs?id=DiSky-CreateThread
Create Track
Effectskript-luckperms
Creates a new luckperms track and then loads it into memory./docs?id=skript-luckperms-EffCreateTrack
Create WorldBorder
ExpressionSkript
Creates a new, unused world border. World borders can be assigned to either worlds or specific players. Borders assigned to worlds apply to all players in that world. Borders assigned to players apply only to those players, and different players can have different borders./docs?id=Skript-ExprSecCreateWorldBorder
Created Damage Source
ExpressionSkript
Get the created damage source being created/modified in a 'custom damage source' section./docs?id=Skript-ExprCreatedDamageSource
Created Potion Effect
ExpressionSkript
An expression to obtain the potion effect being made in a potion effect creation section./docs?id=Skript-ExprSkriptPotionEffect
Creation Date
ExpressionDiSky
Get the creation date (as Skript date) of any ISnowFlake entity, including, but not limited to: - Member - User - Role - Guild - Channel - etc.../docs?id=DiSky-CreationDate
Creator Components Row
SectionDiSky
Creates a row of components. The specified variable will contains the created row once the section is executed. For now, a row can only hold multiple components of type Button! Use 'the last row builder' expression (within the section) to change the values of the row!/docs?id=DiSky-CreateRow
Creator of Scheduled Event
ExpressionDiSky
Get the creator of a scheduled event. May return none if user has deleted their account, the User object is not cached or the event was created before Discord started keeping track of event creators on October 21st, 2021/docs?id=DiSky-EventCreator
Creature/Entity/Player/Projectile/Villager/Powered Creeper/etc.
ExpressionSkript
The entity involved in an event (an entity is a player, a creature or an inanimate object like ignited TNT, a dropped item or an arrow). You can use the specific type of the entity that's involved in the event, e.g. in a 'death of a creeper' event you can use 'the creeper' instead of 'the entity'./docs?id=Skript-ExprEntity
Creeper/Primed TNT/TNT Minecart - Max/Regular Fuse Time/Ticks
ExpressionLusk
The fuse ticks of a Creeper, Primed TNT or TNT Minecart, this differs based on which one of these 3 is used, read below. Can be set, added to, removed from and reset (which sets it to 0, this can or cannot be what you want based on the entity, read below). The `max` keyword only applies to creepers. `creeper`: - the time that the creeper has been in the primed state for; - if max is used it will return the maximum amount of time that the creeper can stay in the ignited state for until it explodes; - both math and regular fuse time must be greater than 0, regular fuse time cannot be greater than max fuse time; `primed tnt`: the time until the primed tnt explodes; `tnt minecart`: the time until the minecart explodes, -1 if not ignited./docs?id=Lusk-ExprFuseTicks
Crossbow - Charged Projectiles
ExpressionLusk
Returns the Projectile Items charged in the provided crossbows. Can be set, added to, removed from, reset and deleted./docs?id=Lusk-ExprChargedProjectiles
Crossbow - has Charged Projectiles
ConditionLusk
Checks if one or more crossbows have any charged projectiles at all. This behaves the same way the `is charged` condition behaves for crossbows./docs?id=Lusk-CondHasChargedProjectiles
Crossbow / Creeper / Wither / Wither Skull - is Charged
ConditionLusk
Checks if a crossbow, creeper, wither or wither skull is charged./docs?id=Lusk-CondCharged
Cursor Slot
ExpressionSkript
The item which the player has on their inventory cursor. This slot is always empty if player has no inventory open./docs?id=Skript-ExprCursorSlot
Custom Chest Inventory
ExpressionSkript
Returns a chest inventory with the given amount of rows and the name. Use the <a href=#EffOpenInventory>open inventory</a> effect to open it./docs?id=Skript-ExprChestInventory
Custom Condition
Conditionskript-reflect
/docs?id=skript-reflect-CustomCondition
Custom Effect
Effectskript-reflect
/docs?id=skript-reflect-CustomEffect
Custom Expression
Expressionskript-reflect
/docs?id=skript-reflect-CustomExpression
Custom Model Data
ExpressionSkript
Get/set the custom model data of an item. Using just `custom model data` will return an integer. Items without model data will return 0. Since 1.21.4, custom model data instead consists of a list of numbers (floats), a list of booleans (flags), a list of strings, and a list of colours. Accessing and modifying these lists can be done type-by-type, or all at once with `complete custom model data`. This is the more accurate and recommended method of using custom model data./docs?id=Skript-ExprCustomModelData
Custom Particle
Typeskript-particle
Represents a particle with extra shape-related data, like motion./docs?id=skript-particle-customparticle
Custom Particle Section
Sectionskript-particle
This section can be used in conjunction with the `last created particle` expression to create custom particles. The particle can be any custom particle from skript-particle or from skbee. Fields include: count: integer - the number of particles to create (required) offset: vector - the offset value of the particle. See the Minecraft wiki on /particle for more info. (default: 0, 0, 0) velocity: vector - the velocity of the particle. Can be a vector or a motion (inwards/clockwise/etc.). (default: 0, 0, 0) extra: number - the extra value of the particle. Forces `count` to be 0 and cannot be combined with `offset`. See the Minecraft wiki on /particle for more info. (default: 0) force: boolean - whether or not to force the particle to be seen at long range. (default: false)/docs?id=skript-particle-SecParticle
Custom Placeholder
Structureskript-placeholders
A structure for creating custom placeholders. The code will be executed every time the placeholder plugin requests a value for the placeholder./docs?id=skript-placeholders-StructCustomPlaceholder
Cutoff Shape
Typeskript-particle
Represents an abstract particle shape that has a cutoff angle. E.g. arc, spherical cap, etc./docs?id=skript-particle-cutoffshape
Damage
ExpressionSkript
How much damage is done in a entity/vehicle/item damage events. For entity damage events, possibly ignoring armour, criticals and/or enchantments (remember that in Skript '1' is one full heart, not half a heart). For items, it's the amount of durability damage the item will be taking./docs?id=Skript-ExprDamage
Damage Amount of World Border
ExpressionSkript
The amount of damage a player takes per second for each block they are outside the border plus the border buffer. Players only take damage when outside of the world's world border, and the damage value cannot be less than 0./docs?id=Skript-ExprWorldBorderDamageAmount
Damage Buffer of World Border
ExpressionSkript
The amount of blocks a player may safely be outside the border before taking damage. Players only take damage when outside of the world's world border, and the damage buffer distance cannot be less than 0./docs?id=Skript-ExprWorldBorderDamageBuffer
Damage By Block
EventSkBee
Called when an entity is damaged by a block. Anything that works in vanilla Skript's damage event (victim/damage cause/damage/final damage) will all work in this event too. `victim` = Same as vanilla Skript, `victim` is used to get the damaged entity./docs?id=SkBee-damage_by_block
Damage Cause
TypeSkript
The cause/type of a damage event, e.g. lava, fall, fire, drowning, explosion, poison, etc. Please note that support for this type is very rudimentary, e.g. lava, fire and burning, as well as projectile and attack are considered different types./docs?id=Skript-damagecause
Damage Cause
ConditionSkript
Tests what kind of damage caused a <a href='#damage'>damage event</a>. Refer to the <a href='#damagecause'>Damage Cause</a> type for a list of all possible causes./docs?id=Skript-CondDamageCause
Damage Cause
ExpressionSkript
The <a href='#damagecause'>damage cause</a> of a damage event. Please click on the link for more information./docs?id=Skript-ExprDamageCause
Damage Source
TypeSkript
Represents the source from which an entity was damaged. Cannot change any attributes of the damage source from an 'on damage' or 'on death' event./docs?id=Skript-damagesource
Damage Source
ExpressionSkript
Create a custom damage source and change the attributes. When setting a 'causing entity' you must also set a 'direct entity'. Attributes of a damage source cannot be changed once created, only while within the 'custom damage source' section./docs?id=Skript-ExprSecDamageSource
Damage Source - Causing Entity
ExpressionSkript
The causing entity of a damage source. The causing entity is the entity that ultimately caused the damage. (e.g. the entity that shot an arrow) When setting a 'causing entity' you must also set a 'direct entity'. Attributes of a damage source cannot be changed once created, only while within the 'custom damage source' section./docs?id=Skript-ExprCausingEntity
Damage Source - Damage Location
ExpressionSkript
The location where the damage was originated from. The 'damage location' on vanilla damage sources will be set if an entity did not cause the damage. Attributes of a damage source cannot be changed once created, only while within the 'custom damage source' section./docs?id=Skript-ExprDamageLocation
Damage Source - Damage Type
ExpressionSkript
The type of damage of a damage source. Attributes of a damage source cannot be changed once created, only while within the 'custom damage source' section./docs?id=Skript-ExprDamageType
Damage Source - Direct Entity
ExpressionSkript
The direct entity of a damage source. The direct entity is the entity that directly caused the damage. (e.g. the arrow that was shot) Attributes of a damage source cannot be changed once created, only while within the 'custom damage source' section./docs?id=Skript-ExprDirectEntity
Damage Source - Does Scale With Difficulty
ConditionSkript
Whether the damage from a damage source scales with the difficulty of the server./docs?id=Skript-CondScalesWithDifficulty
Damage Source - Food Exhaustion
ExpressionSkript
The amount of hunger exhaustion caused by a damage source./docs?id=Skript-ExprFoodExhaustion
Damage Source - Source Location
ExpressionSkript
The final location where the damage was originated from. The 'source location' for vanilla damage sources will retrieve the 'damage location' if set. If 'damage location' is not set, will attempt to grab the location of the 'causing entity', otherwise, null./docs?id=Skript-ExprSourceLocation
Damage Source - Was Indirectly Caused
ConditionSkript
Whether the damage from a damage source was indirectly caused. Vanilla damage sources are considered indirect if the 'causing entity' and the 'direct entity' are not the same. For example, taking damage from an arrow that was shot by an entity./docs?id=Skript-CondWasIndirect
Damage Type
TypeSkript
References a damage type of a damage source./docs?id=Skript-damagetype
Damage Value/Durability
ExpressionSkript
The damage value/durability of an item./docs?id=Skript-ExprDurability
Damage/Heal/Repair
EffectSkript
Damage, heal, or repair an entity or item. Servers running Spigot 1.20.4+ can optionally choose to specify a fake damage cause./docs?id=Skript-EffHealth
Damaged Item
ExpressionSkript
Directly damages an item. In MC versions 1.12.2 and lower, this can be used to apply data values to items/blocks/docs?id=Skript-ExprDamagedItem
DamageSource - Create
ExpressionSkBee
Create a new damage source which includes a damage type and some optional values. Optional Values: `caused by %entity%` = The entity that caused the damage. `directly by %entity%` = The entity that directly inflicted the damage. `at %location%` = The source of the damage./docs?id=SkBee-ExprDamageSourceCreate
DamageSource - Damage Entity
EffectSkBee
Damage entities using a damage source. This has the same functionality as Minecraft's `/damage` command. Requires MC 1.20.4+/docs?id=SkBee-EffEntityDamageSource
DamageSource - Event Value
ExpressionSkBee
Get the damage source of a damage/death event./docs?id=SkBee-ExprDamageSourceEvent
DamageSource - Properties
ExpressionSkBee
Represents different elements you can get from a damage source./docs?id=SkBee-ExprDamageSourceProperties
DamageSource - Property Conditions
ConditionSkBee
Represents some conditions of a damage source./docs?id=SkBee-CondDamageSourceProperties
Dance
EffectSkript
Make an allay or piglin start or stop dancing. Providing a location only applies to allays. They will check to see if the the block at the location is a jukebox and playing music. If it isn't, they will stop dancing. If no location is provided, the allay will dance indefinitely. Providing a timespan only applies for piglins. It determines the length of time they will dance for. If no timespan is provided, they will dance indefinitely./docs?id=Skript-EffDancing
Data Component Type
TypeSkBee
Represents the different types of data components. See [**Data Components**](https://minecraft.wiki/w/Data_component_format#List_of_components) on McWiki for more detailed info. NOTE: These are auto-generated and may differ between server versions, currently generated for Minecraft 26.1.2./docs?id=SkBee-datacomponenttype
Database String Lifetime Of Timespan
Expressionskript-db
/docs?id=oy90a
datasource
Typeskript-db
/docs?id=cusmv
date
FunctionSkript
Creates a date from a year, month, and day, and optionally also from hour, minute, second and millisecond. A time zone and DST offset can be specified as well (in minutes), if they are left out the server's time zone and DST offset are used (the created date will not retain this information)./docs?id=Skript-date-2
Date
TypeSkript
A date is a certain point in the real world's time which can be obtained with now expression, unix date expression and date function. See time and timespan for the other time types of Skript./docs?id=Skript-date
Date Ago/Later
ExpressionSkript
A date the specified timespan before/after another date./docs?id=Skript-ExprDateAgoLater
De-queue Queue (Experimental)
ExpressionSkript
Requires the <code>using queues</code> experimental feature flag to be enabled. Unrolls a queue into a regular list of values, which can be stored in a list variable. The order of the list will be the same as the order of the elements in the queue. If a list variable is set to this, it will use numerical indices. The original queue will not be changed./docs?id=Skript-ExprDequeuedQueue
Death Message
ExpressionSkript
The message sent to all online players when a player dies./docs?id=Skript-ExprDeathMessage
Debug Class String
EffectLibImporter
/docs?id=9giyy
Debug Info
ExpressionSkript
Returns a string version of the given objects, but with their type attached: debug info of 1, "a", 0.5 -> 1 (long), "a" (string), 0.5 (double) This is intended to make debugging easier, not as a reliable method of getting the type of a value./docs?id=Skript-ExprDebugInfo
Default Forum Emoji
ExpressionDiSky
Represent the default emoji of a forum channel. It's the emote that is added automatically once a new post is created. Can return none and can be changed./docs?id=DiSky-DefaultEmoji
Default Value
ExpressionSkript
A shorthand expression for giving things a default value. If the first thing isn't set, the second thing will be returned./docs?id=Skript-ExprDefaultValue
Defer Interaction
EffectDiSky
Only usable in interaction event, currently button click/dropdown update/modal event! This will force the interaction to be acknowledge, you have 3 seconds to do so, the effect will send a success message to Discord or hold the interaction to send a message later. Keep in mind that replying in an interaction event will automatically defer the interaction, and therefore you don't need to defer it. If you need to wait more than 3 seconds use the and wait pattern An interaction can only be deferred once!/docs?id=DiSky-DeferInteraction
Delay
EffectSkript
Delays the script's execution by a given timespan. Please note that delays are not persistent, e.g. trying to create a tempban script with <code>ban player → wait 7 days → unban player</code> will not work if you restart your server anytime within these 7 days. You also have to be careful even when using small delays!/docs?id=Skript-Delay
Delete all YAML from one or more directories
Effectskript-yaml
Syntax 1: Deletes all YAML files from one or more directories and removes them from memory. Syntax 2&3: Only deletes any loaded YAML files from one or more directories and removes them from memory. - The input is one or more directories (ie. "plugins/MyAwesomePlugin/" and "plugins/skript-yaml/")./docs?id=skript-yaml-EffDeleteYamlFromDirectory
Delete Citizen
EffectSkonic
Destroy a citizen by id./docs?id=Skonic-EffDeleteCitizen
Delete Group
Effectskript-luckperms
Deletes a luckperms group./docs?id=skript-luckperms-EffDeleteGroup
Delete Slime World
EffectSlimeLink
Delete a Slime World with a specified name./docs?id=lw2o4
Delete Track
Effectskript-luckperms
Deletes a luckperms track./docs?id=skript-luckperms-EffDeleteTrack
Delete YAML
Effectskript-yaml
Deletes a YAML file and optionally removes it from memory. - If you want to keep the file loaded in memory, use the 'and keep loaded in memory' option/docs?id=skript-yaml-EffDeleteYaml
Demote User
Effectskript-luckperms
Demotes a user along a track. If the user is not on the track nothing will happen./docs?id=skript-luckperms-EffDemoteUser
Description of Scheduled Event
ExpressionDiSky
Get the description of a scheduled event. This can be null if the event has no description./docs?id=DiSky-EventDescription
Despawn/Respawn Citizen
EffectSkonic
Despawn or respawn a citizen./docs?id=Skonic-EffDespawnCitizen
Destroy Discord Entity
EffectDiSky
Destroy on Discord the wanted entity./docs?id=DiSky-DestroyEntity
Detonate Entities
EffectSkript
Immediately detonates an entity. Accepted entities are fireworks, TNT minecarts, primed TNT, wind charges and creepers./docs?id=Skript-EffDetonate
Dialog - Boolean Input
SectionSkBee
A simple checkbox input to be used in an `inputs` section of a dialog. See [**Input Control on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#input-control)and [**Input Control on McWiki**](https://minecraft.wiki/w/Dialog#Input_control_format) for further info. **Entries**: - `key` = String identifier of value used when submitting data, must be a valid template argument (letters, digits and _)("id" is reserved). - `label` = A string/text component to be displayed to the left of the input. - `initial` = The initial boolean value of the checkbox. Defaults to false (unchecked). - `on_true` = The string value to send when true. Defaults to "true". - `on_false` = The string value to send when false. Defaults to "false"./docs?id=SkBee-SecBooleanInput
Dialog - Confirmation Dialog
SectionSkBee
Open a dialog screen with two action buttons in footer, specified by 'yes' and 'no' actions. By default, the exit action is 'no' button. See [**Confirmation Dialog**](https://minecraft.wiki/w/Dialog#confirmation) on McWiki for further details. See [**snippets**](https://github.com/ShaneBeee/SkriptSnippets/tree/master/snippets/dialog) for comprehensive examples. **Entries**: - `title` = Screen title, appearing at the top of the dialog, accepts a string/text component. - `external_title` = Name to be used for a button leading to this dialog (for example, on the pause menu), accepts a string.text component. If not present, `title` will be used instead. [Optional] - `body` = Optional section for body elements or a single body element. See [**Body Format on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#body-format) and [**Body Format on McWiki**](https://minecraft.wiki/w/Dialog#Body_format) for further info. - `inputs` = Optional section for input controls. See [**Input Control on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#input-control)and [**Input Control on McWiki**](https://minecraft.wiki/w/Dialog#Input_control_format) for further info. - `can_close_with_escape` = Can dialog be dismissed with Escape key. Defaults to true. [Optional] - `after_action` = An additional operation performed on the dialog after click or submit actions (accepts a string).Options are "close", "none" and "wait_for_response".See [**Common Entries on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#common-entries) for further info. - `actions` = Section for action buttons.See [**Action Format on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#action-format)and [**Action Format on McWiki**](https://minecraft.wiki/w/Dialog#Action_format) for further info./docs?id=SkBee-SecConfirmationDialogRegister
Dialog - Dialog List Dialog
SectionSkBee
A dialog screen with scrollable list of buttons leading directly to other dialogs, arranged in columns. Titles of those buttons will be taken from external_title fields of targeted dialogs. If `exit_action` is present, a button for it will appear in the footer, otherwise the footer is not present. `exit_action` is also used for the Escape action. See [**Dialog List Dialog**](https://minecraft.wiki/w/Dialog#dialog_list) on McWiki for further details. See [**snippets**](https://github.com/ShaneBeee/SkriptSnippets/tree/master/snippets/dialog) for comprehensive examples. You can either register a dialog in the `registry registration` structure, and open it later or you can create/open a dialog on the fly. **Register**: Register a dialog with an `id` (The id that represents this dialog, accepts a string or NamespacedKey). **Open**: Create a dialog and directly open it to a player without registration. **Entries**: - `title` = Screen title, appearing at the top of the dialog, accepts a string/text component. - `external_title` = Name to be used for a button leading to this dialog (for example, on the pause menu), accepts a string.text component. If not present, `title` will be used instead. [Optional] - `body` = Optional section for body elements or a single body element. See [**Body Format on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#body-format) and [**Body Format on McWiki**](https://minecraft.wiki/w/Dialog#Body_format) for further info. - `inputs` = Optional section for input controls. See [**Input Control on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#input-control)and [**Input Control on McWiki**](https://minecraft.wiki/w/Dialog#Input_control_format) for further info. - `can_close_with_escape` = Can dialog be dismissed with Escape key. Defaults to true. [Optional] - `after_action` = An additional operation performed on the dialog after click or submit actions (accepts a string).Options are "close", "none" and "wait_for_response".See [**Common Entries on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#common-entries) for further info. - `dialogs` = A list of strings of previously defined dialogs. Will accept the ID of the other dialogs, whether registered by you or from datapacks. - `exit_action` = Action for leaving the dialog. Same as action sections but will only accept one action. [Optional] - `columns` = Positive integer describing number of columns. Defaults to 2. [Optional] - `button_width` = Integer value between 1 and 1024 — Width of the button. Defaults to 150./docs?id=SkBee-SecDialogListDialogRegister
Dialog - Dynamic Action Button
SectionSkBee
Add a dynamic action button to a dialog. See [**Custom Dynmaic Action**](https://minecraft.wiki/w/Dialog#dynamic/custom) on McWiki for more specific info. This action will fire the 'Player Custom Click' event along with the id and additions. **Entries**: - `label` = The name on your button, accepts a string or text component/mini message. - `tooltip` = The hover message, accepts a string or text component/mini message. - `width` = The width of the button. Value between 1 and 1024 — Defaults to 150. - `id` = The id of the action. - `additions` = An additional NBT compound to go along with your custom dynamic action./docs?id=SkBee-SecDynamicActionButton
Dialog - Dynamic Callback Action Button
SectionSkBee
Add a dynamic action button to a dialog. This action includes a callback section to run code when the action button is clicked. See [**Custom Dynmaic Action**](https://minecraft.wiki/w/Dialog#dynamic/custom) on McWiki for more specific info. **Entries**: - `label` = The name on your button, accepts a string or text component/mini message. - `tooltip` = The hover message, accepts a string or text component/mini message. - `width` = The width of the button. Value between 1 and 1024 — Defaults to 150. - `trigger` = This section will run code when the button is clicked. **Callback Section Event-Values**: - `event-nbt` = Returns NBT from the event (will contain data from inputs). - `event-audience` = The audience represented in this event. - `event-playerconnection` = The player connection represented in this event (Used if opening a dialog in the async player connection config evnet). - `event-player` = The player represented in this event (Might be null if the player isn't available yet, such as in the async config event). - `event-string` = The name of the player/player connection represented in this event (Useful if the player is null). - `event-uuid` - The uuid of the player/player connection represented in this event./docs?id=SkBee-SecDynamicCallbackActionButton
Dialog - Dynamic Run Command Action Button
SectionSkBee
Add a dynamic run command action button to a dialog. See [**Dynamic Run Command Action**](https://minecraft.wiki/w/Dialog#dynamic/run_command) on McWiki for more specific info. This action will run a command using your command template and provided macros. The template format looks for `$(dialog_input_key)` to substitute macros (Must include at least ONE macro). The `input_key` is the key you used for your inputs. **Entries**: - `label` = The name on your button, accepts a string or text component/mini message. - `tooltip` = The hover message, accepts a string or text component/mini message. - `width` = The width of the button. Value between 1 and 1024 — Defaults to 150. - `template` = The command template including macros that will run when clicked./docs?id=SkBee-SecDynamicRunCommandActionButton
Dialog - Item Body
SectionSkBee
An item with optional description. It appears like it is in the inventory slot when the mouse hovers over the item. The size does not scale even if width and height are set to other values than the default. If the description is present, then it appears next to the right side of the item. See [**Item Body**](https://minecraft.wiki/w/Dialog#item) on McWiki for further details. NOTE: Not all entiries will be discussed here, see McWiki link above for all entries. **Entries**: - `item` = An ItemStack/ItemType that will show in the body of a dialog. - `description` = Accepts a Plain Message Body section to describe the item./docs?id=SkBee-SecItemBody
Dialog - Multi Action Dialog
SectionSkBee
Open a dialog screen with a scrollable list of action buttons arranged in columns. If `exit_action` is present, a button for it will appear in the footer, otherwise the footer is not present. `exit_action` is also used for the Escape action. See [**Multi Action Dialog**](https://minecraft.wiki/w/Dialog#multi_action) on McWiki for further details. See [**snippets**](https://github.com/ShaneBeee/SkriptSnippets/tree/master/snippets/dialog) for comprehensive examples. **Entries**: - `title` = Screen title, appearing at the top of the dialog, accepts a string/text component. - `external_title` = Name to be used for a button leading to this dialog (for example, on the pause menu), accepts a string.text component. If not present, `title` will be used instead. [Optional] - `body` = Optional section for body elements or a single body element. See [**Body Format on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#body-format) and [**Body Format on McWiki**](https://minecraft.wiki/w/Dialog#Body_format) for further info. - `inputs` = Optional section for input controls. See [**Input Control on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#input-control)and [**Input Control on McWiki**](https://minecraft.wiki/w/Dialog#Input_control_format) for further info. - `can_close_with_escape` = Can dialog be dismissed with Escape key. Defaults to true. [Optional] - `after_action` = An additional operation performed on the dialog after click or submit actions (accepts a string).Options are "close", "none" and "wait_for_response".See [**Common Entries on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#common-entries) for further info. - `actions` = Similar to above, but you can include as many [action buttons](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#action-format) in this section as you want. - `columns` = Positive integer describing number of columns. Defaults to 2. [Optional] - `exit_action` = Action for leaving the dialog. Same as action sections but will only accept one action. [Optional]/docs?id=SkBee-SecMultiDialogRegister
Dialog - Notice Dialog
SectionSkBee
Open a dialog screen with a single action button in footer, specified by an action button. By default, the exit action (which returns the player back to gameplay) is the same as the action button. See [**Notice Dialog**](https://minecraft.wiki/w/Dialog#notice) on McWiki for further details. See [**snippets**](https://github.com/ShaneBeee/SkriptSnippets/tree/master/snippets/dialog) for comprehensive examples. **Entries**: - `title` = Screen title, appearing at the top of the dialog, accepts a string/text component. - `external_title` = Name to be used for a button leading to this dialog (for example, on the pause menu), accepts a string.text component. If not present, `title` will be used instead. [Optional] - `body` = Optional section for body elements or a single body element. See [**Body Format on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#body-format) and [**Body Format on McWiki**](https://minecraft.wiki/w/Dialog#Body_format) for further info. - `inputs` = Optional section for input controls. See [**Input Control on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#input-control)and [**Input Control on McWiki**](https://minecraft.wiki/w/Dialog#Input_control_format) for further info. - `can_close_with_escape` = Can dialog be dismissed with Escape key. Defaults to true. [Optional] - `after_action` = An additional operation performed on the dialog after click or submit actions (accepts a string).Options are "close", "none" and "wait_for_response".See [**Common Entries on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#common-entries) for further info. - `action` = Click action. Defaults to button with `gui.ok` label and no action or tooltip.This is a section where you'll use an [**aAction Format Section**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#action-format) to add your action[s]./docs?id=SkBee-SecNoticeDialogRegister
Dialog - Number Range Input
SectionSkBee
A number slider input to be used in an `inputs` section of a dialog. See [**Input Control on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#input-control)and [**Input Control on McWiki**](https://minecraft.wiki/w/Dialog#Input_control_format) for further info. **Entries**: - `key` = String identifier of value used when submitting data, must be a valid template argument (letters, digits and _)("id" is reserved). - `label` = A string/text component to be displayed to the left of the input. - `label_format` = A translation key to be used for building label (first argument is contents of label field, second argument is current value). Defaults to "options.generic_value". - `width` = Integer value between 1 and 1024 — The width of the input. Defaults to 200. [Optional] - `start` = The minimum number of the slider. - `end` = The maximum number of the slider. - `step` = Step size (If present, only values of initial+<anyinteger>*step will be allowed. If absent, any value from the range is allowed). [Optional] - `initial` = The initial increment value of the slider. Defaults to the middle of the range. [Optional]/docs?id=SkBee-SecNumberRangeInput
Dialog - Open/Close Dialog
EffectSkBee
Open a dialog to players. You can use keys from your own custom dialogs, as well as dialogs from datapacks. You can also close the currently open dialog of a player./docs?id=SkBee-EffOpenDialog
Dialog - Plain Message Body
SectionSkBee
A multiline label for a dialog. See [**Plain Message**](https://minecraft.wiki/w/Dialog#plain_message) on McWiki for further details. **Entries**: - `contents` = A string/text component that will be seen in a dialog. - `width` = Integer value between 1 and 1024 — Maximum width of message. Defaults to 200. [Optional]/docs?id=SkBee-SecPlainMessageBody
Dialog - Single Option Input
SectionSkBee
A preset option selection input to be used in an `inputs` section of a dialog. See [**Input Control on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#input-control)and [**Input Control on McWiki**](https://minecraft.wiki/w/Dialog#Input_control_format) for further info. **Entries**: - `key` = String identifier of value used when submitting data, must be a valid template argument (letters, digits and _)("id" is reserved). - `label` = A string/text component to be displayed to the left of the input. - `label_visible` = Controls if the label is visible. Defaults to true. - `width` = Integer value between 1 and 1024 — The width of the input. Defaults to 200. - `options` = A section for adding options. See [**options**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#options) for more info./docs?id=SkBee-SecSingleOptionInput
Dialog - Single Option Input - Option Entry
SectionSkBee
An option to be used in an options section of a single option input. See [**Single Option Input on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#single-option-input) for more info. **Entries**: - `display` = A string/text component for what is displayed as the option. - `initial` = Only one option can have this set to true. If true, the option chosen will be the initial one. Defaults to the first option being true, and all others false./docs?id=SkBee-SecSingleOptionInputOptions
Dialog - Static Action Button
SectionSkBee
Add a static action button to a dialog. See [**Static Action**](https://minecraft.wiki/w/Dialog#Static_action_types) on McWiki for more detailed info. **Entries**: - `label` = The name on your button, accepts a string or text component/mini message. - `tooltip` = The hover message, accepts a string or text component/mini message. - `width` = The width of the button. Value between 1 and 1024 — Defaults to 150. - `action` = A click event, also called a [**Static Action**](https://minecraft.wiki/w/Dialog#Static_action_types). This is what happens when the player clicks the button./docs?id=SkBee-SecStaticActionButton
Dialog - Text Input
SectionSkBee
A text input to be used in an `inputs` section of a dialog. See [**Input Control on SkBee wiki**](https://github.com/ShaneBeee/SkBee/wiki/Dialogs#input-control)and [**Input Control on McWiki**](https://minecraft.wiki/w/Dialog#Input_control_format) for further info. **Entries**: - `key` = String identifier of value used when submitting data, must be a valid template argument (letters, digits and _)("id" is reserved). - `label` = A string/text component to be displayed to the left of the input. - `width` = Integer value between 1 and 1024 — The width of the input. Defaults to 200. [Optional] - `label_visible` = Controls if the label is visible. Defaults to true. [Optional] - `initial` = The initial string value of the text input. [Optional] - `max_length` = Maximum length of input. Defaults to 32. [Optional] - The next two represent `multiline` and if used, must be used together. If present, allows users to input multiple lines, optional object with entries: - `multiline_max_lines` = Positive integer. If present, limits maximum lines. - `multiline_height` = Integer value between 1 and 512 — Height of input./docs?id=SkBee-SecTextInput
Difference
ExpressionSkript
The difference between two values Supported types include <a href='#number'>numbers</a>, <a href='./classes/#date'>dates</a> and <a href='./classes/#time'>times</a>./docs?id=Skript-ExprDifference
Difficulty
TypeSkript
The difficulty of a world./docs?id=Skript-difficulty
Difficulty
ExpressionSkript
The difficulty of a world./docs?id=Skript-ExprDifficulty
Direction
TypeSkript
A direction, e.g. north, east, behind, 5 south east, 1.3 meters to the right, etc. Locations and some blocks also have a direction, but without a length. Please note that directions have changed extensively in the betas and might not work perfectly. They can also not be used as command arguments./docs?id=Skript-direction
Direction
ExpressionSkript
A helper expression for the <a href='#direction'>direction type</a>./docs?id=Skript-ExprDirection
Direction (Pitch, Yaw, Pivot)
ExpressionDisplayEntityUtils
Get/Set the pitch and yaw of an active group/part/filter. Optionally pivot interactions/docs?id=DisplayEntityUtils-ExprActiveDirection
Directional Particle Effect
TypeSkript
A particle effect which can be given a directional velocity./docs?id=Skript-directionalparticle
Discord Command Argument
ExpressionDiSky
Works same as Skript's command argument. You can specify the argument number or the argument type (in case there's only one user or member for example) to get the selected value. Only usable inside a discord command trigger section. Use 'arg-1', 'arg-2', etc. for positional access; 'user-argument', 'member-argument', etc. for type-based access./docs?id=DiSky-ExprArgument
Discord ID
ExpressionDiSky
Get the unique long value (ID) that represent a discord entity. For poll answers, this is the 1-indexed position of the answer within its poll (first answer is 1). Returns null for poll answers built locally (e.g. via 'new poll answer with content ...') as the ID is only assigned by Discord once the poll has been sent./docs?id=DiSky-DiscordId
Discord Members of Guild / Channel
ExpressionDiSky
Returns a list of members. For Message text-related channel & category, it returns members with permission to view the channel For Audio Channels it returns the currently connected members of the channel. For threads & posts, it returns the members who are in the thread. You can add or remove a member in this case./docs?id=DiSky-DiscordMembersOf
Discord Permissions Of
ExpressionDiSky
Get or change the permissions of a specific member or role in an optional channel./docs?id=DiSky-PermissionsOf
Dismount Active Group
EffectDisplayEntityUtils
Make an active group stop riding an entity/docs?id=DisplayEntityUtils-EffActiveGroupDismount
Dispatch Command
EffectSkBee
Similar to Skript's command effect, with the option to use any command sender (vs. being restricted to only player/console), and the option to temporarily attach a permission. The attached permission will only last for 1 tick, and automatically remove. This is not persistent./docs?id=SkBee-EffDispatchCommand
Display Billboard
TypeSkript
Represents the billboard setting of a display./docs?id=Skript-billboard
Display Billboard
ExpressionSkript
Returns or changes the <a href='#billboard'>billboard</a> setting of <a href='#display'>displays</a>. This describes the axes/points around which the display can pivot. Displays spawn with the 'fixed' billboard by default. Resetting this expression will also set it to 'fixed'./docs?id=Skript-ExprDisplayBillboard
Display Brightness
ExpressionSkript
Returns or changes the brightness override of <a href='#display'>displays</a>. Unmodified displays will not have a brightness override value set. Resetting or deleting this value will remove the override. Use the 'block' or 'sky' options to get/change specific values or get both values as a list by using neither option. NOTE: setting only one of the sky/block light overrides of a display without an existing override will set both sky and block light to the given value. Make sure to set both block and sky levels to your desired values for the best results. Likewise, you can only clear the brightness override, you cannot clear/reset the sky/block values individually./docs?id=Skript-ExprDisplayBrightness
Display Displayables To Players
EffectLuskv2
/docs?id=8d1v0
Display Entity
TypeSkript
A text, block or item display entity./docs?id=Skript-display
Display Glow Color Override
ExpressionSkript
Returns or changes the glowing color override of <a href='#display'>displays</a>. This overrides whatever color is already set for the scoreboard team of the displays./docs?id=Skript-ExprDisplayGlowOverride
Display Height/Width
ExpressionSkript
Returns or changes the height or width of <a href='#display'>displays</a>. The rendering culling bounding box spans horizontally width/2 from entity position, which determines the point at which the display will be frustum culled (no longer rendered because the game determines you are no longer able to see it). If set to 0, no culling will occur on both the vertical and horizontal directions. Default is 0.0./docs?id=Skript-ExprDisplayHeightWidth
Display Interpolation Delay/Duration
ExpressionSkript
Returns or changes the interpolation delay/duration of <a href='#display'>displays</a>. Interpolation duration is the amount of time a display will take to interpolate, or shift, between its current state and a new state. Interpolation delay is the amount of ticks before client-side interpolation will commence.Setting to 0 seconds will make it immediate. Resetting either value will return that value to 0./docs?id=Skript-ExprDisplayInterpolation
Display Name
ExpressionSkript
Represents the display name of a player, or the custom name of an item, entity, block, or inventory. <strong>Players:</strong> The name of the player that is displayed in messages. This name can be changed freely and can include color codes, and is shared among all plugins (e.g. chat plugins will use the display name). <strong>Entities:</strong> The custom name of the entity. Can be changed, which will also enable <em>custom name visibility</em> of the entity so name tag of the entity will be visible always. <strong>Items:</strong> The <em>custom</em> name of the item (not the Minecraft locale name). Can be changed. <strong>Inventories:</strong> The name/title of the inventory. Changing name of an inventory means opening the same inventory with the same contents but with a different name to its current viewers./docs?id=Skript-PropExprCustomName
Display Shadow Radius/Strength
ExpressionSkript
Returns or changes the shadow radius/strength of <a href='#display'>displays</a>./docs?id=Skript-ExprDisplayShadow
Display Teleport Duration
ExpressionSkript
The teleport duration of displays is the amount of time it takes to get between locations. 0 means that updates are applied immediately. 1 means that the display entity will move from current position to the updated one over one tick. Higher values spread the movement over multiple ticks. Max of 59 ticks./docs?id=Skript-ExprDisplayTeleportDuration
Display Text Alignment
TypeSkript
Represents the text alignment setting of a text display./docs?id=Skript-textalignment
Display Transformation Rotation
ExpressionSkript
Returns or changes the transformation rotation of <a href='#display'>displays</a>. The left rotation is applied first, with the right rotation then being applied based on the rotated axis./docs?id=Skript-ExprDisplayTransformationRotation
Display Transformation Scale/Translation
ExpressionSkript
Returns or changes the transformation scale or translation of <a href='#display'>displays</a>./docs?id=Skript-ExprDisplayTransformationScaleTranslation
Display View Range
ExpressionSkript
Returns or changes the view range of <a href='#display'>displays</a>. Default value is 1.0. This value is then multiplied by 64 and the player's entity view distance setting to determine the actual range. For example, a player with 150% entity view distance will see a block display with a view range of 1.2 at 1.2 * 64 * 150% = 115.2 blocks away./docs?id=Skript-ExprDisplayViewRange
DisplayAnimator
TypeDisplayEntityUtils
Used to play an animation on activegroups/docs?id=DisplayEntityUtils-displayanimator
DisplayAnimator is animating ActiveGroup?
ConditionDisplayEntityUtils
Check if a displayanimator is animating an active group/docs?id=DisplayEntityUtils-CondActiveGroupAnimatorIsActive
Distance
ExpressionSkript
The distance between two points./docs?id=Skript-ExprDistance
Do If
EffectSkript
Execute an effect if a condition is true./docs?id=Skript-EffDoIf
Do Nothing...
EffectLusk
Does nothing. Useful as a placeholder./docs?id=Lusk-EffPass
Do Respawn Anchors Work
ConditionSkript
Checks whether or not respawn anchors work in a world./docs?id=Skript-CondAnchorWorks
Does YAML Exist
Conditionskript-yaml
Checks if a YAML file exists at a file location. You shouldn't have to use this condition since the load yaml effect will create the file if it doesn't exist/docs?id=skript-yaml-CondYamlFileExists
Does YAML Path Exist
Conditionskript-yaml
Checks if one or more paths exist in a cached YAML file using said ID. - First input is the path. - Second input is the ID. - If multiple paths are checked at once it will return false on the first one found to not exist./docs?id=skript-yaml-CondYamlPathExists
Does YAML Path Have List
Conditionskript-yaml
Checks if one or more paths contain a list in a cached YAML file using said ID. - First input is the path. - Second input is the ID./docs?id=skript-yaml-CondNodeHasList
Does YAML Path Have Value
Conditionskript-yaml
Checks if one or more values exist at a path in a cached YAML file using said ID. - First input is the path. - Second input is the ID. - If multiple paths are checked at once it will return false on the first one found to not contain a value./docs?id=skript-yaml-CondNodeHasValue
Dolphin - Has Been Fed Fish
ConditionLusk
Checks if a dolphin has a fish./docs?id=Lusk-CondDolphinBeenFedFish
Dolphin - Has Been Fish (Property)
ExpressionLusk
Returns whether or not the provided dolphins have been fed a fish. Can be set./docs?id=Lusk-ExprDolphinHasFishState
Dolphin - Moisture Level
ExpressionLusk
Returns the moisture level of the provided dolphins. Can be set, added to, and removed from./docs?id=Lusk-ExprDolphinMoisture
Dolphin - Treasure Chest Location
ExpressionLusk
Gets the treasure location the provided dolphins try to guide players to. This value is calculated if the player has fed the dolphin a fish (which Lusk includes), `DOLPHIN_SWIM_TO_TREASURE` goal. Can be set, but it only has an effect if the dolphin is currently leading a player, as this value is recalculated next time it leads a player. The world of the location you give it does not matter, as the dolphin will always use the world it is currently in./docs?id=Lusk-ExprDolphinTreasure
Download Attachment
EffectDiSky
Download the specific attachment to a file path./docs?id=DiSky-EffAttDownload
Download Player Skin
EffectSkonic
Downloads a skin/docs?id=Skonic-EffDownloadPlayerSkin
Draw Shape
Sectionskript-particle
Draws the given shapes at the given locations. The shapes will be drawn in the order they are given. The code inside the draw shape section will be executed before drawing begins. You can use `event-shape` or `drawn shape` to get the shape being drawn. Modifying this shape affects the end result, but it does not modify the original shape! This means you can set particle data, or change the shape's location, rotation, or scale, without affecting the shape the next time it's drawn. **Note that this means the section is run once for each shape!** This is the same way the spawn section works in Skript. This is subject to change if people find it cumbersome. By default, this effect will run asynchronously, meaning it will do all the calculation and drawing on a separate thread, instead of blocking your server's main thread. This is much better if you want to draw a lot of shapes at once, or if you want to draw large and complex shapes. Be aware that this changes the behavior of the section slightly. All the section code will first be executed synchronously, and then the drawing will be done asynchronously. This means that the time the shape appears may be slightly delayed compared to the completion of the section code. Additionally, the code immediately after the draw shape section will be executed immediately, often before the drawing is finished. If you stumble across issues with this, please report them on the Skript-Particles GitHub page and use the synchronous option instead. Drawing a shape for a duration is async only./docs?id=skript-particle-EffSecDrawShape
Draw Shape Animation
Sectionskript-particle
/docs?id=skript-particle-EffSecDrawShapeAnimation
Drawn Shape
Expressionskript-particle
Returns the shape that is being drawn by the draw section./docs?id=skript-particle-ExprDrawnShapes
Drop
EffectSkript
Drops one or more items./docs?id=Skript-EffDrop
Drop Held Item
EffectSkBee
Forces the player to drop their currently held item. By default it will drop one of their held item, or you can optionally drop the whole stack./docs?id=SkBee-EffDropItem
Dropped Item - Will Fly at Player
ConditionLusk
Checks whether or not the dropped item in the Pickup Attempt Event will fly at the player./docs?id=Lusk-CondDroppedItemWillFlyAtPlayer
Dropped Item Owner
ExpressionSkript
The uuid of the owner of the dropped item. Setting the owner of a dropped item means only that entity or player can pick it up. Dropping an item does not automatically make the entity or player the owner./docs?id=Skript-ExprItemOwner
Dropped Item Thrower
ExpressionSkript
The uuid of the entity or player that threw/dropped the dropped item./docs?id=Skript-ExprItemThrower
Drops
ExpressionSkript
This expression only works in death and harvest events. In a death event, will hold the drops of the dying creature. Drops can be prevented by removing them with "remove ... from drops", e.g. "remove all pickaxes from the drops", or "clear drops" if you don't want any drops at all./docs?id=Skript-ExprDrops
Drops Of Block
ExpressionSkript
A list of the items that will drop when a block is broken./docs?id=Skript-ExprDropsOfBlock
dustOption
FunctionSkBee
/docs?id=SkBee-dustOption
dustTransition
FunctionSkBee
/docs?id=SkBee-dustTransition
Dye Event - Dye Color
ExpressionLusk
Returns the applied color in the Dye event. This expression can be set to another dye color./docs?id=Lusk-ExprDyeColor
Edit Component
EffectDiSky
/docs?id=DiSky-EditComponent
Edit Group
Sectionskript-luckperms
Creates a section that allows you to modify the properties of the provided group. After the code in the section has finished the group will be saved asynchronously./docs?id=skript-luckperms-SecEditGroup
Edit Message
EffectDiSky
Edit a specific message/interaction hook to show a new rich or simple message. The interaction hook will only be editable for the next 15 minutes once it's sent!/docs?id=DiSky-EditMessage
Edit Message Component
EffectDiSky
/docs?id=DiSky-EditMessageComponent
Edit User
Sectionskript-luckperms
Creates a section that allows you to modify the properties of the provided user. After the code in the section has finished the user will be saved asynchronously./docs?id=skript-luckperms-SecEditUser
EffCloneWorld
EffectSlimeLink
Default description for EffCloneWorld/docs?id=4zj42
Effect - Add Field
EffectDiSky
/docs?id=DiSky-EffAddField
Effect - Animation Control
Effectanimated-skript
/docs?id=animated-skript-EffAnimationControl
Effect - Call Event
Effectskript-reflect
/docs?id=skript-reflect-EffCallEvent
Effect - Continue
Effectskript-reflect
/docs?id=skript-reflect-EffContinue
Effect - Default Visibility
Effectanimated-skript
/docs?id=animated-skript-EffDefaultVisibility
Effect - Delay Effect
Effectskript-reflect
/docs?id=skript-reflect-EffDelayEffect
Effect - Expression Statement
Effectskript-reflect
/docs?id=skript-reflect-EffExpressionStatement
Effect - Import
Effectskript-reflect
/docs?id=skript-reflect-EffImport
Effect - Negate Condition
Effectskript-reflect
/docs?id=skript-reflect-EffNegateCondition
Effect - Outer Execution
EffectDiSky
/docs?id=DiSky-EffOuterExecution
Effect - Pause Animation
Effectanimated-skript
/docs?id=animated-skript-EffPauseAnimation
Effect - Reload Models
Effectanimated-skript
/docs?id=animated-skript-EffReloadModels
Effect - Remove Active Model
Effectanimated-skript
/docs?id=animated-skript-EffRemoveActiveModel
Effect - Replace Component
EffectDiSky
/docs?id=DiSky-EffReplaceComponent
Effect - Reset Active Variant
Effectanimated-skript
/docs?id=animated-skript-EffResetActiveVariant
Effect - Reset Rotation
Effectanimated-skript
/docs?id=animated-skript-EffResetRotation
Effect - Reset Scale
Effectanimated-skript
/docs?id=animated-skript-EffResetScale
Effect - Reset Tint
Effectanimated-skript
/docs?id=animated-skript-EffResetTint
Effect - Return
Effectskript-reflect
/docs?id=skript-reflect-EffReturn
Effect - Run Section
Effectskript-reflect
/docs?id=skript-reflect-EffRunSection
Effect - Set Active Variant
Effectanimated-skript
/docs?id=animated-skript-EffSetActiveVariant
Effect - Set Persistence
Effectanimated-skript
/docs?id=animated-skript-EffSetPersistence
Effect - Set Rotation
Effectanimated-skript
/docs?id=animated-skript-EffSetRotation
Effect - Set Scale
Effectanimated-skript
/docs?id=animated-skript-EffSetScale
Effect - Set Teleport Duration
Effectanimated-skript
/docs?id=animated-skript-EffSetTeleportDuration
Effect - Set Tint
Effectanimated-skript
/docs?id=animated-skript-EffSetTint
Effect - Set Visibility
Effectanimated-skript
/docs?id=animated-skript-EffSetVisibility
Effect - Spawn Loaded Model
Effectanimated-skript
/docs?id=animated-skript-EffSpawnLoadedModel
Effect - Stop All Animations
Effectanimated-skript
/docs?id=animated-skript-EffStopAllAnimations
Effect - Stop Animation
Effectanimated-skript
/docs?id=animated-skript-EffStopAnimation
Effect - Teleport Active Model
Effectanimated-skript
/docs?id=animated-skript-EffTeleportActiveModel
Effect - Update Command
EffectDiSky
/docs?id=DiSky-EffUpdateCommand
Egg Will Hatch
ConditionSkript
Whether the egg will hatch in a Player Egg Throw event./docs?id=Skript-CondWillHatch
Elements
ExpressionSkript
The first, last, range or a random element of a set, e.g. a list variable, or a queue. Asking for elements from a queue will also remove them from the queue, see the new queue expression for more information. See also: <a href='#ExprRandom'>random expression</a>/docs?id=Skript-ExprElement
Embed
ExpressionDiSky
/docs?id=DiSky-embed
Embed Author
ExpressionDiSky
/docs?id=DiSky-EmbedAuthor
Embed Author Icon
ExpressionDiSky
/docs?id=DiSky-EmbedAuthorIcon
Embed Author URL
ExpressionDiSky
/docs?id=DiSky-EmbedAuthorURL
Embed Builder
SectionDiSky
This builder allow you to make embed easily. You can specify the template used, you must register this template before use it!/docs?id=DiSky-EmbedSection
Embed Color
ExpressionDiSky
Get or change the color of an embed builder. The color input must come from Skript, and will be converted by DiSky./docs?id=DiSky-ColorOf
Embed Description
ExpressionDiSky
/docs?id=DiSky-EmbedDescription
Embed fields
ExpressionDiSky
Get all fields of an embed builder/docs?id=DiSky-EmbedFields
Embed Footer
ExpressionDiSky
/docs?id=DiSky-EmbedFooter
Embed Footer Icon
ExpressionDiSky
/docs?id=DiSky-EmbedFooterIcon
Embed From JSON
ExpressionDiSky
/docs?id=DiSky-EmbedFromJSON
Embed Image
ExpressionDiSky
/docs?id=DiSky-EmbedImage
Embed Thumbnail
ExpressionDiSky
/docs?id=DiSky-EmbedThumbnail
Embed Time Stamp
ExpressionDiSky
/docs?id=DiSky-EmbedTimeStamp
Embed Title
ExpressionDiSky
/docs?id=DiSky-EmbedTitle
Embed Title URL
ExpressionDiSky
/docs?id=DiSky-EmbedTitleURL
Embed To JSON
ExpressionDiSky
Convert an embed builder to its JSON string representation./docs?id=DiSky-EmbedToJSON
Embed URL
ExpressionDiSky
/docs?id=DiSky-EmbedURL
Emoji / Emote
ExpressionDiSky
Get an emoji or an emote from its name, ID or unicode. - An emoji is discord-side only, can be used everywhere, and don't have any attached guild. - An emote is guild-side only, have a custom long ID and are attached to a guild. If the specified reaction doesn't exist, DiSky will simply return null and say it in console. We highly recommend the specification of the guild when retrieving an emote, to avoid conflicts with other that potentially have the same name./docs?id=DiSky-ExprEmoji
Emote Image URL
ExpressionDiSky
Get the URL of this emote. Only emote have image URL, emoji are from Discord and will therefore return none here./docs?id=DiSky-EmoteURL
Emote Name
ExpressionDiSky
Get the name of this emote. This, instead of 'discord name of %emote%' will return the name of an emote, and not an emoji. You can change this property to change the emote's name itself./docs?id=DiSky-EmoteName
Emote of Reaction
ExpressionDiSky
/docs?id=DiSky-ReactionEmote
EmoteIsAnimated
ConditionDiSky
Check if an emote is animated or not./docs?id=DiSky-EmoteIsAnimated
EmoteIsEmote
ConditionDiSky
Check if an emote is a custom emote or not./docs?id=DiSky-EmoteIsEmote
Empty Client Bundle Packet
ExpressionLuskv2
/docs?id=jvooo
Enable/Disable/Unload/Reload Script
EffectSkript
Enables, disables, unloads, or reloads a script. Disabling a script unloads it and prepends - to its name so it will not be loaded the next time the server restarts. If the script reflection experiment is enabled: unloading a script terminates it and removes it from memory, but does not alter the file./docs?id=Skript-EffScriptFile
Enchant Item
ExpressionSkript
The enchant item in an enchant prepare event or enchant event. It can be modified, but enchantments will still be applied in the enchant event./docs?id=Skript-ExprEnchantItem
Enchant/Disenchant
EffectSkript
Enchant or disenchant an existing item. Enchanting at a specific level will act as if an enchanting table was used, and will apply the enchantments randomly chosen at that level. Treasure enchantments, like mending, can optionally be allowed. Note that enchanting a book at a specific level will turn it into an enchanted book, rather than a book with enchantments./docs?id=Skript-EffEnchant
Enchanted Book - has Stored Enchantments
ConditionLusk
Checks if one or more enchanted books have any stored enchantments at all./docs?id=Lusk-CondHasStoredEnchantments
Enchanted Book - Stored Enchantments
ExpressionLusk
Returns the Enchantments stored in an enchanted book. Can be set, added to, removed from, reset and deleted./docs?id=Lusk-ExprStoredEnchantments
Enchanted Book With Enchantments
ExpressionSkonic
Returns an enchanted book with the given enchantments./docs?id=Skonic-ExprEnchBookWith
Enchanting Experience Cost
ExpressionSkript
The cost of enchanting in an enchant event. This is number that was displayed in the enchantment table, not the actual number of levels removed./docs?id=Skript-ExprEnchantingExpCost
Enchantment
ExpressionSkBee
Get the type of enchantment from an Enchantment Type./docs?id=SkBee-ExprEnchantment
Enchantment
TypeSkript
An enchantment, e.g. 'sharpness' or 'fortune'. Unlike enchantment type this type has no level, but you usually don't need to use this type anyway. NOTE: Minecraft namespaces are supported, ex: 'minecraft:basalt_deltas'. As of Minecraft 1.21 this will also support custom enchantments using namespaces, ex: 'myenchants:explosive'./docs?id=Skript-enchantment
Enchantment - Maximum Level
ExpressionLusk
Returns the Maximum Vanilla Level for an Enchantment./docs?id=Lusk-ExprMaxEnchantLevel
Enchantment - Minimum Level
ExpressionLusk
Returns the Minimum Vanilla Level for an Enchantment./docs?id=Lusk-ExprMinEnchantLevel
Enchantment Bonus
ExpressionSkript
The enchantment bonus in an enchant prepare event. This represents the number of bookshelves affecting/surrounding the enchantment table./docs?id=Skript-ExprEnchantmentBonus
Enchantment Definition Registration
SectionSkNMS
Register a new custom enchantment. There are a LOT of entries for this, so please refer to the [**Enchantment Definition**](https://minecraft.wiki/w/Enchantment_definition) page on McWiki for all the details. More examples and detailed information provided in the [**SkNMS Wiki**](https://github.com/ShaneBeee/SkNMS/wiki/Custom-Enchantments). **NOTES**: - Custom enchantments cannot be removed at runtime (a restart is the only way to get rid of them or change them after they're registered). - If you make a change to your custom enchantment, you'll have to restart your server (reloading the script just won't cut it). - I did not add an `effects` entry as it's super duper convoluted, and you can handle what your enchantment does via code. **DEFINITION ENTRIES**: These entries are directly related to the Enchantment Definition in Minecraft (as seen in the above mentioned wiki). I'm only going to touch on a few here, as there are so many to type out, see the above mentioned wiki for full details. - `id` = Takes in a string to identify your new enchantment, think vanilla "minecraft:sharpness". - `description` = Takes in a text component (from SkBee) or string, this is how your enchantment will show up in lore. - `exclusive_set` = The enchantments your enchantment will not work with. Either a single string (enchantment tag) or a list of enchantments. - `supported_items/primary_items` = See wiki for explanations. Either a single string (item tag) or a list of items. - `slots` = I don't think this is needed as it would be handled by the effects in Minecraft, which we aren't using here. **TAG ENTRIES**: These entries are related to the Minecraft Enchantment tags that this enchantment will be added to (all default to false). - `is_cursed` = Will add to the `#minecraft:curse` tag making your item a cursed item (These enchantments have red colored description and cannot be removed with a grindstone). - `is_treasure` = Will add to the `#minecraft:treasure` tag. - `is_tradeable` = Will add to the `#minecraft:treasure` and `#minecraft:double_trade_price` tags. - `is_discoverable` = Will add to the `#minecraft:in_enchanting_table` tag if not cursed or a treasure. - `is_on_random_loot` = Will add to the `#minecraft:on_random_loot` tag and can be found on naturally generated equipment from loot tables. - `is_on_mob_spawn_equipment` = If not a treasure, will add to the `#minecraft:on_mob_spawn_equipment` tag and can be found on spawned mobs' equipment. - `is_on_traded_equipment` = If not a treasure, will add to the `#minecraft:on_traded_equipment` tag and can be found on equipment sold by villagers. **WARNINGS**: - Enchantments are not supposed to be created at runtime. This method is super hacky and I highly HIGHLY recommend just using a datapack instead. - You must ensure 1 of 2 things: - If your spawn keeps loaded in your world, you must make sure no items are in any chests or anything in that area that contain these enchantments. - Or just make sure to turn off your spawn chunk radius (set the gamerule `spawnChunkRadius` to 0 for all worlds). This is due to these enchantments will register to Minecraft via Skript AFTER your world/spawn chunks load. - Do not, I repeat... DO NOT save custom enchantments to variables (Skript will panic trying to load enchantments that arent registered yet). RAM/Memory variables are safe! That said, enjoy your new custom enchantments./docs?id=SkNMS-SecEnchantmentRegister
Enchantment Level
ExpressionSkBee
Get the enchantment level from an Enchantment Type./docs?id=SkBee-ExprEnchantmentLevel
Enchantment Level
ExpressionSkript
The level of a particular <a href='#enchantment'>enchantment</a> on an item./docs?id=Skript-ExprEnchantmentLevel
Enchantment Offer
TypeSkript
The enchantmentoffer in an enchant prepare event./docs?id=Skript-enchantmentoffer
Enchantment Offer
ExpressionSkript
The enchantment offer in enchant prepare events./docs?id=Skript-ExprEnchantmentOffer
Enchantment Offer Cost
ExpressionSkript
The cost of an enchantment offer. This is displayed to the right of an enchantment offer. If the cost is changed, it will always be at least 1. This changes how many levels are required to enchant, but does not change the number of levels removed. To change the number of levels removed, use the enchant event./docs?id=Skript-ExprEnchantmentOfferCost
Enchantment Type
TypeSkript
An enchantment with an optional level, e.g. 'sharpness 2' or 'fortune'./docs?id=Skript-enchantmenttype
End Crystal - Beam Target
ExpressionLusk
Gets the location that the provided end crystals are pointing their beam to. Can be set, if the provided location is in a different world it will fail silently./docs?id=Lusk-ExprEndCrystalBeamTarget
End Crystal - Hide/Show Bottom Plate
EffectLusk
Hides or shows the bedrock slate underneath the provided end crystals./docs?id=Lusk-EffEndCrystalBottom
End Crystal - is Showing Bottom
ConditionLusk
Returns whether or not the provided end crystals are showing the bedrock slate underneath them./docs?id=Lusk-CondEndCrystalShowingBottom
End Crystal - is Showing Bottom (Property)
ExpressionLusk
Returns whether or not the provided end crystals are showing the bedrock slate underneath them. Can be set./docs?id=Lusk-ExprEndCrystalShowingBottom
End date of Scheduled Event
ExpressionDiSky
Get the end date of a scheduled event. Can be null if the event is made from a channel and not an external place./docs?id=DiSky-EventEndDate
End Poll
EffectDiSky
End a poll attached to a message immediately, preventing further votes./docs?id=DiSky-EndPoll
Ender Chest
ExpressionSkript
The ender chest of a player./docs?id=Skript-ExprEnderChest
Ender Dragon Phase
ExpressionLusk
Returns the Ender Dragon phase in an Ender Dragon Phase Change Event. Can be set. (Setting will always change the NEW phase)/docs?id=Lusk-ExprEnderDragonPhase
Ender Signal - Despawn Time/ticks
ExpressionLusk
Gets how long the provided ender signals have been alive for. Can be set. Either as ticks or a timespan. When greater than 80 ticks (or 4 seconds), it will despawn on the next tick./docs?id=Lusk-ExprEnderSignalDespawnTime
Ender Signal - is Going to Drop/Shatter
ConditionLusk
Checks if the provided ender signals should drop an item on death. If true, they will drop an item. If false, they will shatter./docs?id=Lusk-CondEnderSignalItemDrop
Ender Signal - is Going to Drop/Shatter (Property)
ExpressionLusk
Gets the item the provided ender signals will display and drop on death./docs?id=Lusk-ExprEnderSignalItemDrop
Ender Signal - Item
ExpressionLusk
Gets the item the provided ender signals will display and drop on death./docs?id=Lusk-ExprEnderSignalItem
Ender Signal - Set Target Location Without Updating
EffectLusk
Sets the location the provided ender signals are moving towards without changing the drop chance and the despawn timer./docs?id=Lusk-EffEnderSignalTargetLocation
Ender Signal - Target Location
ExpressionLusk
Gets the location the provided ender signals are moving towards. When set, the drop chance resets to a random value and the despawn timer gets set back to 0./docs?id=Lusk-ExprEnderSignalTargetLocation
Enderman - Escape Reason
ExpressionLusk
Returns the Escape Reason in an Enderman Escape Event. This Expression requires Paper./docs?id=Lusk-ExprEndermanEscapeReason
Enderman - Has Been Stared At
ConditionLusk
Checks if an enderman has been stared at./docs?id=Lusk-9021
Enderman - Has Been Stared At (Property)
ExpressionLusk
Returns whether or not an enderman has been stared at. Can be set./docs?id=Lusk-ExprEndermanBeenStaredAt
Enderman - Held Block Data
ExpressionLusk
Returns the Held Block Data of the provided Endermen./docs?id=Lusk-ExprEndermanHeldBlock
Enderman - Randomly Teleport
EffectLusk
Attempts to teleport an enderman to a random nearby location. Requires Spigot 1.20.1+ or Paper, behavior might be slightly different./docs?id=Lusk-9044
Enderman - Teleport Towards Entity
EffectLusk
Attempts to teleport an enderman to a random nearby location. Requires Spigot 1.20.1+./docs?id=Lusk-EffEndermanTeleportTowards
Enderman Carrying BlockData
ExpressionSkript
The block data an enderman is carrying. Custom attributes such as NBT or names do not transfer over. Blocks, blockdatas and items are acceptable objects to change the carrying block./docs?id=Skript-ExprCarryingBlockData
Enderman Has Been Stared At
ConditionSkript
Checks to see if an enderman has been stared at. This will return true as long as the entity that stared at the enderman is still alive./docs?id=Skript-CondEndermanStaredAt
Enderman Teleport
EffectSkript
Make an enderman teleport randomly or towards an entity. Teleporting towards an entity teleports in the direction to the entity and not to them./docs?id=Skript-EffEndermanTeleport
Enforce Whitelist
EffectLusk
Sets if the whitelist is enforced./docs?id=Lusk-EffEnforceWhitelist
Enforce Whitelist
EffectSkript
Enforces or un-enforce a server's whitelist. All non-whitelisted players will be kicked upon enforcing the whitelist./docs?id=Skript-EffEnforceWhitelist
Entities
ExpressionSkript
All entities in all worlds, in a specific world, in a chunk, in a radius around a certain location or within two locations. e.g. <code>all players</code>, <code>all creepers in the player's world</code>, or <code>players in radius 100 of the player</code>./docs?id=Skript-ExprEntities
Entities Loading
EventSkBee
Called when entities are loaded/unloaded./docs?id=SkBee-entities_loading
Entities Sorted by Distance
ExpressionSkBee
Sort entities by distance from a central location./docs?id=SkBee-ExprSortedEntities
Entity
TypeSkript
An entity is something in a world that's not a block, e.g. a player, a skeleton, or a zombie, but also projectiles like arrows, fireballs or thrown potions, or special entities like dropped items, falling blocks or paintings./docs?id=Skript-entity
Entity - Animation
TypeLuskv2
All the entity animations./docs?id=kqtb7
Entity - Big Fall Damage Sound
ExpressionLusk
Returns the Sound this entity will make when falling from a large height./docs?id=Lusk-ExprEntityBigFallDamageSound
Entity - Can Breathe Underwater
ConditionLusk
Checks if the provided living entities can breathe underwater and will not take suffocation damage when their air supply reaches zero./docs?id=Lusk-11180
Entity - Can Sit
ConditionLusk
Checks if an entity can normally sit./docs?id=Lusk-9039
Entity - Client Sided Custom Name Visibility (Property)
ExpressionLusk
Gets whether or not the entity's custom name is displayed client side. This value has no effect on players, they will always display their name./docs?id=Lusk-ExprEntityCustomNameVisibility
Entity - Collidable Exemptions
ExpressionLusk
Gets the list of entities (or their UUIDs) which are exempt from the provided entities' collidable rule and whose collision with this entity will behave the opposite of it. Can be set, added to, removed from, and deleted. For example if collidable is true and an entity is in the exemptions then it will not collide with it. Similarly if collidable is false and an entity is in this set then it will still collide with it. Note: **these exemptions are not (currently) persistent.** Note: **the client may predict the collision between itself and another entity, resulting in those exemptions not being accurate for player collisions.** **This expression should therefore only be used to exempt non-player entities.** **To exempt collisions for a player, use the Team Collision Rule Option in combination with a Scoreboard and a Team.**/docs?id=Lusk-ExprEntityCollidableExemptions
Entity - Damage/Hurt Sound
ExpressionLusk
Returns the Sound this entity will make on damage./docs?id=Lusk-ExprEntityDamageSound
Entity - Death Sound
ExpressionLusk
Returns the Sound this entity will make on death./docs?id=Lusk-ExprEntityDeathSound
Entity - has Fixed Pose
ConditionLusk
Checks whether the provided entities have a fixed pose./docs?id=Lusk-CondEntityHasFixedPose
Entity - Height
ExpressionLusk
Returns the Height of an Entity./docs?id=Lusk-ExprEntityHeight
Entity - High Speed Swimming Splash Sound
ExpressionLusk
Returns the Sound this entity makes when splashing in water at high speeds. For most entities, this is just 'ENTITY_GENERIC_SPLASH'./docs?id=Lusk-ExprEntityHighSpeedSwimSplashSound
Entity - is Aggressive
ConditionLusk
Checks if the provided entities are aggressive. Some mobs will raise their arm(s) when aggressive: Drowned, Piglin, Skeleton, Zombie, ZombieVillager, Illusioner, Vindicator, Panda, Pillager, PiglinBrute Note: This doesn't always return the actual aggressive state as when set, Pandas are always aggressive if their combined Panda Gene is AGGRESSIVE./docs?id=Lusk-CondEntityIsAggressive
Entity - is Aggressive (Property)
ExpressionLusk
Returns the Aggressive Property of an entity. Can be set. Some mobs will raise their arm(s) when aggressive: Drowned, Piglin, Skeleton, Zombie, ZombieVillager, Illusioner, Vindicator, Panda, Pillager, PiglinBrute Note: This doesn't always return the actual aggressive state as when set, Pandas are always aggressive if their combined Panda Gene is AGGRESSIVE./docs?id=Lusk-ExprEntityIsAggressive
Entity - is Angry
ConditionLusk
Checks if an entity is angry. (Warden, PigZombie, Wolf, Enderman)/docs?id=Lusk-CondEntityAngry
Entity - is Angry (Property)
ExpressionLusk
Returns the Angry Property of an entity. (Warden, PigZombie, Wolf, Enderman) Can be set for all except wardens. To use this for endermen `Paper 1.18.2+` is required./docs?id=Lusk-9070
Entity - is Converting
ConditionLusk
Checks if the provided entities being converted. (Hoglin, Husk, Piglin, Pig Zombie, Skeleton, Zombie, Zombie Villager)/docs?id=Lusk-9113
Entity - is Dancing
ConditionLusk
Checks if an entity is dancing. (Parrot, Allay, Piglin)/docs?id=Lusk-11183
Entity - is From a Mob Spawner
ConditionLusk
Checks whether this entity was spawned from a mob spawner./docs?id=Lusk-9040
Entity - is In Powdered Snow
ConditionLusk
Checks if an entity is in powdered snow./docs?id=Lusk-9024
Entity - is Interested (Property)
ExpressionLusk
Returns whether or not the provided foxes or wolves are interested. Paper 1.18.2+ is required to use this with foxes./docs?id=Lusk-9056
Entity - is Leashed
ConditionLusk
Checks if an entity is leashed./docs?id=Lusk-11184
Entity - is Roaring
ConditionLusk
Checks if an entity is roaring. For ravagers, Paper 1.19.2+ is required./docs?id=Lusk-CondEntityIsRoaring
Entity - is Screaming
ConditionLusk
Checks if an entity is screaming. (Goat, Enderman when using Paper 1.18.2+)/docs?id=Lusk-CondEntityIsScreaming
Entity - is Screaming (Property)
ExpressionLusk
Returns the Screaming Property of an entity. This is for Endermen (Requires Paper and 1.18.2+) and Goats./docs?id=Lusk-ExprEntityIsScreaming
Entity - is Sitting (Property)
ExpressionLusk
Returns whether an entity is sat. Can be set. This works for Cats, Wolves, Parrots, Pandas and Foxes. On Paper 1.20.1+ it applies for some other entities which have a SITTING pose./docs?id=Lusk-9057
Entity - is Sleeping
ConditionLusk
Checks if one or more living entities are awake or sleeping./docs?id=Lusk-CondEntitySleeping
Entity - is Standing
ConditionLusk
Checks if an entity is standing, mainly polar bears, but other entities can be standing./docs?id=Lusk-CondEntityStanding
Entity - is Tamed (Property)
ExpressionLusk
Returns whether the provided entities are tamed. Can be set. If tamed, an entity cannot be tamed by a player through normal methods, even if it does not belong to anyone in particular./docs?id=Lusk-ExprEntityIsTamed
Entity - is Underwater
ConditionLusk
Checks if an entity is underwater./docs?id=Lusk-9026
Entity - Item from Equipment Slot
ExpressionLusk
Gets the item in one or more equipment slots of one or more entities, if the entity cannot use a provided slot it will fail silently. This might not work when trying to get a slot on an entity that doesnt have that slot AND if you're not running at least Paper 1.21 Can be set./docs?id=Lusk-ExprEntityEquipmentSlot
Entity - Love Duration
ExpressionLusk
Returns the love duration of an animal. Can be set./docs?id=Lusk-ExprEntityLoveDuration
Entity - Make Burn Under the Sun
EffectLusk
Makes the provided entities burn (or not) when under the sun./docs?id=Lusk-EffEntityBurnInDay
Entity - Metadata Entry
TypeLuskv2
A snapshot of a metadata value containing it's accessor id, value and extra info about it. Internally known as a metadata item./docs?id=d0kky
Entity - Metadata Key
TypeLuskv2
All the metadata keys./docs?id=jbxh4
Entity - on Damage Section
SectionLusk
Runs the code inside of it when the provided entity takes damage. Local Variables that are: - defined BEFORE this section CAN be used inside of it. - defined AFTER this section CANNOT be used inside of it. - defined INSIDE this section CANNOT be used outside of it./docs?id=Lusk-SecEvtDamage
Entity - on Death Section
SectionLusk
Runs the code inside of it when the provided entity dies. Local Variables that are: - defined BEFORE this section CAN be used inside of it. - defined AFTER this section CANNOT be used inside of it. - defined INSIDE this section CANNOT be used outside of it./docs?id=Lusk-SecEvtDeath
Entity - on Heal Section
SectionLusk
Runs the code inside of it when the provided entity gets healed. Local Variables that are: - defined BEFORE this section CAN be used inside of it. - defined AFTER this section CANNOT be used inside of it. - defined INSIDE this section CANNOT be used outside of it./docs?id=Lusk-SecEvtHeal
Entity - on Jump Section
SectionLusk
Runs the code inside of it when the provided entity jumps. Only works for horses on Spigot, Paper is required for players and entities. Local Variables that are: - defined BEFORE this section CAN be used inside of it. - defined AFTER this section CANNOT be used inside of it. - defined INSIDE this section CANNOT be used outside of it./docs?id=Lusk-SecEvtJump
Entity - on Resurrect Section
SectionLusk
Runs the code inside of it when the provided entity dies and may have the opportunity to be resurrected. Will be called in a cancelled state if the entity does not have a totem equipped. Local Variables that are: - defined BEFORE this section CAN be used inside of it. - defined AFTER this section CANNOT be used inside of it. - defined INSIDE this section CANNOT be used outside of it./docs?id=Lusk-SecEvtResurrect
Entity - on Right Click Section
SectionLusk
Runs the code inside of it when the provided entity gets clicked. Local Variables that are: - defined BEFORE this section CAN be used inside of it. - defined AFTER this section CANNOT be used inside of it. - defined INSIDE this section CANNOT be used outside of it./docs?id=Lusk-SecEvtClick
Entity - Origin
ExpressionLusk
Gets the location where this entity originates from. This value can be null if the entity hasn't yet been added to the world./docs?id=Lusk-ExprEntityOrigin
Entity - Pose
TypeLuskv2
All the Poses./docs?id=nen2y
Entity - Pose/Fixed Pose
ExpressionLusk
Returns the provided entities' current pose. Note that the pose is only updated at the end of a tick, so it may be inconsistent. Can be set. Setting the "Fixed" pose will make it stay until manually changed, this requires Paper 1.20.1+/docs?id=Lusk-ExprEntityPose
Entity - Protocol ID
ExpressionLusk
Returns the network protocol ID for one or more entities./docs?id=Lusk-ExprEntityId
Entity - Should Burn During The Day (Property)
ExpressionLusk
Returns whether or not the provided entities should burn during the day. Applies to zombies, skeletons (all types), and phantoms In 1.17.1 this doesn't work with skeleton variants, such as strays, but it does work with base skeletons. Can be set./docs?id=Lusk-11901
Entity - Should Burn In Day
ConditionLusk
Returns whether or not the provided entities should burn during the day. Applies to zombies, skeletons (all types), and phantoms In 1.17.1 this doesn't work with skeleton variants, such as strays, but it does work with base skeletons. For skeletons, this does not take into account the entity's natural fire immunity./docs?id=Lusk-11181
Entity - Small Fall Damage Sound
ExpressionLusk
Returns the Sound this entity will make when falling from a small height./docs?id=Lusk-ExprEntitySmallFallDamageSound
Entity - Snapshot
ExpressionLusk
Creates an EntitySnapshot representing the current state of this entity./docs?id=Lusk-ExprEntitySnapshot
Entity - Spawn Category
ExpressionLusk
Returns the category of spawn to which this entity belongs./docs?id=Lusk-ExprEntitySpawnCategory
Entity - Spawn Reason
ExpressionLusk
Gets the spawn reason that initially spawned this entity./docs?id=Lusk-ExprEntitySpawnReason
Entity - Swimming Sound
ExpressionLusk
Returns the Sound this entity makes while swimming./docs?id=Lusk-ExprEntitySwimSound
Entity - Swimming Splash Sound
ExpressionLusk
Returns the Sound this entity makes when splashing in water. For most entities, this is just 'ENTITY_GENERIC_SPLASH'./docs?id=Lusk-ExprEntitySwimSplashSound
Entity - Variant
ExpressionLusk
Returns the Variant of an Entity. Can be set. This does not use strings. Currently supports: - Cow (1.21.5+) - Chicken (1.21.5+) - Pig (1.21.5+) - Salmon (1.21.2+) - Wolf (1.20.5+) - Frog (1.19+) - Axolotl (1.17+) - Mushroom Cow - Parrot - Llama - Fox - Cat - Rabbit - Panda - Tropical Fish/docs?id=Lusk-ExprEntityVariant
Entity - Width
ExpressionLusk
Returns the Width of an Entity./docs?id=Lusk-ExprEntityWidth
Entity Add to World
EventSkBee
Fired any time an entity is being added to the world for any reason. Not to be confused with entity spawn event. This will fire anytime a chunk is reloaded too. Requires a PaperMC server./docs?id=SkBee-entity_add_to_world
Entity AI
ExpressionSkript
Returns whether an entity has AI./docs?id=Skript-ExprAI
Entity Air Change
EventSkBee
Called when the amount of air an entity has remaining changes./docs?id=SkBee-entity_air_change
Entity Attribute
ExpressionSkript
The numerical value of an entity's particular attribute. Note that the movement speed attribute cannot be reliably used for players. For that purpose, use the speed expression instead. Resetting an entity's attribute is only available in Minecraft 1.11 and above./docs?id=Skript-ExprEntityAttribute
Entity Change Block
EventSkBee
Called when any Entity changes a block and a more specific event is not available. Skript does partially have this event, but this version of it opens up ALL possibilities with this event. event-entity = the entity which changed the block event-block = the block that changed event-blockdata = the blockdata the block has changed into/docs?id=SkBee-entity_change_block
Entity Collision
ExpressionSkBee
Get/set whether this entity will be subject to collisions with other entities. Note that the client may predict the collision between itself and another entity, resulting in this flag not working for player collisions. This expression should therefore only be used to set the collision status of non-player entities. Resetting will set the collision status to true./docs?id=SkBee-ExprEntityCollision
Entity Damage Entity
EffectSkBee
Make an entity damage another entity by a given amount./docs?id=SkBee-EffEntityDamageEntity
Entity Despawn
EffectSkript
Make a living entity despawn when the chunk they're located at is unloaded. Setting a custom name on a living entity automatically makes it not despawnable. More information on what and when entities despawn can be found at <a href="https://minecraft.wiki/w/Mob_spawning#Despawning">reference</a>./docs?id=Skript-EffEntityUnload
Entity Dye
EventSkBee
Called when an entity is dyed. Currently, this is called for Sheep being dyed, and Wolf/Cat collars being dyed./docs?id=SkBee-entity_dye
Entity Effect
TypeSkript
Various entity effects that can be played for entities, like wolf howling, or villager happy./docs?id=Skript-entityeffect
Entity Fire Burn Duration
ExpressionSkript
How much time an entity will be burning for./docs?id=Skript-ExprFireTicks
Entity Id
ExpressionLuskv2
/docs?id=h6uq1
Entity Id of Active Part
ExpressionDisplayEntityUtils
Get the entity id of an active part. This can be used in packet operations./docs?id=DisplayEntityUtils-ExprActivePartEntityId
Entity Ids Of Entityremovepackets
ExpressionLuskv2
/docs?id=c5xon
Entity Inside Block
EventSkBee
Called when an entity enters the hitbox of a block. Only called for blocks that react when an entity is inside. If cancelled, any action that would have resulted from that entity being in the block will not happen (such as extinguishing an entity in a cauldron). Currently called for: Big dripleaf, Bubble column, Buttons, Cactus, Campfire, Cauldron, Crops, Ender Portal, Fires, Frogspawn, Honey, Hopper, Detector rails, Nether portals, Pitcher crop, Powdered snow, Pressure plates, Sweet berry bush, Tripwire, Waterlily, Web, Wither rose/docs?id=SkBee-entity_inside_block
Entity Is a Citizen
ConditionSkonic
Whether an entity is a Citizens NPC./docs?id=Skonic-CondEntityIsCitizen
Entity is in Liquid
ConditionSkript
Checks whether an entity is in rain, lava, water or a bubble column./docs?id=Skript-CondEntityIsInLiquid
Entity Is Sheared
ConditionSkript
Checks whether entities are sheared./docs?id=Skript-CondIsSheared
Entity is Wet
ConditionSkript
Checks whether an entity is wet or not (in water, rain or a bubble column)./docs?id=Skript-CondEntityIsWet
Entity Knockback
EventSkBee
Fired when an Entity is knocked back by the hit of another Entity. If this event is cancelled, the entity is not knocked back./docs?id=SkBee-entity_knockback
Entity Lunge
EventSkBee
Called when a living entity tries to lunge with a spear./docs?id=SkBee-entity_lunge
Entity Memory
ExpressionSkBee
Get/set memories of entities./docs?id=SkBee-ExprMemoryValue
Entity Meta Property Field
ExpressionPacketEventsSK
Gets or sets a metadata property field value from an entity meta instance by its name. Note that some entities inherit properties (for example all entities inherit "entity" fields ### Available Meta Fields by Category * **entity** fields: - `entity id (id)` - `on fire state (on fire)` - `sneaking state (sneaking)` - `sprinting state (sprinting)` - `swimming state (swimming)` - `invisible state (invisible)` - `glowing state (glowing)` - `elytra flying state (elytra flying)` - `custom name` - `custom name visible state (custom name visible)` - `silent state (silent)` - `gravity state (gravity)` - `frozen time (frozen ticks)` * **item** fields: - *(Inherits all fields from **entity**)* - `item` * **livingentity** fields: - *(Inherits all fields from **entity**)* - `health (hp)` * **interaction** fields: - *(Inherits all fields from **entity**)* - `interaction width` - `interaction height` - `interaction responsive state (interaction responsive)` * **display** fields: - *(Inherits all fields from **entity**)* - `display interpolation delay` - `display transform interpolation duration` - `display teleport interpolation duration` - `display translation` - `display scale` - `display left rotation` - `display right rotation` - `display billboard constraints (display billboard)` - `display brightness override (display brightness)` - `display view range` - `display shadow radius` - `display shadow strength` - `display width` - `display height` - `display glow color override (display glow color)` * **block display** fields: - *(Inherits all fields from **display**)* - `display block data (display block state)` * **item display** fields: - *(Inherits all fields from **display**)* - `display item (display item stack)` - `display item transform` * **text display** fields: - *(Inherits all fields from **display**)* - `display text (display content)` - `display line width` - `display background color` - `display text shadowed state (display shadowed state, display shadowed)` - `display see through state (display see through)` - `display use default background state (display use default background)` - `display text alignment (display alignment)`/docs?id=PacketEventsSK-ExprMetaField
Entity Metadata
TypeLuskv2
An entity's metadata/docs?id=86xpn
Entity Metadata Entitymetadatakeys
ExpressionLuskv2
/docs?id=wh2u0
Entity Metadata Packet
TypeLuskv2
An entity metadata packet./docs?id=1ckk8
Entity NoClip
ExpressionSkBee
Set or get the noClip status of an entity (This will not work on players)/docs?id=SkBee-ExprNoClip
Entity of Spawned Part
ExpressionDisplayEntityUtils
Get the Display or Interaction entity that a part represents. This should only be done on non-packet based parts/docs?id=DisplayEntityUtils-ExprSpawnedPartAsEntity
Entity Origin Location
ExpressionSkBee
Represents the location where an entity originates from. Requires PaperMC./docs?id=SkBee-ExprEntityOrigin
Entity Owner
ExpressionSkript
The owner of a tameable entity (i.e. horse or wolf)./docs?id=Skript-ExprEntityOwner
Entity Pathfind
EventSkBee
Called when an Entity decides to start moving towards a location. This event does not fire for the entities actual movement. Only when it is choosing to start moving to a location./docs?id=SkBee-entity_pathfind
Entity Place
EventSkBee
Triggered when an entity is created in the world by a player "placing" an item on a block. Note that this event is currently only fired for four specific placements: armor stands, boats, minecarts, and end crystals./docs?id=SkBee-entity_place
Entity Pose
ExpressionSkBee
Get/set the pose of an entity. Note: While poses affect some things like hitboxes, they do not change the entity's state (e.g. having sneaking pose does not guarantee `is sneaking` being true). fixed = Forces the state to remain until manually changed (this will not work on players)./docs?id=SkBee-ExprEntityPose
Entity Pose Change
EventSkBee
Called when an entity changes their pose./docs?id=SkBee-entity_pose_change
Entity Remove from World
EventSkBee
Fired any time an entity is being removed from a world for any reason./docs?id=SkBee-entity_remove_from_world
Entity Remove Packet
TypeLuskv2
An entity remove packet, can remove multiple entities at once./docs?id=midgp
Entity Shoot - Bow/Item
ConditionLusk
Returns whether or not the consumable item should be consumed in the Entity Shoot Event./docs?id=Lusk-CondEntityShootConsumeItem
Entity Shoot - Bow/Item
ExpressionLusk
The bow used to fire the arrow and the consumed arrow in the Entity Shoot Event. Both can be null./docs?id=Lusk-ExprEntityShootItem
Entity Shoot - Force
ExpressionLusk
The force the arrow was launched with in the Entity Shoot Event. This number ranges from 0 to 1./docs?id=Lusk-ExprEntityShootForce
Entity Shoot Bow - Consumable
ExpressionSkBee
Get the Item to be consumed in an entity shoot bow event (if any)./docs?id=SkBee-ExprShootBowConsumable
Entity Shoot Bow - Force
ExpressionSkBee
Gets the force the arrow was launched with in an entity shoot bow event. This is a number between 0 and 1./docs?id=SkBee-ExprShootBowForce
Entity Shoot Bow - Projectile
ExpressionSkBee
Get/set the projectile which will be launched in an entity shoot bow event. NOTE: Setting doesn't appear to do anything, server bug I guess?!?!/docs?id=SkBee-ExprShootBowProjectile
Entity Shoot Bow - Shot Bow
ExpressionSkBee
Gets the bow Item used to fire the arrow in an entity shoot bow event./docs?id=SkBee-ExprShootBowShotBow
Entity Shoot Bow - Should Consume
ExpressionSkBee
Get/set whether or not the consumable item should be consumed in an entity shoot bow event./docs?id=SkBee-ExprShootBowShouldConsume
Entity Size
ExpressionSkript
Changes the entity size of slimes and phantoms. This is not the same as changing the scale attribute of an entity. When changing the size of a slime, its health is fully resorted and will have changes done to its max health, movement speed and attack damage. The default minecraft size of a slime is anywhere between 0 and 2, with a maximum of 126. The default minecraft size of a phantom is 0 with a maximum size of 64./docs?id=Skript-ExprEntitySize
Entity Snapshot
TypeSkript
Represents a snapshot of an entity's data. This includes all of the data associated with an entity (its name, health, attributes, etc.), at the time this expression is used. Essentially, these are a way to create templates for entities. Individual attributes of a snapshot cannot be modified or retrieved./docs?id=Skript-entitysnapshot
Entity Snapshot
ExpressionSkript
Returns the entity snapshot of a provided entity, which includes all the data associated with it (name, health, attributes, etc.) at the time this expression is used. Individual attributes of a snapshot cannot be modified or retrieved./docs?id=Skript-ExprEntitySnapshot
Entity Snapshot - As String
ExpressionLusk
Gets the String NBT of the provided entity snapshots./docs?id=Lusk-ExprEntitySnapshotAsString
Entity Snapshot - Entity Type
ExpressionLusk
Gets the entity type of the provided entity snapshots./docs?id=Lusk-ExprEntitySnapshotType
Entity Snapshot - From String
ExpressionLusk
Attempts to create an entity snapshots from a previously created string nbt of one./docs?id=Lusk-ExprEntitySnapshotFromString
Entity Snapshot - Spawn
EffectLusk
Creates an entity using this template and spawns it at the provided location. This is an effect, not a section and can't be used as such. This effect is heavily influenced by Skript's Spawn effect (EffSecSpawn)./docs?id=Lusk-EffEntitySnapshotSpawn
Entity Sound
ExpressionSkript
Gets the sound that a given entity will make in a specific scenario./docs?id=Skript-ExprEntitySound
Entity Spawn Packet
TypeLuskv2
An entity spawn packet./docs?id=5p9hb
Entity Spell Cast
EventSkBee
Called when a Spellcaster casts a spell./docs?id=SkBee-entity_spell_cast
Entity Storage Entity Count
ExpressionSkript
The current number of entities stored inside an entity block storage (i.e. beehive). The maximum amount of entities an entity block storage can hold./docs?id=Skript-ExprEntityStorageEntityCount
Entity Storage Is Full
ConditionSkript
Checks to see if the an entity block storage (i.e beehive) is full./docs?id=Skript-CondEntityStorageIsFull
Entity Ticking State
ExpressionSkBee
Represents whether or not an entity will tick. Currently this only works for ArmorStands./docs?id=SkBee-ExprTickingState
Entity Tracked By Player
ConditionSkBee
Check if entities are tracked by players./docs?id=SkBee-CondEntityTrackedByPlayer
Entity Type
TypeSkript
The type of an entity, e.g. player, wolf, powered creeper, etc./docs?id=Skript-entitydata
Entity Type with Amount
TypeSkript
An entity type with an amount, e.g. '2 zombies'. I might remove this type in the future and make a more general 'type' type, i.e. a type that has a number and a type./docs?id=Skript-entitytype
Entity Unleash
EventSkBee
Called immediately prior to an entity being unleashed. Cancelling this event when either the leashed entity dies, the entity changes dimension, or the client has disconnected the leash will have no effect. `event-string` = The reason for unleashing. Options are "distance" (When the entity's leashholder is more than 10 blocks away), "holder_gone" (When the entity's leashholder has died or logged out, and so is unleashed), "player_unleash" (When the entity's leashholder attempts to unleash it), "unknown"/docs?id=SkBee-entity_unleash
Entity Use Item
EffectSkBee
Makes a LivingEntity start/stop/complete using an item. You can optionally specify which hand. Will default to main hand. **Types**: - Start = Makes the entity start using an item. - Stop = Interrupts any ongoing active "usage" or consumption or an item. - Complete = Finishes using the currently active item. When, for example, a skeleton is drawing its bow, this will cause it to release and fire the arrow.This method does not make any guarantees about the effect of this method as such depends on the entity and its state./docs?id=SkBee-EffEntityUseItem
Entity Visibility
ExpressionSkBee
Get/set visibility for entities. Armor stands on all versions, ItemFrames on 1.15+ and LivingEntities on 1.16.3+/docs?id=SkBee-ExprEntityVisibility
Entity Visibility
EffectSkript
Change visibility of the given entities for the given players. If no players are given, will hide the entities from all online players. When reveal is used in combination of the <a href='#ExprHiddenPlayers'>hidden players</a> expression and the viewers are not specified, this will default it to the given player in the hidden players expression. Note: all previously hidden entities (including players) will be visible when a player leaves and rejoins./docs?id=Skript-EffEntityVisibility
Entity Waypoint Color
ExpressionSkBee
Get/set/delete the waypoint color of an entity./docs?id=SkBee-ExprEntityWaypointColor
Entity Waypoint Style
ExpressionSkBee
Get/set/delete the waypoint style of an entity. Can be set to a NamespacedKey or a string. See [**Waypoint Style**](https://minecraft.wiki/w/Waypoint_style) on McWiki for more info./docs?id=SkBee-ExprEntityWaypointStyle
Entity With Id Protocolentityreferences
ExpressionLuskv2
/docs?id=9ku5x
Entity Would Collide With
ConditionSkBee
Check if an entity would collide with another entity or block. Optionally you can check if an entity would collide with anything at a location./docs?id=SkBee-CondEntityWouldCollideWith
Entity Zap
EventSkBee
Fired when lightning strikes an entity. Requires Paper 1.10.2+/docs?id=SkBee-entity_zap
Entity/Block/BlockState/Item - is Collidable
ConditionLusk
Checks whether the provided living entities, blocks, blockstates and items are collidable. Info: - LivingEntity: Some entities might be exempted from the collidable rule of this entity. Use the "Entity - Collidable Exemptions" expression to get these. Please note that this method returns only the custom collidable state, not whether the entity is non-collidable for other reasons such as being dead./docs?id=Lusk-CondIsCollidable
Entity/Player/World from UUID
ExpressionSkript
Get an entity, player, offline player or world from a UUID. Unloaded entities or players that are offline (when using 'player from %uuid%') will return nothing./docs?id=Skript-ExprFromUUID
Entity/Snapshot - NBT String
ExpressionLusk
Gets the provided entities or entity snapshots as their NBT string. Don't rely on this as the structure of the results can change across versions./docs?id=Lusk-ExprEntityNBTString
EntityBlockStorage - Add/Release Entities
EffectSkBee
Add/release entities to/from blocks which can store entities. When releasing bees at night/during rain, they will immediately go back in their hive, use the optional timespan to keep them outside. You can optionally put the released entities into a variable (see examples). As of 1.15 this only includes beehives/bee nests!/docs?id=SkBee-EffEntityBlockStorage
EntityBlockStorage - Entity Count
ExpressionSkBee
Get the amount of entities currently stored in a storage block. As of 1.15 this only includes beehives/bee nests! Requires Spigot/Paper 1.15.2+/docs?id=SkBee-ExprEntityBlockStorageCount
EntityBlockStorage - Is Full
ConditionSkBee
Check if an entity storage block is fully of entities. As of 1.15 this only includes beehives/bee nests!/docs?id=SkBee-CondEntityStorageBlockFull
EntityBlockStorage - Max Entities
ExpressionSkBee
Get/Set the max amount of entities which can be stored in a block. As of 1.15 this only includes beehives/bee nests! Requires Spigot/Paper 1.15.2+/docs?id=SkBee-ExprEntityBlockStorageMax
Enum Bot Status
ExpressionDiSky
/docs?id=DiSky-EnumBotStatus
Environment Attribute
TypeSkNMS
Represents an environment attribute for a biome effect. NOTE: These are auto-generated and may differ between server versions, currently generated for Minecraft 26.1.2./docs?id=SkNMS-environmentattribute