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No Damage Ticks
ExpressionSkript
The number of ticks that an entity is invulnerable to damage for./docs?id=Skript-ExprNoDamageTicks
No Damage Time
ExpressionSkript
The amount of time an entity is invulnerable to any damage./docs?id=Skript-ExprNoDamageTime
node
Typeanimated-skript
N/A/docs?id=animated-skript-activemodelnode
Node
TypeSkript
A node (entry) from a script config file. This may have navigable children./docs?id=Skript-node
Node
ExpressionSkript
Returns a node inside a config (or another section-node). Nodes in Skript configs are written in the format `key: value`. Section nodes can contain other nodes./docs?id=Skript-ExprNode
Normal Vector of Shape
Expressionskript-particle
Returns the normal vector of a shape. This, by default, is the vector (0, 1, 0) which points directly up.If the shape is rotated, this will be the vector that is pointing up after the rotation. Treat it as what the shape thinks is "up". Changing this will rotate the shape accordingly. Resetting or deleting it will set it back to the default orientation./docs?id=skript-particle-ExprShapeNormal
Now
ExpressionSkript
The current <a href='#date'>system time</a> of the server. Use <a href='#ExprTime'>time</a> to get the <a href='#time'>Minecraft time</a> of a world./docs?id=Skript-ExprNow
null
Typeskript-reflect
/docs?id=skript-reflect-null
Number
TypeSkript
A number, e.g. 2.5, 3, -9812454, 30 degrees or 3.14 radians. Please note that many expressions only need integers, i.e. will discard any fractional parts of any numbers without producing an error. Radians will be converted to degrees./docs?id=Skript-number
Number Of
ExpressionSkript
The number of something. Using 'number of {list::*}' will return the length of the list, so if you want the numbers of the things inside the lists, use 'numbers of {list::*}'./docs?id=Skript-PropExprNumber
Number of Characters
ExpressionSkript
The number of uppercase, lowercase, or digit characters in a string./docs?id=Skript-ExprNumberOfCharacters
Numbers
ExpressionSkript
All numbers between two given numbers, useful for looping. Use 'numbers' if your start is not an integer and you want to keep the fractional part of the start number constant, or use 'integers' if you only want to loop integers. You may also use 'decimals' if you want to use the decimal precision of the start number. You may want to use the 'times' expression instead, for instance 'loop 5 times:'/docs?id=Skript-ExprNumbers
Ocelot - is Trusting
ConditionLusk
Checks if an ocelot trusts players./docs?id=Lusk-CondOcelotTrusting
Ocelot - is Trusting (Property)
ExpressionLusk
Returns whether or not an ocelot trusts players. Can be set./docs?id=Lusk-ExprOcelotTrustingState
Offline Player
TypeSkript
A player that is possibly offline. See player for more information. Please note that while all effects and conditions that require a player can be used with an offline player as well, they will not work if the player is not actually online./docs?id=Skript-offlineplayer
Offline players
ExpressionSkript
All players that have ever joined the server. This includes the players currently online./docs?id=Skript-ExprOfflinePlayers
offlineplayer
FunctionSkript
Returns a offline player from their name or UUID. This function will still return the player if they're online. If Paper 1.16.5+ is used, the 'allowLookup' parameter can be set to false to prevent this function from doing a web lookup for players who have not joined before. Lookups can cause lag spikes of up to multiple seconds, so use offline players with caution./docs?id=Skript-offlineplayer-2
On Allay - on Duplicate
EventLusk
Called when an allay duplicates itself./docs?id=Lusk-allay_-_on_duplicate
On Animation Camera Remove Player
EventDisplayEntityUtils
Called when an animation camera has a player removed from it./docs?id=DisplayEntityUtils-animation_camera_remove_player
On Animation Camera Start
EventDisplayEntityUtils
Called when an animation camera begins for players./docs?id=DisplayEntityUtils-animation_camera_start
On Animation Camera Stop
EventDisplayEntityUtils
Called when an animation camera stops for all of its players./docs?id=DisplayEntityUtils-animation_camera_stop
On Animation Complete
EventDisplayEntityUtils
Called at the completion of an animation. This is not called for looping animations/animators/docs?id=DisplayEntityUtils-animation_complete
On Animation Ended
Eventanimated-skript
/docs?id=animated-skript-animation_ended
On Animation Frame End
EventDisplayEntityUtils
Called when a frame ends animating on an active group. Ignores frame delay and is called after translation of parts/docs?id=DisplayEntityUtils-animation_frame_end
On Animation Frame Set
Eventanimated-skript
/docs?id=animated-skript-animation_frame_set
On Animation Frame Start
EventDisplayEntityUtils
Called when a frame begins animating on an active group/docs?id=DisplayEntityUtils-animation_frame_start
On Animation Loop Start
EventDisplayEntityUtils
Called when a display animator begins a new animation loop/docs?id=DisplayEntityUtils-animation_loop_start
On Animation Paused
Eventanimated-skript
/docs?id=animated-skript-animation_paused
On Animation Resumed
Eventanimated-skript
/docs?id=animated-skript-animation_resumed
On Animation Start
EventDisplayEntityUtils
Called when a display animator starts playing an animation/docs?id=DisplayEntityUtils-animation_start
On Animation Started
Eventanimated-skript
/docs?id=animated-skript-animation_started
On Anvil Damage
EventSkript
Called when an anvil is damaged/broken from being used to repair/rename items. Note: this does not include anvil damage from falling./docs?id=Skript-anvil_damage
On Anvil Prepare
EventSkript
Called when an item is put in a slot for repair by an anvil. Please note that this event is called multiple times in a single item slot move./docs?id=Skript-anvil_prepare
On AoE Cloud Effect
EventSkript
Called when area effect cloud applies its potion effect. This happens every 5 ticks by default./docs?id=Skript-aoe_cloud_effect
On Arm Swing
EventSkript
Called when a player swings their arm./docs?id=Skript-arm_swing
On Armor Change
EventSkript
Called when armor pieces of a player are changed./docs?id=Skript-armor_change
On Armor Stand - on Manipulate
EventLusk
Called when a player interacts with an armor stand and will either swap, retrieve, place an item. `event-equipmentslot` is the clicked slot of the armor stand, to get the hand use the Used Hand expression `event-entity` is the armor stand `past event-item` is the item the armor stand is holding `future event-item` (or `event-item`) is the item the player is holding `event-armorstand interaction` is the type of manipulation that's happening during the event (NOTE: this will only ever return `Place`, `Retrieve` or `Change`)/docs?id=Lusk-armor_stand_-_on_manipulate
On Attempt Attack
EventSkript
Called when a player attempts to attack an entity. The event will be cancelled as soon as it is fired for non-living entities. Cancelling this event will prevent the attack and any sounds from being played when attacking. Any damage events will not be called if this is cancelled./docs?id=Skript-attempt_attack
On Bat - on Sleep/Wake up
EventLusk
Called when a bat attempts to sleep or wake up from its slumber./docs?id=Lusk-bat_-_on_sleepwake_up
On Bat Toggle Sleep
EventSkript
Called when a bat attempts to go to sleep or wakes up./docs?id=Skript-bat_toggle_sleep
On BDEngine API Converted
EventDisplayEntityUtils
Called when an imported BDEngine project is converted to a format usable by this plugin/docs?id=DisplayEntityUtils-bdengine_api_converted
On BDEngine Datapack Converted
EventDisplayEntityUtils
Called when a BDEngine datapack is converted to a format usable by this plugin/docs?id=DisplayEntityUtils-bdengine_datapack_converted
On Beacon Change Effect
EventSkript
Called when a player changes the effects of a beacon./docs?id=Skript-beacon_change_effect
On Beacon Effect
EventSkript
Called when a player gets an effect from a beacon./docs?id=Skript-beacon_effect
On Beacon Toggle
EventSkript
Called when a beacon is activated or deactivated./docs?id=Skript-beacon_toggle
On Bed Enter
EventSkript
Called when a player starts sleeping./docs?id=Skript-bed_enter
On Bed Leave
EventSkript
Called when a player leaves a bed./docs?id=Skript-bed_leave
On Bell Resonate
EventSkript
Called when a bell resonates, highlighting nearby raiders./docs?id=Skript-bell_resonate
On Bell Ring
EventSkript
Called when a bell is rung./docs?id=Skript-bell_ring
On Block - on Ignite [Lusk Extension]
EventLusk
**THIS IS AN EXTENDED VERSION OF SKRIPT'S IGNITE EVENT.** `event-player` = the Player that placed/ignited the fire block, or not set if not ignited by a Player. `event-entity` = the Entity that placed/ignited the fire block, or not set if not ignited by an Entity. `event-ignitecause` = the value detailing the cause of the block ignition. Called when a block is ignited. If you want to catch when a Player places fire, use the place event. If this event is cancelled, the block will not be ignited./docs?id=Lusk-block_-_on_ignite_[lusk_extension]
On Block Damage
EventSkript
Called when a player starts to break a block. You can usually just use the leftclick event for this./docs?id=Skript-block_damage
On Block Destruction (Packet)
EventLuskv2
Called when the server updates the destruction stage of a block for the client./docs?id=jwfy7
On Block Drop
EventSkript
Called when a block broken by a player drops something. <ul> <li>event-player: The player that broke the block</li> <li>past event-block: The block that was broken</li> <li>event-block: The block after being broken</li> <li>event-items (or drops): The drops of the block</li> <li>event-entities: The entities of the dropped items</li> </ul> If the breaking of the block leads to others being broken, such as torches, they will appearin "event-items" and "event-entities"./docs?id=Skript-block_drop
On Block Fertilize
EventSkript
Called when a player fertilizes blocks./docs?id=Skript-block_fertilize
On Block Growth
EventSkript
Called when a crop grows. Alternative to new form of generic grow event./docs?id=Skript-block_growth
On Block Update (Packet)
EventLuskv2
Called when the server updates a block for the client./docs?id=dp1jo
On Book Edit
EventSkript
Called when a player edits a book./docs?id=Skript-book_edit
On Book Sign
EventSkript
Called when a player signs a book./docs?id=Skript-book_sign
On Break / Mine
EventSkript
Called when a block is broken by a player. If you use 'on mine', only events where the broken block dropped something will call the trigger./docs?id=Skript-break_mine
On Brewing Complete
EventSkript
Called when a brewing stand finishes brewing an ingredient and changes the potions./docs?id=Skript-brewing_complete
On Brewing Fuel
EventSkript
Called when a brewing stand is about to use an item to increase its fuel level./docs?id=Skript-brewing_fuel
On Brewing Start
EventSkript
Called when a brewing stand starts brewing./docs?id=Skript-brewing_start
On Broadcast
EventSkript
Called when a message is broadcasted./docs?id=Skript-broadcast
On Bucket Catch Entity
EventSkript
/docs?id=Skript-bucket_catch_entity
On Bucket Empty
EventSkript
Called when a player empties a bucket. You can also use the <a href='#place'>place event</a> with a check for water or lava./docs?id=Skript-bucket_empty
On Bucket fill
EventSkript
Called when a player fills a bucket./docs?id=Skript-bucket_fill
On Burn
EventSkript
Called when a block is destroyed by fire./docs?id=Skript-burn
On Can Build Check
EventSkript
Called when a player rightclicks on a block while holding a block or a placeable item. You can either cancel the event to prevent the block from being built, or uncancel it to allow it. Please note that the <a href='#ExprDurability'>data value</a> of the block to be placed is not available in this event, only its <a href='#ExprIdOf'>ID</a>./docs?id=Skript-can_build_check
On Chat
EventSkript
Called whenever a player chats. Use <a href='#ExprChatFormat'>chat format</a> to change message format. Use <a href='#ExprChatRecipients'>chat recipients</a> to edit chat recipients./docs?id=Skript-chat
On Chunk Generate
EventSkript
Called after a new chunk was generated./docs?id=Skript-chunk_generate
On Chunk Load
EventSkript
Called when a chunk loads. The chunk might or might not contain mobs when it's loaded./docs?id=Skript-chunk_load
On Chunk Register Group
EventDisplayEntityUtils
Called when a chunk loads a spawned group and registers it/docs?id=DisplayEntityUtils-chunk_register_group
On Chunk Unload
EventSkript
Called when a chunk is unloaded due to not being near any player./docs?id=Skript-chunk_unload
On Citizen Click
EventSkonic
Called when a Citizens NPC is clicked by a player./docs?id=Skonic-citizen_click
On Citizen Create
EventSkonic
Called when a Citizens NPC is created by the server or an external service (Such as this plugin)./docs?id=Skonic-citizen_create
On Citizen Create by CommandSender
EventSkonic
Called when a Citizens NPC is created via a command./docs?id=Skonic-citizen_create_by_commandsender
On Citizen Create by Player
EventSkonic
Called when a Citizens NPC is created by a player./docs?id=Skonic-citizen_create_by_player
On Citizen Damage
EventSkonic
Called when a Citizens NPC is damaged Does not include damage by entity or damage by block, use their respective events for that./docs?id=Skonic-citizen_damage
On Citizen Damage by Block
EventSkonic
Called when a Citizens NPC is damaged by a block. Example: Lava, Fire/docs?id=Skonic-citizen_damage_by_block
On Citizen Damage by Entity
EventSkonic
Called when a Citizens NPC is damaged by an entity./docs?id=Skonic-citizen_damage_by_entity
On Citizen Death
EventSkonic
Called when a Citizens NPC dies./docs?id=Skonic-citizen_death
On Citizen Despawn
EventSkonic
Called when a Citizens NPC despawns./docs?id=Skonic-citizen_despawn
On Citizen Left Click
EventSkonic
Called when a Citizens NPC is left clicked by a player. Only is called if NPC is not vulnerable./docs?id=Skonic-citizen_left_click
On Citizen Remove
EventSkonic
Called when a Citizens NPC is removed./docs?id=Skonic-citizen_remove
On Citizen Right Click
EventSkonic
Called when a Citizens NPC is right clicked by a player/docs?id=Skonic-citizen_right_click
On Citizen Spawn
EventSkonic
Called when a Citizens NPC is spawned./docs?id=Skonic-citizen_spawn
On Click
EventSkript
Called when a user clicks on a block, an entity or air with or without an item in their hand. Please note that rightclick events with an empty hand while not looking at a block are not sent to the server, so there's no way to detect them. Also note that a leftclick on an entity is an attack and thus not covered by the 'click' event, but the 'damage' event./docs?id=Skript-click
On Combust
EventSkript
Called when an entity is set on fire, e.g. by fire or lava, a fireball, or by standing in direct sunlight (zombies, skeletons)./docs?id=Skript-combust
On Command
EventSkript
Called when a player enters a command (not necessarily a Skript command) but you can check if command is a skript command, see <a href='#CondIsSkriptCommand'>Is a Skript command condition</a>./docs?id=Skript-command
On complete of sql query
Eventskript-db
/docs?id=yu1u2
On Connect
EventSkript
Called when the player connects to the server. This event is called before the player actually joins the server, so if you want to prevent players from joining you should prefer this event over <a href='#join'>on join</a>./docs?id=Skript-connect
On Console Log
EventLuskv2
Called when the server's console is used to log something./docs?id=de9s2
On Consume
EventSkript
Called when a player is done eating/drinking something, e.g. an apple, bread, meat, milk or a potion./docs?id=Skript-consume
On Craft
EventSkript
Called when a player crafts an item./docs?id=Skript-craft
On Creeper - on Ignite/Extinguish
EventLusk
Called when a Creeper is ignited./docs?id=Lusk-creeper_-_on_igniteextinguish
On Creeper Power
EventSkript
Called when a creeper is struck by lighting and gets powered. Cancel the event to prevent the creeper from being powered./docs?id=Skript-creeper_power
On Crossbow - on Load
EventLusk
Called when a LivingEntity loads a crossbow with a projectile./docs?id=Lusk-crossbow_-_on_load
On custom event
Eventskript-reflect
/docs?id=skript-reflect-custom_event
On custom redis message
EventSkRedis
/docs?id=SkRedis-custom_redis_message
On Damage
EventSkript
Called when an entity receives damage, e.g. by an attack from another entity, lava, fire, drowning, fall, suffocation, etc./docs?id=Skript-damage
On Death
EventSkript
Called when a living entity (including players) dies./docs?id=Skript-death
On Discord Command
EventDiSky
Custom DiSky discord command system. Arguments works like the normal skript's one and accept both optional and require arguments./docs?id=DiSky-discord_command
On Disky Command
EventDiSky
Fired when a disky/discord command is executed./docs?id=DiSky-disky_command
On DiSky Error / Exception
EventDiSky
Fired when any DiSky error occur. Since DiSky exception are per-event only, this regroup every exception occurred in every events./docs?id=DiSky-disky_error_exception
On Dispense
EventSkript
Called when a dispenser dispenses an item./docs?id=Skript-dispense
On Drop
EventSkript
Called when a player drops an item from their inventory, or an entity drops an item, such as a chicken laying an egg./docs?id=Skript-drop
On Egg Throw
EventSkript
Called when a player throws an egg and it lands. You can just use the <a href='#shoot'>shoot event</a> in most cases. However, this event allows modification of properties like the hatched entity type and the number of entities to hatch./docs?id=Skript-egg_throw
On Elytra Boost
EventSkript
Called when a player uses a firework to boost their fly speed when flying with an elytra./docs?id=Skript-elytra_boost
On Enchant
EventSkript
Called when a player successfully enchants an item. To get the enchanted item, see the <a href='#ExprEnchantEventsEnchantItem'>enchant item expression</a>/docs?id=Skript-enchant
On Enchant Prepare
EventSkript
Called when a player puts an item into enchantment table. This event may be called multiple times. To get the enchant item, see the <a href='#ExprEnchantEventsEnchantItem'>enchant item expression</a>/docs?id=Skript-enchant_prepare
On Enderman Enrage
EventSkript
Called when an enderman gets mad because a player looked at them. Note: This does not stop enderman from targeting the player as a result of getting damaged./docs?id=Skript-enderman_enrage
On Enderman/Sheep/Silverfish/Falling Block
EventSkript
Called when an enderman places or picks up a block, a sheep eats grass, a silverfish boops into/out of a block or a falling block lands and turns into a block respectively. event-block represents the old block and event-blockdata represents the new replacement that'll be applied to the block./docs?id=Skript-endermansheepsilverfishfalling_block
On Entity - on Dye
EventLusk
Called when a player dyes an entity (Wolf, Cat or sheep)./docs?id=Lusk-entity_-_on_dye
On Entity - on Rename
EventLusk
Called when the player is attempting to rename a mob./docs?id=Lusk-entity_-_on_rename
On Entity - on Sit/Stand up
EventLusk
Called when an entity sits down or stands up./docs?id=Lusk-entity_-_on_sitstand_up
On Entity Breed
EventSkript
Called whenever two animals begin to conceive a child. The type can be specified./docs?id=Skript-entity_breed
On Entity Dismount
EventSkript
Called when an entity dismounts./docs?id=Skript-entity_dismount
On Entity Jump
EventSkript
Called when an entity jumps./docs?id=Skript-entity_jump
On Entity Metadata (Packet)
EventLuskv2
Called when the server sends an entity metadata packet to the client./docs?id=atqhu
On Entity Mount
EventSkript
Called when entity starts riding another./docs?id=Skript-entity_mount
On Entity Potion Effect
EventSkript
Called when an entity's potion effect is modified./docs?id=Skript-entity_potion_effect
On Entity Ride Group
EventDisplayEntityUtils
Called when an entity is mounted on a spawned group/docs?id=DisplayEntityUtils-entity_ride_group
On Entity Shoot Bow
EventSkript
Called when an entity shoots a bow. event-entity refers to the shot projectile/entity./docs?id=Skript-entity_shoot_bow
On Entity Spawn (Packet)
EventLuskv2
Called when the server sends an entity spawn packet to the client./docs?id=ybooh
On Entity Transform
EventSkript
Called when an entity is about to be replaced by another entity. Examples when it's called include; when a zombie gets cured and a villager spawns, an entity drowns in water like a zombie that turns to a drown, an entity that gets frozen in powder snow, a mooshroom that when sheared, spawns a new cow./docs?id=Skript-entity_transform
On Experience Change
EventSkript
Called when a player's experience changes./docs?id=Skript-experience_change
On Experience Cooldown Change
EventSkript
Called when a player's experience cooldown changes. Experience cooldown is how long until a player can pick up another orb of experience./docs?id=Skript-experience_cooldown_change
On Experience Spawn
EventSkript
Called whenever experience is about to spawn. Please note that this event will not fire for xp orbs spawned by plugins (including Skript) with Bukkit./docs?id=Skript-experience_spawn
On Explode
EventSkript
Called when an entity (a primed TNT or a creeper) explodes./docs?id=Skript-explode
On Explosion Prime
EventSkript
Called when an explosive is primed, i.e. an entity will explode shortly. Creepers can abort the explosion if the player gets too far away, while TNT will explode for sure after a short time./docs?id=Skript-explosion_prime
On Fade
EventSkript
Called when a block 'fades away', e.g. ice or snow melts./docs?id=Skript-fade
On Firework Explode
EventSkript
Called when a firework explodes./docs?id=Skript-firework_explode
On First Join
EventSkript
Called when a player joins the server for the first time./docs?id=Skript-first_join
On Fishing
EventSkript
Called when a player triggers a fishing event. An entity hooked event is triggered when an entity gets caught by a fishing rod. A fish escape event is called when the player fails to click on time, and the fish escapes. A fish approaching event is when the bobber is waiting to be hooked, and a fish is approaching. A fishing state change event is triggered whenever the fishing state changes./docs?id=Skript-fishing
On Flight Toggle
EventSkript
Called when a players stops/starts flying./docs?id=Skript-flight_toggle
On Flow
EventSkript
Called when a blocks flows or teleports to another block. This not only applies to water and lava, but teleporting dragon eggs as well./docs?id=Skript-flow
On Flower Pot - on Manipulate
EventLusk
Called when a player places an item in or takes an item out of a flowerpot./docs?id=Lusk-flower_pot_-_on_manipulate
On Form
EventSkript
Called when a block is created, but not by a player, e.g. snow forms due to snowfall, water freezes in cold biomes. This isn't called when block spreads (mushroom growth, water physics etc.), as it has its own event (see <a href='#spread'>spread event</a>)./docs?id=Skript-form
On Fuel Burn
EventSkript
Called when a furnace burns an item from its <a href='#ExprFurnaceSlot'>fuel slot</a>./docs?id=Skript-fuel_burn
On Furnace Item Extract
EventSkript
Called when a player takes any item out of the furnace./docs?id=Skript-furnace_item_extract
On Gamemode Change
EventSkript
Called when a player's <a href='#gamemode'>gamemode</a> changes./docs?id=Skript-gamemode_change
On Gliding State Change
EventSkript
Called when an entity toggles glider on or off, or when server toggles gliding state of an entity forcibly./docs?id=Skript-gliding_state_change
On Group Lose Permission
Eventskript-luckperms
Called when a group loses a permission. `event-permission` = The permission that was removed. `event-group` = The group that lost the permission./docs?id=skript-luckperms-group_lose_permission
On Group Meta Remove
Eventskript-luckperms
Called when the meta of a group is removed. Only called when meta is REMOVED not set/added to for that case use `group meta set` `event-key` = The key e.g. "prefix" or "suffix" `event-value` = The result that key was set to. `event-group` = The group that lost said meta./docs?id=skript-luckperms-group_meta_remove
On Group Meta Set
Eventskript-luckperms
Called when the meta of a group is set. Only called when meta is SET not unset etc for that case use `group meta remove` `event-key` = The key e.g. "prefix" or "suffix" `event-value` = The result that key was set to. `event-group` = The group that received the meta./docs?id=skript-luckperms-group_meta_set
On Group Receive Permission
Eventskript-luckperms
Called when a group receives a permission. If the permission duration is infinite %event-timespan% will return 0 seconds. `event-permission` = The permission the group received. `event-group` = The group that received the permission. `event-timespan` = The duration the group will have the permission for./docs?id=skript-luckperms-group_receive_permission
On Group Registered
EventDisplayEntityUtils
Called when a spawned group is registered by when automatically detected, nearby selection, or spawned from a saved group/docs?id=DisplayEntityUtils-group_registered
On Group Ride Entity
EventDisplayEntityUtils
Called when a spawned group is mounted on an entity/docs?id=DisplayEntityUtils-group_ride_entity
On Group Spawned
EventDisplayEntityUtils
Called when a spawned group is spawned from a saved group/docs?id=DisplayEntityUtils-group_spawned
On Group Unregistered
EventDisplayEntityUtils
Called when a spawned based group is unregistered/docs?id=DisplayEntityUtils-group_unregistered
On Grow
EventSkript
Called when a tree, giant mushroom or plant grows to next stage. "of" matches any grow event, "from" matches only the old state, "into" matches only the new state,and "from into" requires matching both the old and new states. Using "and" lists in this event is equivalent to using "or" lists. The event will trigger if any one of the elements is what grew./docs?id=Skript-grow
On Hand Item Swap
EventSkript
Called whenever a player swaps the items in their main- and offhand slots. Works also when one or both of the slots are empty. The event is called before the items are actually swapped, so when you use the player's tool or player's offtool expressions, they will return the values before the swap - this enables you to cancel the event before anything happens./docs?id=Skript-hand_item_swap
On Harvest Block
EventSkript
Called when a player harvests a block. A block being harvested is when a block drops items and the state of the block is changed, but the block is not broken. An example is harvesting berries from a berry bush./docs?id=Skript-harvest_block
On Heal
EventSkript
Called when an entity is healed, e.g. by eating (players), being fed (pets), or by the effect of a potion of healing (overworld mobs) or harm (nether mobs)./docs?id=Skript-heal
On Hitbox Attacked
Eventanimated-skript
/docs?id=animated-skript-hitbox_attacked
On Hitbox Interact
Eventanimated-skript
/docs?id=animated-skript-hitbox_interact
On Hopper - on Inventory Search
EventLusk
Called each time a Hopper attempts to find its source/attached containers./docs?id=Lusk-hopper_-_on_inventory_search
On Horse Jump
EventSkript
Called when a horse jumps./docs?id=Skript-horse_jump
On Hunger Meter Change
EventSkript
Called when the hunger bar of a player changes, i.e. either increases by eating or decreases over time./docs?id=Skript-hunger_meter_change
On Ignition
EventSkript
Called when a block starts burning, i.e. a fire block is placed next to it and this block is flammable. The <a href='#burn'>burn event</a> will be called when the block is about do be destroyed by the fire./docs?id=Skript-ignition
On Interaction Click
EventDisplayEntityUtils
Called when an interaction entity is clicked. Interaction commands can only be retrieved AFTER version 2.7.7/docs?id=DisplayEntityUtils-interaction_click
On Inventory Click
EventSkript
Called when clicking on inventory slot./docs?id=Skript-inventory_click
on Inventory Click - Clicked Item
ExpressionLusk
Can be set./docs?id=Lusk-ExprClickedItem
On Inventory Close
EventSkript
Called when player's currently viewed inventory is closed./docs?id=Skript-inventory_close
On Inventory Drag
EventSkript
Called when a player drags an item in their cursor across the inventory./docs?id=Skript-inventory_drag
On Inventory Item Move
EventSkript
Called when an entity or block (e.g. hopper) tries to move items directly from one inventory to another. When this event is called, the initiator may have already removed the item from the source inventory and is ready to move it into the destination inventory. If this event is cancelled, the items will be returned to the source inventory./docs?id=Skript-inventory_item_move
On Inventory Open
EventSkript
Called when an inventory is opened for player./docs?id=Skript-inventory_open
On Inventory Pickup
EventSkript
Called when an inventory (a hopper, a hopper minecart, etc.) picks up an item/docs?id=Skript-inventory_pickup
On Inventory Slot Change
EventSkript
Called when a slot in a player's inventory is changed. Warning: setting the event-slot to a new item can result in an infinite loop./docs?id=Skript-inventory_slot_change
on Inventory Slot Drop - Drop Info
ConditionLusk
Checks if the item is being dropped from the cursor or the inventory, if the whole stack is being dropped or both./docs?id=Lusk-CondSlotDropInfo
On Item Break
EventSkript
Called when a player breaks their tool because its damage reached the maximum value. This event cannot be cancelled./docs?id=Skript-item_break
On Item Damage
EventSkript
Called when an item is damaged. Most tools are damaged by using them; armor is damaged when the wearer takes damage./docs?id=Skript-item_damage
On Item Despawn
EventSkript
Called when an item is about to be despawned from the world, usually 5 minutes after it was dropped./docs?id=Skript-item_despawn
On Item Frame - on Change
EventLusk
Called when an ItemFrame is having an item rotated, added, or removed from it./docs?id=Lusk-item_frame_-_on_change
On Item Mend
EventSkript
Called when a player has an item repaired via the Mending enchantment./docs?id=Skript-item_mend
On Item Merge
EventSkript
Called when dropped items merge into a single stack. event-entity will be the entity which is trying to merge, and future event-entity will be the entity which is being merged into./docs?id=Skript-item_merge
On Item Place Group Event
EventDisplayEntityUtils
Called when a player places a packet-based using an item/docs?id=DisplayEntityUtils-item_place_group_event
On Item Spawn
EventSkript
Called whenever an item stack is spawned in a world, e.g. as drop of a block or mob, a player throwing items out of their inventory, or a dispenser dispensing an item (not shooting it)./docs?id=Skript-item_spawn
On Join
EventSkript
Called when the player joins the server. The player is already in a world when this event is called, so if you want to prevent players from joining you should prefer <a href='#connect'>on connect</a> over this event./docs?id=Skript-join
On Jump
EventSkript
Called whenever a player jumps. This event requires PaperSpigot./docs?id=Skript-jump
On Kick
EventSkript
Called when a player is kicked from the server. You can change the <a href='#ExprMessage'>kick message</a> or <a href='#EffCancelEvent'>cancel the event</a> entirely./docs?id=Skript-kick
On Language Change
EventSkript
Called after a player changed their language in the game settings. You can use the <a href='#ExprLanguage'>language</a> expression to get the current language of the player./docs?id=Skript-language_change
On Leash / Unleash
EventSkript
Called when an entity is leashed or unleashed. Cancelling these events will prevent the leashing or unleashing from occurring./docs?id=Skript-leash_unleash
On Leaves Decay
EventSkript
Called when a leaf block decays due to not being connected to a tree./docs?id=Skript-leaves_decay
On Lectern - on Page Flip
EventLusk
Called when a player flips the page in a Lectern./docs?id=Lusk-lectern_-_on_page_flip
On Level Change
EventSkript
Called when a player's <a href='#ExprLevel'>level</a> changes, e.g. by gathering experience or by enchanting something./docs?id=Skript-level_change
On Lightning Strike
EventSkript
Called when lightning strikes./docs?id=Skript-lightning_strike
On Log
EventSkLogs
This is called when a message is sent in console. Note that using broadcast on the on log event will infinitely loop./docs?id=9mp12
On Loom - on Pattern Select
EventLusk
This Event requires Paper. Called when a player selects a banner pattern in a loom inventory./docs?id=Lusk-loom_-_on_pattern_select
On Loot Generate
EventSkript
Called when a loot table of an inventory is generated in the world. For example, when opening a shipwreck chest./docs?id=Skript-loot_generate
On Love Mode Enter
EventSkript
Called whenever an entity enters a state of being in love./docs?id=Skript-love_mode_enter
On Member Ban Event
EventDiSky
/docs?id=DiSky-member_ban_event
On Member Kick Event
EventDiSky
/docs?id=DiSky-member_kick_event
On Model Removed
Eventanimated-skript
/docs?id=animated-skript-model_removed
On Model Spawned
Eventanimated-skript
/docs?id=animated-skript-model_spawned
On Move / Rotate
EventSkript
Called when a player or entity moves or rotates their head. NOTE: Move event will only be called when the entity/player moves position, keyword 'turn around' is for orientation (ie: looking around), and the combined syntax listens for both. NOTE: These events can be performance heavy as they are called quite often./docs?id=Skript-move_rotate
On Move On
EventSkript
Called when a player moves onto a certain type of block. Please note that using this event can cause lag if there are many players online./docs?id=Skript-move_on
On Oraxen Block Break
EventOraxen
Called when a player breaks an Oraxen custom block (NoteBlock or StringBlock). You can optionally specify a specific Oraxen item ID to filter for./docs?id=Oraxen-oraxen_block_break
On Oraxen Block Interact
EventOraxen
Called when a player interacts with an Oraxen custom block (NoteBlock or StringBlock). You can optionally specify a specific Oraxen item ID to filter for./docs?id=Oraxen-oraxen_block_interact
On Oraxen Block Place
EventOraxen
Called when a player places an Oraxen custom block (NoteBlock or StringBlock). You can optionally specify a specific Oraxen item ID to filter for./docs?id=Oraxen-oraxen_block_place
On Oraxen Furniture Break
EventOraxen
Called when a player breaks Oraxen furniture. You can optionally specify a specific Oraxen item ID to filter for./docs?id=Oraxen-oraxen_furniture_break
On Oraxen Furniture Interact
EventOraxen
Called when a player interacts with Oraxen furniture. You can optionally specify a specific Oraxen item ID to filter for./docs?id=Oraxen-oraxen_furniture_interact
On Oraxen Furniture Place
EventOraxen
Called when a player places Oraxen furniture. You can optionally specify a specific Oraxen item ID to filter for./docs?id=Oraxen-oraxen_furniture_place
On Packet Animation Complete
EventDisplayEntityUtils
Called at the completion of a packet-based animation. This is not called for looping animations/animators. If players are not specified, the animation is shown to all players who can see the group./docs?id=DisplayEntityUtils-packet_animation_complete
On Packet Animation Frame End
EventDisplayEntityUtils
Called when a frame ends animating on an active group. Ignores frame delay and is called after translation of parts. If players are not specified, the animation is shown to all players who can see the group./docs?id=DisplayEntityUtils-packet_animation_frame_end
On Packet Animation Frame Start
EventDisplayEntityUtils
Called when a frame begins animating on a spawned group using packets. If players are not specified, the animation is shown to all players who can see the group./docs?id=DisplayEntityUtils-packet_animation_frame_start
On Packet Animation Loop Start
EventDisplayEntityUtils
Called when a display animator begins a new animation loop using packets. If players are not specified, the animation is shown to all players who can see the group./docs?id=DisplayEntityUtils-packet_animation_loop_start
On Packet Animation Start
EventDisplayEntityUtils
Called when a display animator starts playing an animation using packets. If players are not specified, the animation is shown to all players who can see the group/docs?id=DisplayEntityUtils-packet_animation_start
On Packet Group Destroyed
EventDisplayEntityUtils
Called when a packet-based group is hidden from players/docs?id=DisplayEntityUtils-packet_group_destroyed
On Packet Group Send
EventDisplayEntityUtils
Called when a packet-based group is sent to players/docs?id=DisplayEntityUtils-packet_group_send
On Packet Receive
EventLuskv2
Called when the server receives a packet from the client./docs?id=nb5zf
On Packet Send
EventLuskv2
Called when the server send a packet to the client./docs?id=o0pu6
On Particle Send (Packet)
EventLuskv2
Called when the server sends a particle to the client./docs?id=3ynrw
On Physics
EventSkript
Called when a physics check is done on a block. By cancelling this event you can prevent some things from happening, e.g. sand falling, dirt turning into grass, torches dropping if their supporting block is destroyed, etc.Please note that using this event might cause quite some lag since it gets called extremely often./docs?id=Skript-physics
On Pick Up
EventSkript
Called when a player/entity picks up an item. Please note that the item is still on the ground when this event is called./docs?id=Skript-pick_up
On Pig Zap
EventSkript
Called when a pig is stroke by lightning and transformed into a zombie pigman. Cancel the event to prevent the transformation./docs?id=Skript-pig_zap
On Piglin Barter
EventSkript
Called when a piglin finishes bartering. A piglin may start bartering after picking up an item on its bartering list. Cancelling will prevent piglins from dropping items, but will still make them pick up the input./docs?id=Skript-piglin_barter
On Piston Extend
EventSkript
Called when a piston is about to extend./docs?id=Skript-piston_extend
On Piston Retract
EventSkript
Called when a piston is about to retract./docs?id=Skript-piston_retract
On Place
EventSkript
Called when a player places a block./docs?id=Skript-place
On Player - on Interact
EventLusk
Called when a player interacts with a block or entity by clicking. This event is always called unlike Skript's click event, meaning that it can be called for both hands. You can use `main hand` and `off hand` to make it per hand. `event-equipmentslot` = the slot of the used hand `event-blockaction` = the action of this event `event-vector` = the vector from the player to the interaction point `event-location` = the location of the interaction point/docs?id=Lusk-player_-_on_interact
On Player Chunk Enter
EventSkript
Called when a player enters a chunk. Note that this event is based on 'player move' event, and may be called frequent internally./docs?id=Skript-player_chunk_enter
On Player Deep Sleep
EventSkript
Called when a player has slept long enough to count as passing the night/storm. Cancelling this event will prevent the player from being counted as deeply sleeping unless they exit and re-enter the bed./docs?id=Skript-player_deep_sleep
On Player Input
EventSkript
Called when a player sends an updated input to the server. Note: The input keys event value is the set of keys the player is currently pressing, not the keys that were pressed or released./docs?id=Skript-player_input
On Player Pick Item
EventSkript
Called when a player picks an item, block or an entity using the pick block key (default middle mouse button). The past event-slot represents the slot containing the item that will be put into the players hotbar, or nothing, if the item is not in the inventory. The event-slot represents the slot in the hotbar where the picked item will be placed. Both event-slots may be set to new slots./docs?id=Skript-player_pick_item
On Player Pickup Arrow
EventSkript
Called when a player picks up an arrow from the ground./docs?id=Skript-player_pickup_arrow
On Player Trade
EventSkript
Called when a player has traded with a villager./docs?id=Skript-player_trade
On Player World Change
EventSkript
Called when a player enters a world. Does not work with other entities!/docs?id=Skript-player_world_change
On Portal
EventSkript
Called when a player or an entity uses a nether or end portal. Note that 'on entity portal' event does not apply to players. <a href='#EffCancelEvent'>Cancel the event</a> to prevent the entity from teleporting./docs?id=Skript-portal
On Portal Create
EventSkript
Called when a portal is created, either by a player or mob lighting an obsidian frame on fire, or by a nether portal creating its teleportation target in the nether/overworld. In Minecraft 1.14+, you can use <a href='#ExprEntity'>the player</a> in this event. Please note that there may not always be a player (or other entity) in this event./docs?id=Skript-portal_create
On Portal Enter
EventSkript
Called when an entity enters a nether portal or an end portal. Please note that this event will be fired many times for a nether portal./docs?id=Skript-portal_enter
On Pre Group Spawned
EventDisplayEntityUtils
Called before a spawned group is spawned and created/docs?id=DisplayEntityUtils-pre_group_spawned
On Pre Interaction Click
EventDisplayEntityUtils
Called when an interaction entity is clicked before the Interaction Click Event, but does not load commands/docs?id=DisplayEntityUtils-pre_interaction_click
On Pre Item Place Group Event
EventDisplayEntityUtils
Called before a player places a packet-based using an item/docs?id=DisplayEntityUtils-pre_item_place_group_event
On Pre Packet Group Created
EventDisplayEntityUtils
Called before a packet-based group is created/docs?id=DisplayEntityUtils-pre_packet_group_created
On Prepare Craft
EventSkript
Called just before displaying crafting result to player. Note that setting the result item might or might not work due to Bukkit bugs./docs?id=Skript-prepare_craft
On Pressure Plate / Trip
EventSkript
Called when a <i>player</i> steps on a pressure plate or tripwire respectively./docs?id=Skript-pressure_plate_trip
On Projectile Collide
EventSkript
Called when a projectile collides with an entity./docs?id=Skript-projectile_collide
On Projectile Hit
EventSkript
Called when a projectile hits an entity or a block./docs?id=Skript-projectile_hit
On Quit
EventSkript
Called when a player leaves the server./docs?id=Skript-quit
On Ready Arrow
EventSkript
Called when a player is firing a bow and the server is choosing an arrow to use. Cancelling this event will skip the current arrow item and fire a new event for the next arrow item. The arrow and bow in the event can be accessed with the Readied Arrow/Bow expression./docs?id=Skript-ready_arrow
On redis message
EventSkRedis
/docs?id=SkRedis-redis_message
On Redstone
EventSkript
Called when the redstone current of a block changes. This event is of not much use yet./docs?id=Skript-redstone
On Region Enter/Leave
EventSkript
Called when a player enters or leaves a <a href='#region'>region</a>. This event requires a supported regions plugin to be installed./docs?id=Skript-region_enterleave
On Region Enter/Leave
Eventskript-worldguard
Called when a player enters or leaves a region./docs?id=skript-worldguard-region_enterleave
On Reload
Eventanimated-skript
/docs?id=animated-skript-reload
On Resource Pack Request Response
EventSkript
Called when a player takes action on a resource pack request sent via the <a href='#EffSendResourcePack'>send resource pack</a> effect. The <a href='#CondResourcePack'>resource pack</a> condition can be used to check the resource pack state. This event will be triggered once when the player accepts or declines the resource pack request, and once when the resource pack is successfully installed or failed to download./docs?id=Skript-resource_pack_request_response
On Respawn
EventSkript
Called when a player respawns via death or entering the end portal in the end. You should prefer this event over the <a href='#death'>death event</a> as the player is technically alive when this event is called./docs?id=Skript-respawn
On Resurrect Attempt
EventSkript
Called when an entity dies, always. If they are not holding a totem, this is cancelled - you can, however, uncancel it./docs?id=Skript-resurrect_attempt
On Riptide
EventSkript
Called when the player activates the riptide enchantment, using their trident to propel them through the air. Note: the riptide action is performed client side, so manipulating the player in this event may have undesired effects./docs?id=Skript-riptide
On Script Load/Unload
EventSkript
Called directly after the trigger is loaded, or directly before the whole script is unloaded. The keyword 'async' indicates the trigger can be ran asynchronously,/docs?id=Skript-script_loadunload
On Send Command List
EventSkript
Called when the server sends a list of commands to the player. This usually happens on join. The sent commands can be modified via the <a href='#ExprSentCommands'>sent commands expression</a>. Modifications will affect what commands show up for the player to tab complete. They will not affect what commands the player can actually run. Adding new commands to the list is illegal behavior and will be ignored./docs?id=Skript-send_command_list
On Server List Ping
EventSkript
Called when a server list ping is coming in, generally when a Minecraft client pings the server to show its information in the server list. The <a href='#ExprIP'>IP</a> expression can be used to get the IP adress of the pinger. This event can be cancelled on PaperSpigot 1.12.2+ only and this means the player will see the server as offline (but still can join). Also you can use <a href='#ExprMOTD'>MOTD</a>, <a href='#ExprMaxPlayers'>Max Players</a>, <a href='#ExprOnlinePlayersCount'>Online Players Count</a>, <a href='#ExprProtocolVersion'>Protocol Version</a>, <a href='#ExprVersionString'>Version String</a>, <a href='#ExprHoverList'>Hover List</a> and <a href='#ExprServerIcon'>Server Icon</a> expressions, and <a href='#EffPlayerInfoVisibility'>Player Info Visibility</a> and <a href='#EffHidePlayerFromServerList'>Hide Player from Server List</a> effects to modify the server list./docs?id=Skript-server_list_ping
On Server Start/Stop
EventSkript
Called when the server starts or stops (actually, when Skript starts or stops, so a /reload will trigger these events as well)./docs?id=Skript-server_startstop
On Sheep Regrow Wool
EventSkript
Called when sheep regrows its sheared wool back./docs?id=Skript-sheep_regrow_wool
On Shoot
EventSkript
Called whenever a <a href='#projectile'>projectile</a> is shot. Use the <a href='#ExprShooter'>shooter expression</a> to get who shot the projectile./docs?id=Skript-shoot
On Sign Change
EventSkript
As signs are placed empty, this event is called when a player is done editing a sign./docs?id=Skript-sign_change
On Slime Split
EventSkript
Called when a slime splits. Usually this happens when a big slime dies./docs?id=Skript-slime_split
On Smelt
EventSkript
Called when a furnace smelts an item in its <a href='#ExprFurnaceSlot'>input slot</a>./docs?id=Skript-smelt
On Sneak Toggle
EventSkript
Called when a player starts or stops sneaking. Use <a href='#CondIsSneaking'>is sneaking</a> to get whether the player was sneaking before the event was called./docs?id=Skript-sneak_toggle
On Spawn
EventSkript
Called when an entity spawns (excluding players)./docs?id=Skript-spawn
On Spawn Change
EventSkript
Called when the spawn point of a world changes./docs?id=Skript-spawn_change
On Spectate
EventSkript
Called with a player starts, stops or swaps spectating an entity./docs?id=Skript-spectate
On Sponge Absorb
EventSkript
Called when a sponge absorbs blocks./docs?id=Skript-sponge_absorb
On Spread
EventSkript
Called when a new block <a href='#form'>forms</a> as a result of a block that can spread, e.g. water or mushrooms./docs?id=Skript-spread
On Sprint Toggle
EventSkript
Called when a player starts or stops sprinting. Use <a href='#CondIsSprinting'>is sprinting</a> to get whether the player was sprinting before the event was called./docs?id=Skript-sprint_toggle
On Start Smelt
EventSkript
Called when a furnace starts smelting an item in its ore slot./docs?id=Skript-start_smelt
On Stonecutter Recipe Select
EventSkript
Called when a player selects a recipe in a stonecutter./docs?id=Skript-stonecutter_recipe_select
On Stop Using Item
EventSkript
Called when a player stops using an item. For example, when the player releases the interact button when holding a bow, an edible item, or a spyglass. Note that event-timespan will return the time the item was used for./docs?id=Skript-stop_using_item
On Swim Toggle
EventSkript
Called when an entity swims or stops swimming./docs?id=Skript-swim_toggle
On System Time
EventSkript
Called when the local time of the system the server is running on reaches the provided real-life time./docs?id=Skript-system_time
On Tame
EventSkript
Called when a player tames a wolf or ocelot. Can be cancelled to prevent the entity from being tamed./docs?id=Skript-tame
On Target
EventSkript
Called when a mob starts/stops following/attacking another entity, usually a player./docs?id=Skript-target
On Teleport
EventSkript
This event can be used to listen to teleports from non-players or player entities respectively. When teleporting entities, the event may also be called due to a result of natural causes, such as an enderman or shulker teleporting, or wolves teleporting to players. When teleporting players, the event can be called by teleporting through a nether/end portal, or by other means (e.g. plugins)./docs?id=Skript-teleport
On Tool Change
EventSkript
Called whenever a player changes their held item by selecting a different slot (e.g. the keys 1-9 or the mouse wheel), <i>not</i> by dropping or replacing the item in the current slot./docs?id=Skript-tool_change
On Track Add Group
Eventskript-luckperms
Called when a group is added to a track. Only called when a group is added not removed for that case use `on track remove group` `event-group` = The group being added to the track. `event-track` = The track the group is being added to./docs?id=skript-luckperms-track_add_group
On Track Remove Group
Eventskript-luckperms
Called when a group is remove from a track. Only called when a group is removed not added for that case use `on track add group` `event-group` = The group being removed from the track. `event-track` = The track the group is being removed from./docs?id=skript-luckperms-track_remove_group
On User Demote
Eventskript-luckperms
Called when a group of a player is updated via a demotion on a. `event-group` = The group the user was demoted to. `past event-group` = The group the user had on the track. `event-track` = The track that the demotion happened on./docs?id=skript-luckperms-user_demote
On User Lose Group
Eventskript-luckperms
Called when a user loses a group. `event-group` = The group the user lost./docs?id=skript-luckperms-user_lose_group
On User Lose Permission
Eventskript-luckperms
Called when a user loses a permission. `event-permission` = The permission the user lost./docs?id=skript-luckperms-user_lose_permission
On User Meta Remove
Eventskript-luckperms
Called when the meta of a user is removed. Note: This event may be called multiple times if you clear a meta. `event-key` = The key e.g. "prefix" or "suffix" `event-value` = The result that key was set to./docs?id=skript-luckperms-user_meta_remove
On User Meta Set
Eventskript-luckperms
Called when the meta of a user is set. Only called when meta is SET not unset etc for that case use `user meta remove` `event-key` = The key e.g. "prefix" or "suffix" `event-value` = The result that key was set to./docs?id=skript-luckperms-user_meta_set
On User Promote
Eventskript-luckperms
Called when a group of a player is updated via a promotion on a track (/lp user notch promote staff)") Do note that %past event-group% will be unset if player didn't previously have a group on that track. `event-group` = The group the user was promoted to. `past event-group` = The group the user previously had on the track./docs?id=skript-luckperms-user_promote
On User Receive Group
Eventskript-luckperms
Called when a user receives a group. If the group duration is infinite %event-timespan% will return 0 seconds. `event-group` = The group the user received. `event-timespan` = The duration the user will have the group for./docs?id=skript-luckperms-user_receive_group
On User Receive Permission
Eventskript-luckperms
Called when a user receives a permission. If the permission duration is infinite %event-timespan% will return 0 seconds. `event-permission` = The permission that the user received. `event-timespan` = The duration the user will have the permission for./docs?id=skript-luckperms-user_receive_permission
On Vault Display Item
EventSkript
Called when a vault in a trial chamber is about to display an item./docs?id=Skript-vault_display_item
On Vehicle Collision
EventSkript
Called when a vehicle collides with a block or entity./docs?id=Skript-vehicle_collision
On Vehicle Create
EventSkript
Called when a new vehicle is created, e.g. when a player places a boat or minecart./docs?id=Skript-vehicle_create
On Vehicle Damage
EventSkript
Called when a vehicle gets damage. Too much damage will <a href='#vehicle_destroy'>destroy</a> the vehicle./docs?id=Skript-vehicle_damage
On Vehicle Destroy
EventSkript
Called when a vehicle is destroyed. Any <a href='#ExprPassenger'>passenger</a> will be ejected and the vehicle might drop some item(s)./docs?id=Skript-vehicle_destroy
On Vehicle Enter
EventSkript
Called when an <a href='#entity'>entity</a> enters a vehicle, either deliberately (players) or by falling into them (mobs)./docs?id=Skript-vehicle_enter
On Vehicle Exit
EventSkript
Called when an entity exits a vehicle./docs?id=Skript-vehicle_exit
On Vehicle Move
EventSkript
Called when a vehicle moves. Please note that using this event can cause lag if there are multiple vehicle entities, i.e. Horse, Pig, Boat, Minecart/docs?id=Skript-vehicle_move
on Velocity Change - New Velocity Vector
ExpressionLusk
The velocity vector in the Player Velocity Change Event, can be set, deleted and reset./docs?id=Lusk-ExprNewVelocity
On Villager Career Change
EventSkript
Called when a villager changes its career. Can be caused by being employed or losing their job./docs?id=Skript-villager_career_change
On Warden - on Sniff Toggle
EventLusk
Called when a warden sniffs around./docs?id=Lusk-warden_-_on_sniff_toggle
On Weather Change
EventSkript
Called when a world's weather changes./docs?id=Skript-weather_change
On Whitelist - on Toggle
EventLusk
Called when the whitelist is toggled./docs?id=Lusk-whitelist_-_on_toggle
On World Border Bounds Change
EventSkript
Called when a world border changes its bounds, either over time, or instantly. This event does not get called for virtual borders./docs?id=Skript-world_border_bounds_change
On World Border Bounds Finish Change
EventSkript
Called when a moving world border has finished its move. This event does not get called for virtual borders./docs?id=Skript-world_border_bounds_finish_change
On World Border Center Change
EventSkript
Called when a world border's center has changed. This event does not get called for virtual borders./docs?id=Skript-world_border_center_change
On World Init
EventSkript
Called when a world is initialized. As all default worlds are initialized before any scripts are loaded, this event is only called for newly created worlds. World management plugins might change the behaviour of this event though./docs?id=Skript-world_init
On World Load
EventSkript
Called when a world is loaded. As with the world init event, this event will not be called for the server's default world(s)./docs?id=Skript-world_load
On World Save
EventSkript
Called when a world is saved to disk. Usually all worlds are saved simultaneously, but world management plugins could change this./docs?id=Skript-world_save
On World Unload
EventSkript
Called when a world is unloaded. This event will never be called if you don't have a world management plugin./docs?id=Skript-world_unload
On WorldBorder - on Change/Center Change
EventLusk
Called when a world border's center is changed or when a world border starts (either over time or instantly) or stops moving./docs?id=Lusk-worldborder_-_on_changecenter_change
On Zombie Break Door
EventSkript
Called when a zombie is done breaking a wooden door. Can be cancelled to prevent the zombie from breaking the door./docs?id=Skript-zombie_break_door
On-Screen Kick Message
ExpressionSkript
The kick message that is displayed on a player's screen when they are kicked./docs?id=Skript-ExprOnScreenKickMessage
Online Player Count
ExpressionSkript
The amount of online players. This can be changed in a <a href='#server_list_ping'>server list ping</a> event only to show fake online player amount. <code>real online player count</code> always return the real count of online players and can't be changed./docs?id=Skript-ExprOnlinePlayersCount
op/deop
EffectSkript
Grant/revoke a user operator state./docs?id=Skript-EffOp
Open Book
EffectSkript
Opens a written book to a player./docs?id=Skript-EffOpenBook
Open Container Animation
EffectSkBee
Play the open/close animation on a lidded block (ie: chest, barrel or shulker box). Note: When using the open method, the block will basically be locked 'open', a player opening/closing the block will not close the lid./docs?id=SkBee-EffOpenContainerAnimation
Open Modal
EffectDiSky
/docs?id=DiSky-OpenModal
Open Private Channel
EffectDiSky
Opens a private channel with a specific user. The opened channel can be null and an exception can be thrown if the user does not accept messages./docs?id=DiSky-OpenPrivateChannel
Open Real Inventory
EffectSkBee
Open real inventories to players. This will open a real inventory object instead of a custom inventory object to players. Most of these (except enchanting and workbench) require a PaperMC server. `at %location%` is used to open an inventory at an actual block (Optional, will default to player's location). Some inventories require a location of a block for extra functionality,such as an enchanting table uses nearby bookshelves to determine enchantment level./docs?id=SkBee-EffOpenRealInventory
Open Sign
EffectSkBee
Open a sign's GUI to a player, to allow them to edit it. `virtual`: (Added in Paper 1.21.5) - Allows opening a client side sign to a player. - You will have to send a client side sign to the player. - The sign must be within 9 blocks of the player. - You can use the `unchecked sign change` event to listen for changes to virtual signs. If not using `virtual`, the block must be placed in the world. Front/Back support added in MC 1.20./docs?id=SkBee-EffOpenSign
Open/Close Inventory
EffectSkript
Opens an inventory to a player. The player can then access and modify the inventory as if it was a chest that they just opened. Please note that currently 'show' and 'open' have the same effect, but 'show' will eventually show an unmodifiable view of the inventory in the future./docs?id=Skript-EffOpenInventory
Open/Close Lid
EffectSkript
Open or close the lid of the block(s)./docs?id=Skript-EffLidState
Opened Inventory
ExpressionSkript
Return the currently opened inventory of a player. If no inventory is open, it returns the own player's crafting inventory./docs?id=Skript-ExprOpenedInventory
Options
StructureSkript
Options are used for replacing parts of a script with something else. For example, an option may represent a message that appears in multiple locations. Take a look at the example below that showcases this./docs?id=Skript-StructOptions
Oraxen Block
ExpressionOraxen
Gets the Oraxen block ID at a location or from a block. Returns the ID string if it's an Oraxen block, otherwise nothing./docs?id=Oraxen-ExprOraxenBlock
Oraxen Furniture
ExpressionOraxen
Gets the Oraxen furniture ID at a location, from a block, or from an entity. Returns the ID string if it's Oraxen furniture, otherwise nothing./docs?id=Oraxen-ExprOraxenFurniture
Oraxen ID
ExpressionOraxen
Gets the Oraxen ID from an ItemStack, Block, Entity, or Location./docs?id=Oraxen-ExprOraxenId
Oraxen Item
ExpressionOraxen
Gets an Oraxen item as an ItemStack from its ID./docs?id=Oraxen-ExprOraxenItem
Oraxen Item ID
TypeOraxen
Represents an Oraxen item ID that can be used to get items, check blocks, or furniture./docs?id=Oraxen-oraxenitemid
Override Group Unregister Despawn
EffectDisplayEntityUtils
Override the possible despawning of part entities when a non-packet group is unregistered/docs?id=DisplayEntityUtils-EffSpawnedGroupUnregisterOverride
Owner of Head
ExpressionSkonic
Gets the owner of a player head.Will only work if the head is from a player./docs?id=Skonic-ExprOwnerOfHead
Packet
TypeSkNMS
Represents a packet that is sent to/receivd by a player. See [Packets](https://minecraft.wiki/w/Java_Edition_protocol/Packets) on McWiki for more info./docs?id=SkNMS-nmspacket
Packet
TypeLuskv2
A packet./docs?id=gzdpp
Packet Group
TypeDisplayEntityUtils
Represents a packet-based Display Entity Group/Model/docs?id=DisplayEntityUtils-packetgroup
Packet Group Autoshow/Visibility
EffectDisplayEntityUtils
Determine if a Packet Group should automatically reveal itself to players/docs?id=DisplayEntityUtils-EffPacketGroupAutoShow
Packet Part
TypeDisplayEntityUtils
Represents an individual entity from a packet-based active group./docs?id=DisplayEntityUtils-packetpart
Packet Received/Sent
EventSkNMS
Simple listener for packets sent to/received by a player. Cancelling this event will prevent the packet from being sent or received. Any special data outside the event-values can be accessed via skript-reflect. **NOTE**: This event is called asynchronously, so be careful how you use it./docs?id=SkNMS-packet_receivedsent
Packet Rotation Yaw Of Playerrotationpackets
ExpressionLuskv2
/docs?id=mhyz9
Packet Type
TypeSkNMS
Represents a type of packet that can be sent to/received by a player. See [Packets](https://minecraft.wiki/w/Java_Edition_protocol/Packets) on McWiki for more info./docs?id=SkNMS-nmspackettype
Page / Window Count
ExpressionskLambda
How many pages or windows of a given size a list splits into, for sizing GUI navigation. `page count of %objects% by S` is the number of size-S chunks (rounded up, so a partial last page still counts). `window count of %objects% by S` is the number of size-S sliding windows: `length - S + 1`, or 0 if the list is shorter than S./docs?id=skLambda-ExprPageCount
Page / Window of a List
ExpressionskLambda
A single fixed-size slice of a list (1-based), the building block for paging a list into a GUI. `page N of %objects% by S` returns the Nth non-overlapping chunk of size S; the last page may be shorter, and a page past the end is empty. Pair it with `page count of ... by ...`. `window N of %objects% by S` returns the Nth overlapping window of size S, sliding one element at a time (window 1 is items 1 to S, window 2 is items 2 to S+1). Only full windows exist, so a window that would run past the end is empty./docs?id=skLambda-ExprPaged
Paginated List
Expressionskript-gui
Returns the "pages" of a list based on the given number of lines per page./docs?id=skript-gui-ExprPaginatedList
pair
FunctionSkCheese
/docs?id=SkCheese-pair-2
Pair
TypeSkCheese
A pair is a single value that can hold 2 objects at once./docs?id=SkCheese-pair
Pairs - Value of Pair
ExpressionSkCheese
Gets the first/second value of a pair./docs?id=SkCheese-ExprPairValue
Panda Gene
ExpressionSkript
The main or hidden gene of a panda./docs?id=Skript-ExprPandaGene
Panda Is On Its Back
ConditionSkript
Whether a panda is on its back./docs?id=Skript-CondPandaIsOnBack
Panda Is Rolling
ConditionSkript
Whether a panda is rolling./docs?id=Skript-CondPandaIsRolling
Panda Is Scared
ConditionSkript
Whether a panda is scared./docs?id=Skript-CondPandaIsScared
Panda Is Sneezing
ConditionSkript
Whether a panda is sneezing./docs?id=Skript-CondPandaIsSneezing
Parse
ExpressionSkript
Parses text as a given type, or as a given pattern. This expression can be used in two different ways: One which parses the entire text as a single instance of a type, e.g. as a number, and one that parses the text according to a pattern. If the given text could not be parsed, this expression will return nothing and the <a href='#ExprParseError'>parse error</a> will be set if some information is available. Some notes about parsing with a pattern: - The pattern must be a <a href='./patterns/'>Skript pattern</a>, e.g. percent signs are used to define where to parse which types, e.g. put a %number% or %items% in the pattern if you expect a number or some items there. - You <i>have to</i> save the expression's value in a list variable, e.g. <code>set {parsed::*} to message parsed as "..."</code>. - The list variable will contain the parsed values from all %types% in the pattern in order. If a type was plural, e.g. %items%, the variable's value at the respective index will be a list variable, e.g. the values will be stored in {parsed::1::*}, not {parsed::1}./docs?id=Skript-ExprParse
Parse Condition - With Return
ExpressionSkBee
This will parse a string as a condition and then check it and returns whether or not it's valid. If you provide a command sender it works the same as Skript's 'effect commands'. Otherwise it runs using the current event allowing you to use event-values **NOTE:** This is handled very differently from the parse effect expression in addition to behaving differently than Skript's `whether <condition>`. If you have no good reason to use this, please check out the other two. *tip: when running into invalid null states try replacing parts with variables*/docs?id=SkBee-ExprParseCondition
Parse Effect
EffectSkBee
This will parse a string as an effect, and then executes it If you provide a command sender it works the same as Skript's 'effect commands'. Otherwise it runs using the current event allowing you to use event-values/docs?id=SkBee-EffParseEffect
Parse Effect - With Return
ExpressionSkBee
This will parse a string as an effect and then execute it and returns whether or not it executed. If you provide a command sender it works the same as Skript's 'effect commands'. Otherwise it runs using the current event allowing you to use event-values/docs?id=SkBee-ExprParseEffect
Parse Error
ExpressionSkript
The error which caused the last <a href='#ExprParse'>parse operation</a> to fail, which might not be set if a pattern was used and the pattern didn't match the provided text at all./docs?id=Skript-ExprParseError
Parsed As Type
ExpressionSkCheese
Parse a string as a type. The type can be a non-literal unlike vanilla Skript./docs?id=SkCheese-ExprParsedAs
Part Filter
TypeDisplayEntityUtils
Represents a selection of filtered parts from an Active Group. This may be packet based./docs?id=DisplayEntityUtils-partfilter
Part Filter Items/Blocks
EffectDisplayEntityUtils
Set the items/blocks that should be filtered in a partfilter/docs?id=DisplayEntityUtils-EffPartFilterItemsBlocks
Part Filter Part Tags
EffectDisplayEntityUtils
Filter parts by part tags in a partfilter/docs?id=DisplayEntityUtils-EffPartSelectionFilterTags
Part Filter Part Types
EffectDisplayEntityUtils
Set the part types of parts that should be filtered in a partfilter/docs?id=DisplayEntityUtils-EffPartSelectionFilterPartTypes
Part Filter Reset/Refresh/Remove
EffectDisplayEntityUtils
Reset, refresh, or remove a partfilter/docs?id=DisplayEntityUtils-EffPartSelectionResetRefreshRemove
Partially Applied Lambda
ExpressionskLambda
Pre-binds the leading arguments of a lambda, returning a smaller-arity lambda that supplies the rest. Binding `5` to a `(a, b)` lambda gives a one-argument lambda that calls the original with `5` as its first argument. The original's captured scope is kept (it performs the real call), and the new lambda's declared parameters are the leftover ones, so `number of parameters` reads correctly./docs?id=skLambda-ExprBoundLambda
Particle
TypeSkript
Various particles./docs?id=Skript-particle
Particle Arc or Sector
Expressionskript-particle
Creates an arc or sector with the given radius and cutoff angle. The radius must be greater than 0 and the height, if given, must be positive. The angle must be between 0 and 360 degrees. If the angle is 360 degrees, the shape will be a circle or cylinder. An arc is a portion of the circle's circumference. A sector is a portion of the circle's area./docs?id=skript-particle-ExprArc
Particle Bezier Curve
Expressionskript-particle
Creates a bezier curve between the given start and end points, using the given control points to change the curve./docs?id=skript-particle-ExprBezierCurve
Particle Circle or Cylinder
Expressionskript-particle
Creates a circle, disc, or cylinder shape with the given radius. The radius must be greater than 0 and the height cannot be negative./docs?id=skript-particle-ExprCircle
Particle Count
ExpressionSkript
Sets how many particles to draw. Particle count has an influence on how the 'offset' and 'extra' values of a particle apply. Offsets are treated as distributions if particle count is greater than 0. Offsets are treated as velocity or some other special behavior if particle count is 0. This means that setting the particle count may change how your particle behaves. Be careful! More detailed information on particle behavior can be found at <a href="https://docs.papermc.io/paper/dev/particles/#count-argument-behavior">Paper's particle documentation</a>./docs?id=Skript-ExprParticleCount
Particle Cuboid
Expressionskript-particle
Creates a cuboid from a length, a width, and a height, or from two corners. The specified length, width, and height must be greater than 0. Length is the x-axis, width is the z-axis, and height is the y-axis. When defining a cuboid from two corners, the corners can either be vectors or locations/entities. You cannot use both vectors and locations/entities, but you can mix and match locations and entities.When using locations, this is a shape that can be drawn without a specific location. It will be drawn between the two given locations./docs?id=skript-particle-ExprCuboid
Particle Data
TypeSkBriggy
Represents a particle along with its provided data. This is retrieved when using the `particle` argument. You can get the particle/data from this type using the appropriate expressions./docs?id=SkBriggy-particledata
Particle Distribution
ExpressionSkript
Determines the normal distribution that particles may be drawn within. The distribution is defined by a vector of x, y, and z standard deviations. Particles will be randomly drawn based on these values, clustering towards the center. 68% of particles will be within 1 standard deviation, 95% within 2, and 99.7% within three. The area the particles will spawn in can be roughly estimated as being within 2 times the standard deviation in each axis. For example, a distribution of 1, 2, and 1 would spawn particles within roughly 2 blocks on the x and z axes, and within 4 blocks on the y axis. Please note that distributions only take effect if the particle count is greater than 0! Particles with counts of 0 do not have distributions. If the particle count is 0, the offset is treated differently depending on the particle. More detailed information on particle behavior can be found at <a href="https://docs.papermc.io/paper/dev/particles/#count-argument-behavior">Paper's particle documentation</a>./docs?id=Skript-ExprParticleDistribution
Particle Ellipse or Elliptical Cylinder
Expressionskript-particle
Creates a ellipse, elliptical disc, or elliptical cylinder shape with the given radii. The radii must be greater than 0. The first radius is the x radius, and the second radius is the z radius. These are relative to the shape's rotation, so they only correspond exactly to the x and z axes if the shape is not rotated. NOTE: Very eccentric elliptical discs/sectors (those with a large difference between the x and z radii) may have many more particles than expected. Be careful./docs?id=skript-particle-ExprEllipse
Particle Ellipsoid
Expressionskript-particle
Creates a ellipsoid shape with the given radii. The radii must be greater than 0. The first radius is the x radius, and the second is the y radius, and the last is the z radius. These are relative to the shape's rotation, so they only correspond exactly to the world axes if the shape is not rotated. Note that this shape is modified using the Length/Width/Height modifiers, not the Radius modifier. This means the length/width/height of the shape will be twice the radius in each direction. Length is the x axis, width is the z axis, and height is the y axis. NOTE: Very eccentric solid ellipsoids (those with a large difference between the radii) may have many more particles than expected. Be careful./docs?id=skript-particle-ExprEllipsoid
Particle Elliptical Arc or Sector
Expressionskript-particle
Creates an elliptical arc or sector with the given radii and cutoff angle. The radii must be greater than 0 and the height, if given, must be positive. The angle must be between 0 and 360 degrees. If the angle is 360 degrees, the shape will be a ellipse or elliptical cylinder. An arc is a portion of the ellipse's circumference. A sector is a portion of the ellipse's area. NOTE: Very eccentric elliptical sectors (those with a large difference between the x and z radii) may have many more particles than expected. Be careful./docs?id=skript-particle-ExprEllipticalArc
Particle Heart
Expressionskript-particle
Creates a heart shape with the given width and height, and optionally eccentricity. The width (x) and length (z) must be greater than 0. The eccentricity defaults to 3, but must be at least 1. This determines how round/pointy the heart is. Values between 1 and 5 are recommended. Note that the width and length are not exact, but they're roughly the width and length of the heart. Finally, this shape does not support the particle count expression and its particle density is not uniform. If anyone knows a good way to compute the complete elliptic integral of the second kind, please let me know./docs?id=skript-particle-ExprHeart
Particle Helix / Spiral
Expressionskript-particle
Creates a helix or spiral shape with the given radius and height. The radius and height must be greater than 0. The winding rate is the number of loops per meter or block. If omitted, the winding rate will be 1 loop per block. The height of the helix can be manipulated through both the length and height expressions./docs?id=skript-particle-ExprHelix
Particle Irregular Polygon
Expressionskript-particle
Creates an irregular polygon from a list of vectors or locations. If locations are used, the polygon can be drawn without giving a specific location to draw at. The height of the polygon will be the height between the lowest and highest points. It can also be set with the optional height parameter. Irregular polygons currently only support the wireframe style. Also, they do not currently support Dynamic Locations like lines and cuboids do./docs?id=skript-particle-ExprIrregularPolygon
Particle Line
Expressionskript-particle
Creates a line shape between points, or in a direction for a given length. The length must be greater than 0. When defining a line from points, the points can either be vectors or locations/entities. Each point in the first set will connect to each point in the second set. You can use the third pattern to connect points in series, like a path along the points. You cannot use both vectors and locations/entities, but you can mix and match locations and entities.When using locations, this is a shape that can be drawn without a specific location. It will be drawn between the two given locations. If using vectors, or a direction and length, the shape does require a location to be drawn at./docs?id=skript-particle-ExprLine
Particle Offset
ExpressionSkript
Determines the offset value for a particle. Offsets are treated as distributions if particle count is greater than 0. Offsets are treated as velocity or some other special behavior if particle count is 0. Setting distribution/velocity with this method may change the particle count to 1/0 respectively. More detailed information on particle behavior can be found at <a href="https://docs.papermc.io/paper/dev/particles/#count-argument-behavior">Paper's particle documentation</a>./docs?id=Skript-ExprParticleOffset
Particle Option
TypeSkNMS
Represents a particle option for a biome effect./docs?id=SkNMS-particleoption
Particle Option
ExpressionSkNMS
Create a particle option to use in custom biomes. You can use either Skript's `particle` (along with its built in data) or SkBee's `minecraftParticle`. Probability is a value between 0 and 1 (Anything higher/lower will be clamped), this is how often the particle will spawn in the biome./docs?id=SkNMS-ExprParticleOption
Particle Rectangle
Expressionskript-particle
Creates a rectangle from a length and a width, or from two corners. The length and width must be greater than 0. When defining a rectangle from two corners, the corners can either be vectors or locations/entities. You cannot use both vectors and locations/entities, but you can mix and match locations and entities. When using locations, this is a shape that can be drawn without a specific location. It will be drawn between the two given locations. Note that the rectangle defaults to the xz plane, or parallel to the ground, with x being width and z being length. You can change this to the xy or yz plane by using the 'xy' or 'yz'. In all cases, the first axis is length and the second is width./docs?id=skript-particle-ExprRectangle
Particle Regular Polygon
Expressionskript-particle
Creates a regular polygon with the given number of sides and radius. The number of sides must be at least 3. The radius must be greater than 0./docs?id=skript-particle-ExprRegularPolygon
Particle Regular Polyhedron
Expressionskript-particle
Creates a regular polyhedron shape with the given radius. The radius must be greater than 0. Valid polyhedra are tetrahedra (4 faces), octahedra (8), dodecahedra (12), and icosahedra (20). Polyhedra currently do not support the particle count expression, only particle density./docs?id=skript-particle-ExprRegularPolyhedron
Particle Spawn
EffectSkBee
Spawn a [**particle**](https://skripthub.net/docs/?id=14494). This system is more inline with how Bukkit deals with particles, hence the choices in the pattern. Some particles may be affected differently by these values, so let's break them down: `first number` = count, how many particles to spawn at once. (use '0' if you notice the particle kinda flies away.) `particle` = the particle to spawn. `using` = the data used for this particle (some particles like 'block', 'item' and 'dust' require more data). `location` = where you are going to spawn the particle. `delta` = a vector with the maximum random offset. The position of each particle will be randomized positively and negatively by the offset parameters on each axis. Some particles use the delta to set color/direction if count is set to 0. `extra` = the extra data for this particle, depends on the particle used (normally speed). `force` = whether to send the particle to players within an extended range and encourage their client to render it regardless of settings (this only works when not using `for player[s]`) (default = false) `for %players%` = will only send this particle to a player, not the whole server./docs?id=SkBee-EffParticle
Particle Speed/Extra Value
ExpressionSkript
Determines the specific 'speed' or 'extra' value of a particle. This value is used in different ways depending on the particle, but in general it: * acts as the speed at which the particle moves if the particle count is greater than 0. * acts as a multiplier to the particle's offset if the particle count is 0. More detailed information on particle behavior can be found at <a href="https://docs.papermc.io/paper/dev/particles/#count-argument-behavior">Paper's particle documentation</a>./docs?id=Skript-ExprParticleSpeed
Particle Sphere
Expressionskript-particle
Creates a sphere shape with the given radius. The radius must be greater than 0. Default style is a hollow sphere, but you can use the 'solid' tag to make it solid./docs?id=skript-particle-ExprSphere
Particle Spherical Cap
Expressionskript-particle
Creates a spherical cap or spherical sector shape with the given radius and cutoff angle. The radius must be greater than 0. The angle must be between 0 and 180 degrees. If the angle is 180 degrees, the shape will be a sphere. A spherical cap is a portion of the surface of a sphere. A spherical sector, or spherical cone, is essentially a cone with a rounded base./docs?id=skript-particle-ExprSphericalCap
Particle Star
Expressionskript-particle
Creates a star shape with the given number of points, inner radius, and outer radius. The number of points must be at least 2, and the inner and outer radii must be greater than 0. Note that "points" in this context is referring to the tips of the star, not the number of particles./docs?id=skript-particle-ExprStar
Particle with Offset/Distribution/Velocity
ExpressionSkript
Applies a specific offset to a particle. Offsets are treated as distributions if particle count is greater than 0. Offsets are treated as velocity or some other special behavior if particle count is 0. Setting distribution/velocity with this method may change the particle count to 1/0 respectively. More detailed information on particle behavior can be found at <a href="https://docs.papermc.io/paper/dev/particles/#count-argument-behavior">Paper's particle documentation</a>./docs?id=Skript-ExprParticleWithOffset
Particle with Speed/Extra Value
ExpressionSkript
Applies a specific 'speed' or 'extra' value to a particle. This value is used in different ways depending on the particle, but in general it: * acts as the speed at which the particle moves if the particle count is greater than 0. * acts as a multiplier to the particle's offset if the particle count is 0. More detailed information on particle behavior can be found at <a href="https://docs.papermc.io/paper/dev/particles/#count-argument-behavior">Paper's particle documentation</a>./docs?id=Skript-ExprParticleWithSpeed
ParticleData - Data Type
ExpressionSkBriggy
Represents the data type of a ParticleData./docs?id=SkBriggy-ExprParticleDataDataType
ParticleData - Particle
ExpressionSkBriggy
Represents the particle of a ParticleData./docs?id=SkBriggy-ExprParticleDataParticle
Particles with Data
ExpressionSkript
Creates particles that require some extra information, such as colors, locations, or block data. Particles not present here do not require data and can be found in the Particle type. Data requirements vary from version to version, so these docs are only accurate for the most recent Minecraft version at time of release. For example, between 1.21.8 and 1.21.9, the 'flash' particle became colourable and now requires a colour data./docs?id=Skript-ExprParticleWithData
particleSpell
FunctionSkBee
/docs?id=SkBee-particleSpell
Passenger
ExpressionSkript
The passenger of a vehicle, or the rider of a mob. For 1.11.2 and above, it returns a list of passengers and you can use all changers in it. See also: <a href='#ExprVehicle'>vehicle</a>/docs?id=Skript-ExprPassenger
Past/Future World Border Center
ExpressionLusk
Returns the past/future center of the world border in the World Border Change events. The future center can be set./docs?id=Lusk-ExprWorldBorderCenterChangeCenter
Pathfind
EffectSkript
Make an entity pathfind towards a location or another entity. Not all entities can pathfind. If the pathfinding target is another entity, the entities may or may not continuously follow the target./docs?id=Skript-EffPathfind
Pathfinding - Path Points
ExpressionSkBee
Get all the points along an entity's pathfinding path. Requires Paper 1.13+/docs?id=SkBee-ExprPath
Pathfinding - Path Target
ExpressionSkBee
Set the path of an entity to target a specific location, with an optional speed Get the location of the paths end. Delete will stop the entity from pathfinding. Requires Paper 1.13+/docs?id=SkBee-ExprPathTarget
Pattern
Expressionskript-worldedit
Gets a WorldEdit pattern from a string or itemtype./docs?id=skript-worldedit-ExprPattern
Pause / Resume Listener
EffectskLambda
Pauses or resumes a listener. While paused, events are ignored and the countdown is frozen. Pausing runs the listener's `on pause:` callback; resuming runs `on resume:`. `pause all listeners owned by %object%` pauses every listener scoped to that owner (see the `owner:` entry on `listen`); `resume all listeners owned by %object%` is the inverse. Other addons also use `pause`/`resume`; prefix with `skLambda` (e.g. `skLambda pause {x}`) to force this effect when there's a clash./docs?id=skLambda-EffPauseListener
Pause Citizen
EffectSkonic
Pauses or unpauses the citizens if they are navigating./docs?id=Skonic-EffCitizenPause
peaksAndValleys
FunctionSkBee
/docs?id=SkBee-peaksAndValleys
Percent of
ExpressionSkript
Returns a percentage of one or more numbers./docs?id=Skript-ExprPercent
Periodical
EventSkript
An event that is called periodically./docs?id=Skript-periodical
Periodical
EventSkript
An event that is called periodically./docs?id=Skript-eventperiodical
Permission Members
Effectskript-luckperms
Returns a list of UUIDS of users who have the specified permission. Should be relatively fast depending on how many users have said permission./docs?id=skript-luckperms-EffPermissionMembers
Permissions Of
Expressionskript-luckperms
Represents the permissions of a user./docs?id=skript-luckperms-ExprPermissionsOf
permutations
FunctionSkript
Get the number of possible ordered arrangements from 1 to 'options' with each arrangement having a size equal to 'selected' For example, permutations with 3 options and an arrangement size of 1, returns 3: (1), (2), (3) Permutations with 3 options and an arrangement size of 2 returns 6: (1, 2), (1, 3), (2, 1), (2, 3), (3, 1), (3, 2) Note that the bigger the 'options' and lower the 'selected' may result in approximations or even infinity values. Permutations differ from combinations in that permutations account for the arrangement of elements within the set, whereas combinations focus on unique sets and ignore the order of elements. Example: (1, 2) and (2, 1) are two distinct permutations because the positions of '1' and '2' are different, but they represent a single combination since order doesn't matter in combinations./docs?id=Skript-permutations
Persistent
EffectSkript
Make entities, players, or leaves be persistent. Persistence of entities is whether they are retained through server restarts. Persistence of leaves is whether they should decay when not connected to a log block within 6 meters. Persistence of players is if the player's playerdata should be saved when they leave the server. Players' persistence is reset back to 'true' when they join the server. Passengers inherit the persistence of their vehicle, meaning a persistent zombie put on a non-persistent chicken will become non-persistent. This does not apply to players. By default, all entities are persistent./docs?id=Skript-EffPersistent
Persistent Data Value
ExpressionSkript
Provides access to the 'persistent data container' Bukkit provides on many objects. These values are stored on the chunk/world/item/entity directly, like custom NBT, but are much faster and reliable to access. Persistent values natively support numbers and text, but any Skript type that can be saved in a variable can also be stored in PDC via this expression. Lists of objects can also be saved. If you attempt to save invalid types, runtime errors will be thrown. The names of tags must be valid namespaced keys, i.e. a-z, 0-9, '_', '.', '/', and '-' are the allowed characters. If no namespace is provided, it will default to 'minecraft'./docs?id=Skript-ExprPersistentData
Persistent Packet Group From Id
ExpressionDisplayEntityUtils
Get a persistent packet-based Group from its ID/docs?id=DisplayEntityUtils-ExprPersistentPacketGroupFromId
Persistent Packet Group Id
ExpressionDisplayEntityUtils
Get the id of a persistent packet-based group, which can be used to get the group at the later time, even in different sessions./docs?id=DisplayEntityUtils-ExprPersistentPacketGroupId
Pi
ExpressionSkript
Returns the mathematical constant pi. (approx. 3.1415926535)/docs?id=Skript-LitPi
Picked Item/Block/Entity
ExpressionSkript
The item, block, or entity picked by a player using the pick block key (default middle mouse button)./docs?id=Skript-ExprPickedItem
Pickup Delay
ExpressionSkript
The amount of time before a dropped item can be picked up by an entity./docs?id=Skript-ExprPickupDelay
Pig Variant
TypeSkript
Represents the variant of a pig entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:warm'./docs?id=Skript-PigVariant
Pin / Unpin Message
EffectDiSky
Pin or unpin a message in a channel. Each channel can have up to 50 pinned messages./docs?id=DiSky-PinMessage
Ping
ExpressionSkript
Pings of players, as Minecraft server knows them. Note that they will almost certainly be different from the ones you'd get from using ICMP echo requests. This expression is only supported on some server software (PaperSpigot)./docs?id=Skript-ExprPing
Piped Value
ExpressionskLambda
Threads a value left-to-right through a chain of one-argument lambdas, feeding each lambda's result into the next. `pipe x through a, b, c` is `call c with (call b with (call a with x))`. Each lambda is called with the running value as its single argument. A list entry that isn't a lambda is skipped, leaving the value unchanged./docs?id=skLambda-ExprPiped
Place Feature
EffectSkNMS
Place a [**configured feature**](https://minecraft.wiki/w/Configured_feature) or [**placed feature**](https://minecraft.wiki/w/Placed_feature) at a location. Note: Sometimes the blocks will place, but won't update client side. This is a Minecraft bug. Simple solution is to use SkBee's refresh chunk effect (This will resend chunks to players). **Notes on Placed Features**: - When placing a placed feature, if the rules don't match its predicate, it won't place. Some features require specific biomes. - Placed features are tested at 0,0,0 in a chunk, therefor your exact location will not be used./docs?id=SkNMS-EffPlaceFeature
Place Oraxen Block
EffectOraxen
Places an Oraxen custom block at the specified location./docs?id=Oraxen-EffPlaceOraxenBlock
Place Oraxen Furniture
EffectOraxen
Places Oraxen furniture at the specified location with optional rotation./docs?id=Oraxen-EffPlaceOraxenFurniture
Placeholder
Expressionskript-placeholders
An expression to obtain the placeholder (or part of it) in a placeholder request event./docs?id=skript-placeholders-ExprPlaceholder
Placeholder Result
Expressionskript-placeholders
The value of a placeholder in a placeholder event. Can be set, reset, or deleted./docs?id=skript-placeholders-ExprPlaceholderResult
Placeholder Value
Expressionskript-placeholders
An expression to obtain the value of a placeholder from a supported plugin./docs?id=skript-placeholders-ExprPlaceholderValue
Plain Item
ExpressionSkript
A plain item is an item with no modifications. It can be used to convert items to their default state or to match with other default items./docs?id=Skript-ExprPlain
Play Animation
EffectDisplayEntityUtils
Play an animation on an active group with a display animator/docs?id=DisplayEntityUtils-EffActiveGroupPlayAnimation
Play Animation Camera
EffectDisplayEntityUtils
Make players follow an animation's camera on an active group using a display animator or animation/docs?id=DisplayEntityUtils-EffActiveGroupPlayAnimationCamera
Play Dead
EffectSkript
Make an axolotl start or stop playing dead./docs?id=Skript-EffPlayingDead
Play or Draw an Effect
EffectSkript
Plays or draws a specific effect at a location, to a player, or on an entity. Effects can be: * Particles. * Game effects, which consist of combinations of particles and sounds, like the bone meal particles, the sound of footsteps on a specific block, or the particles and sound of breaking a splash potion. * Entity effects, which are particles or animations that are entity-specific and can only be played on a compatible entity. For example, the ravager attack animation can be played with this effect. All effects vary significantly in availability from version to version, and some may simply not function on your version of Minecraft. Some effects, like the death animation entity effect, may cause client glitches and should be used carefully!/docs?id=Skript-EffPlayEffect
Play Sound
EffectSkript
Plays a sound at given location for everyone or just for given players, or plays a sound to specified players. Both Minecraft sound names and <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html">Spigot sound names</a> are supported. Playing resource pack sounds are supported too. The sound category is 'master' by default. When running 1.19+, playing a sound from an entity directly will result in the sound coming from said entity, even while moving. If the sound is custom, a location emitter will follow the entity. Do note that pitch and volume are reflected based on the entity, and Minecraft may not use the values from this syntax. Minecraft sometimes has a set of sounds under one sound ID that will randomly play. To counter this, you can directly state which seed to use. Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself./docs?id=Skript-EffPlaySound
play_sound
FunctionSkBee
/docs?id=SkBee-play_sound
player
FunctionSkript
Returns an online player from their name or UUID, if player is offline function will return nothing. Setting 'getExactPlayer' parameter to true will return the player whose name is exactly equal to the provided name instead of returning a player that their name starts with the provided name./docs?id=Skript-player-2
Player
TypeSkript
A player. Depending on whether a player is online or offline several actions can be performed with them, though you won't get any errors when using effects that only work if the player is online (e.g. changing their inventory) on an offline player. You have two possibilities to use players as command arguments: <player> and <offline player>. The first requires that the player is online and also accepts only part of the name, while the latter doesn't require that the player is online, but the player's name has to be entered exactly./docs?id=Skript-player
Player - Can Critical Damage
ConditionLusk
Checks if a player is in position to inflict a critical hit. Read https://minecraft.fandom.com/wiki/Damage#Critical_hit for more info./docs?id=Lusk-CondPlayerCanCriticalDamage
Player - Client Version
ExpressionLusk
Returns the Minecraft version of a player, snapshots are not included./docs?id=Lusk-ExprPlayerVersion
Player - Completable Profile
TypeLuskv2
A player's profile that's completable. Contains the player's UUID, name, skin, cape, player model (alex/steve) and profile properties./docs?id=ndzg2
Player - Displayable Object
TypeLuskv2
An object that can be displayed and removed for players./docs?id=37m63
Player - Fake Experience
EffectLusk
Send an experience change. This fakes an experience change packet for a user. This will not actually change the experience points in any way. Progress must be within 0 and 1./docs?id=Lusk-9046
Player - Info
TypeLuskv2
A player's info. Contains the player's UUID, profile (skin, cape, etc), tab visibility, ping, gamemode, display name, hat visibility, tab list order and chat session data./docs?id=cetne
Player - is Crawling
ConditionLusk
Checks if a player is crawling./docs?id=Lusk-CondPlayerCrawling
Player - is Slim
ConditionLusk
Checks if a player is slim./docs?id=Lusk-CondPlayerSlim
Player - Player Tab List Order
ExpressionLusk
Returns the relative order that the player is shown on the player list. Can be set, added to and removed from. Setting this modifies the order for the player you're setting it for./docs?id=Lusk-ExprPlayerTabListOrder
Player - Previous Game Mode
ExpressionLusk
Returns the previous gamemode of a player./docs?id=Lusk-9082
Player - Profile
TypeLuskv2
A player's profile. Contains the player's UUID, name, skin, cape, player model (alex/steve) and profile properties./docs?id=a654p
Player - Send Entity Effect Packets
EffectLuskv2
Send a entity effect packet to players/docs?id=7kaup
Player - Shoulder Entity
ExpressionSkBee
Gets the entity currently perched on the shoulder of a player or null if no entity. The returned entity will not be spawned within the world, so most operations are invalid unless the entity is first spawned in. When setting, this will remove the entity from the world. Note that only a copy of the entity will be set to display on the shoulder. Also note that the client will currently only render Parrot entities. Deleting will remove the entity from the player's shoulder. Resetting will release the entity from the player's shoulder./docs?id=SkBee-ExprPlayerShoulderEntity
Player - Show Credits
EffectLusk
Shows a player the win screen that normally is only displayed after one kills the ender dragon and exits the end for the first time./docs?id=Lusk-EffPlayerShowCredits
Player - Sleep
EffectLusk
Attempts to, or forces one or more players to sleep in a bed. Attempting will fail under vanilla conditions in which the player cannot sleep, ex: Daytime, too far away, etc/docs?id=Lusk-EffPlayerSleep
Player - Start/Stop Riptiding
EffectLusk
Makes a player riptide. (also known as spin attack) Stopping makes the player riptide for a tick, which stops it a tick later. The duration must be greater than or equal to 1 tick. Attack strength will default to 0 `if player is riptiding:` will return true for the given duration./docs?id=Lusk-EffPlayerRiptide
Player - Texture Payload
TypeLuskv2
Contains all the texture data of a player./docs?id=gn3xo
Player - Update All Client Vital Stats (Hunger/Health/Saturation)
SectionLuskv2
/docs?id=mh4dw
Player Action
TypeLuskv2
Actions the player can execute and trigger the player action packet with./docs?id=myjnk
Player Advancement
EventSkBee
Called when a player has completed all criteria in an advancement./docs?id=SkBee-player_advancement
Player Attempt Item Pickup
EventSkBee
Called when a player attempts to pick an item up from the ground./docs?id=SkBee-player_attempt_item_pickup
Player Break Block
EffectSkBee
Forces a player to break a Block using the item in their main hand. This effect will respect enchantments, handle item durability (if applicable) and drop experience and the correct items according to the tool/item in the player's hand. Note that this method will call a block break event, meaning that this method may not be successful in breaking the block if the event was cancelled by a third party plugin. Care should be taken if running this method in a block break event listener as recursion may be possible if it is invoked on the same block being broken in the event./docs?id=SkBee-EffPlayerBreakBlock
Player can see Active Group/Part?
ConditionDisplayEntityUtils
Check if a player can see an active group or active part/docs?id=DisplayEntityUtils-CondPlayerCanSeeActive
Player Chat Completions
ExpressionSkript
The custom chat completion suggestions. You can add, set, remove, and clear them. Removing the names of online players with this expression is ineffective. This expression will not return anything due to Bukkit limitations./docs?id=Skript-ExprPlayerChatCompletions
Player Chunk Load
EventSkBee
Is called when a Player receives a Chunk. Can for example be used for spawning a fake entity when the player receives a chunk. Should only be used for packet/clientside related stuff. Not intended for modifying server side state./docs?id=SkBee-player_chunk_load
Player Chunk Unload
EventSkBee
Is called when a Player receives a chunk unload packet. Should only be used for packet/clientside related stuff. Not intended for modifying server side./docs?id=SkBee-player_chunk_unload
Player Click Unknown Entity
EventSkBee
Represents an event that is called when a player right-clicks an unknown entity. Useful for dealing with virtual entities (entities that aren't actually spawned on the server). This event may be called multiple times per interaction (this is a server issue)./docs?id=SkBee-player_click_unknown_entity
Player Connection
TypeSkBee
Represents the connection of a player in an async connect config event and custom click event./docs?id=SkBee-playerconnection
Player Connection - Freeze/Unfreeze
EffectSkBee
Freeze/unfreeze a player connect. **FREEZING**: You can freeze a player connection in the async player connection configure event. There is a built in 2 minute timeout just incase you don't handle unfreezing the connection. There is an optional timeout message (Will default to "Timeout"). This will freeze the thread, so make sure to run it last. **UNFREEZING**: You can unfreeze the connection with an option to disconnect. If not disconnecting, the player will join the server after the connection is unfrozen. This can be done in the async player connection configure event and the player custom click event./docs?id=SkBee-EffFreezePlayerConnection
Player Custom Click Event
EventSkBee
This event is fired for any custom click events. This is primarily used for dialogs and text component click events with custom payloads./docs?id=SkBee-player_custom_click_event
Player Elytra Boost
EventSkBee
Fired when a player boosts elytra flight with a firework./docs?id=SkBee-player_elytra_boost
Player Exhaustion
EventSkBee
Called when a human entity experiences exhaustion. An exhaustion level greater than 4.0 causes a decrease in saturation by 1./docs?id=SkBee-player_exhaustion
Player Fail Move
EventSkBee
Called when a player attempts to move, but is prevented from doing so by the server./docs?id=SkBee-player_fail_move
Player From User
Expressionskript-luckperms
Returns an offline player from a luckperms user./docs?id=skript-luckperms-ExprPlayerFromUser
Player Health Scale
ExpressionSkBee
Represents the scaled health of the player sent to the client. NOTE: This is not persistent, does not last restarts/relogs. NOTE: displayedHealth = (health * 2) / (max health * 2) * scale. NOTE: If the player is not currently health scaled, this will not be set./docs?id=SkBee-ExprHealthScale
Player Idle Time
ExpressionSkBee
Get/reset the idle time of a player. The idle duration is reset when the player sends specific action packets. Requires Paper 1.20.2+/docs?id=SkBee-ExprPlayerIdleTime
Player Info Visibility
EffectSkript
Sets whether all player related information is hidden in the server list. The Vanilla Minecraft client will display ??? (dark gray) instead of player counts and will not show the <a href='#ExprHoverList'>hover hist</a> when hiding player info. <a href='#ExprVersionString'>The version string</a> can override the ???. Also the <a href='#ExprOnlinePlayersCount'>Online Players Count</a> and <a href='#ExprMaxPlayers'>Max Players</a> expressions will return -1 when hiding player info./docs?id=Skript-EffPlayerInfoVisibility
Player Infos Of Playerinfopackets
ExpressionLuskv2
/docs?id=u6r3c
Player Input Keys
ExpressionSkript
Get the current input keys of a player./docs?id=Skript-ExprCurrentInputKeys
Player Interact
EventSkBee
Called when a player interacts (clicks) a block or entity. This is similar to Skript's click event, but more verbose giving you more freedom. Note: This event may be called once for each hand. `event-vector` = `event-equipmentslot` = . `event-blockaction` = ./docs?id=SkBee-player_interact
Player Item Group Cooldown
EventSkBee
Fired when a player receives an item cooldown./docs?id=SkBee-player_item_group_cooldown
Player Leash
EventSkBee
Called immediately prior to a creature being leashed by a player./docs?id=SkBee-player_leash
Player List Header and Footer
ExpressionSkript
The message above and below the player list in the tab menu./docs?id=Skript-ExprPlayerListHeaderFooter
Player List Name
ExpressionSkript
The name of a player in the player list in the tab menu./docs?id=Skript-ExprPlayerListName
Player List Order
ExpressionSkBee
Get/set the relative order that the player is shown on the in-game player list./docs?id=SkBee-ExprPlayerListOrder
Player Pickup Experience Orb
EventSkBee
Fired when a player is attempting to pick up an experience orb./docs?id=SkBee-player_pickup_experience_orb
Player Position Packet
TypeLuskv2
A player position packet./docs?id=y6vy8
Player Profile - Property
TypeLuskv2
A property of a player profile. Used for skin and cape textures./docs?id=lvmo8
Player Profile From Texturepayloads
ExpressionLuskv2
/docs?id=21fsa
Player Protocol Version
ExpressionSkript
Player's protocol version. For more information and list of protocol versions <a href='https://wiki.vg/Protocol_version_numbers'>visit wiki.vg</a>./docs?id=Skript-ExprPlayerProtocolVersion
Player Purchase
EventSkBee
Called when a player trades with a standalone merchant/villager GUI. Requires PaperMC./docs?id=SkBee-player_purchase
Player Rotation Packet
TypeLuskv2
A player rotation packet./docs?id=i9304
Player Shear Block
EventSkBee
Called when a player uses shears on a block. This event is not called when a player breaks blocks with shears, but rather when a player uses the shears on a block to collect drops from it and/or modify its state. Examples include shearing a pumpkin to turn it into a carved pumpkin or shearing a beehive to get honeycomb./docs?id=SkBee-player_shear_block
Player Skull
ExpressionSkript
Gets a skull item representing a player. Skulls for other entities are provided by the aliases./docs?id=Skript-ExprSkull
Player Spawn Change
EventSkBee
This event is fired when the spawn point of the player is changed./docs?id=SkBee-player_spawn_change
Player Stop Using Item
EventSkBee
Called when the server detects a player stopping using an item. Examples of this are letting go of the interact button when holding a bow, an edible item, or a spyglass./docs?id=SkBee-player_stop_using_item
Player Time
ExpressionSkBee
Represents the current time on the player's client. When relative is used the player's time will be kept synchronized to its world time with the specified offset. When using non-relative time the player's time will stay fixed at the specified time parameter. It's up to the caller to continue updating the player's time. To restore player time to normal use reset. Both Time and TimeSpan can be used for this. It is best to use Time for non-relative and TimeSpan for relative. Relative will return as a TimeSpan (the offset from world time), non-relative will return as a Time./docs?id=SkBee-ExprPlayerTime
Player Track/Untrack Entity
EventSkBee
Called when a player tracks or untracks an entity (Refers to the entity being sent/removed to/from the client). Adding or removing entities from the world at the point in time this event is called is completely unsupported and should be avoided. Track: If cancelled entity is not shown to the player and interaction in both directions is not possible. (This is copied from Paper javadocs and does not seem true. When testing on a zombie, the zombie still attacked me)/docs?id=SkBee-player_trackuntrack_entity
Player Velocity
EventSkBee
Called when a player's velocity changes./docs?id=SkBee-player_velocity
Player's Selected Animation
ExpressionDisplayEntityUtils
Get/Set the selected animation of a player/docs?id=DisplayEntityUtils-ExprPlayerSelectedAnimation
Player's Selected Group
ExpressionDisplayEntityUtils
Get/Set the selected active group of a player/docs?id=DisplayEntityUtils-ExprPlayerSelectedGroup
Player's Selected Part
ExpressionDisplayEntityUtils
Get the selected active part of a player/docs?id=DisplayEntityUtils-ExprPlayerSelectedPart
Player's Skin
ExpressionSkonic
Gets the player's skin.Cannot be set, to set, use 'Change Player Skin' effect./docs?id=Skonic-ExprPlayerSkin
Poison/Cure
EffectSkript
Poison or cure an entity. If the entity is already poisoned, the duration may be overwritten./docs?id=Skript-EffPoison
Poll Answer Emote
ExpressionDiSky
/docs?id=DiSky-PollAnswerEmote
Poll Answer Text
ExpressionDiSky
/docs?id=DiSky-PollAnswerText
Poll Answer Votes
ExpressionDiSky
/docs?id=DiSky-PollAnswerVotes
Poll Answers
ExpressionDiSky
/docs?id=DiSky-PollAnswers
Poll Duration
ExpressionDiSky
/docs?id=DiSky-PollDuration