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Poll Is Expired
ConditionDiSky
/docs?id=DiSky-PollIsExpired
Poll Is Finalized
ConditionDiSky
/docs?id=DiSky-PollIsFinalized
Poll Question
ExpressionDiSky
/docs?id=DiSky-PollQuestion
Polygonal/Polyhedral Shape
Typeskript-particle
Represents an abstract particle shape that is a polygon or polyhedron, with a side length and side count. Irregular shapes are included in this category, but do not support changing either side count or side length./docs?id=skript-particle-polyshape
Portal
ExpressionSkript
The blocks associated with a portal in the portal creation event./docs?id=Skript-ExprPortal
Portal Cooldown
ExpressionSkript
The amount of time before an entity can use a portal. By default, it is 15 seconds after exiting a nether portal or end gateway. Players in survival/adventure get a cooldown of 0.5 seconds, while those in creative get no cooldown. Resetting will set the cooldown back to the default 15 seconds for non-player entities and 0.5 seconds for players./docs?id=Skript-ExprPortalCooldown
Post / Forum Tags
ExpressionDiSky
Get all tags of a forum channel or a thread channel. You can also add or remove tags from a thread channel using this expression. You must add the tag to the forum itself before adding it to the post./docs?id=DiSky-ThreadTags
Post Message
EffectDiSky
Posts a message to a message-channel. You can send messages in a text, private, news, post or thread channel./docs?id=DiSky-PostMessage
Post Webhook Message
EffectDiSky
Make a registered webhook client post a message to its channel. You can optionally override the username and avatar of the webhook for this message./docs?id=DiSky-MakeClientSpeak
Potion Effect
TypeSkript
A potion effect, including the potion effect type, tier and duration./docs?id=Skript-potioneffect
Potion Effect - Ambient
EffectSkript
Modify whether a potion effect is ambient. That is, whether the potion effect produces more, translucent, particles./docs?id=Skript-EffPotionAmbient
Potion Effect - Amplifier
ExpressionSkript
An expression to obtain the amplifier of a potion effect./docs?id=Skript-ExprPotionAmplifier
Potion Effect - Duration
ExpressionSkript
An expression to obtain the duration of a potion effect./docs?id=Skript-ExprPotionDuration
Potion Effect - Has Icon
ConditionSkript
Checks whether a potion effect has an icon./docs?id=Skript-CondPotionHasIcon
Potion Effect - Has Particles
ConditionSkript
Checks whether a potion effect has particles./docs?id=Skript-CondPotionHasParticles
Potion Effect - Icon
EffectSkript
Modify whether a potion effect shows an icon./docs?id=Skript-EffPotionIcon
Potion Effect - Infinite
EffectSkript
Modify whether a potion effect is infinite. That is, whether the potion effect will ever expire./docs?id=Skript-EffPotionInfinite
Potion Effect - Is Ambient
ConditionSkript
Checks whether a potion effect is ambient. That is, whether the potion effect produces more, translucent, particles./docs?id=Skript-CondIsPotionAmbient
Potion Effect - Particles
EffectSkript
Modify whether a potion effect shows particles./docs?id=Skript-EffPotionParticles
Potion Effect Event Action
TypeSkript
Represents the action being performed in an 'entity potion effect' event. 'added' indicates the entity does not already have a potion effect of the event potion effect type. 'changed' indicates the entity already has a potion effect of the event potion effect type, but some property about the potion effect is changing. 'cleared' indicates that the effect is being removed because all of the entity's effects are being removed. 'removed' indicates that the event potion effect type has been specifically removed from the entity./docs?id=Skript-potionaction
Potion Effect Event Cause
TypeSkript
Represents the cause of an 'entity potion effect' event. For example, an arrow hitting an entity or a command being executed./docs?id=Skript-potioncause
Potion Effect of Entity/Item
ExpressionSkript
An expression to obtain a specific potion effect type of an entity or item. When an entity is affected by a potion effect but already has a weaker version of that effect type, the weaker version becomes hidden. If the weaker version has a longer duration, it returns after the stronger version expires. NOTE: Hidden effects are not able to be changed./docs?id=Skript-ExprPotionEffect
Potion Effect Type
TypeSkript
A potion effect type, e.g. 'strength' or 'swiftness'./docs?id=Skript-potioneffecttype
Potion Effect Type - Is Instant
ConditionSkript
Checks whether a potion effect type is instant. That is, whether the effect happens once/immediately./docs?id=Skript-CondIsPotionInstant
Potion Effect Type Category
TypeSkript
Represents the type of effect a potion effect type has on an entity./docs?id=Skript-potioneffecttypecategory
Potion Effect Type Category
ExpressionSkript
An expression to obtain the category of a potion effect type. That is, whether the potion effect type is beneficial, harmful, or neutral./docs?id=Skript-ExprPotionEffectTypeCategory
Potion Effects of Entity/Item
ExpressionSkript
An expression to obtain the active or hidden potion effects of an entity or item. When an entity is affected by a potion effect but already has a weaker version of that effect type, the weaker version becomes hidden. If the weaker version has a longer duration, it returns after the stronger version expires. NOTE: Hidden effects are not able to be changed. NOTE: Clearing the base potion effects of a potion item is not possible. If you wish to do so, just set the item to a water bottle./docs?id=Skript-ExprPotionEffects
Potion Type
TypeSkBee
Represents the different types of potions (not potion effect types) used in vanilla potion items./docs?id=SkBee-potiontype
PotionType of Item
ExpressionSkBee
Get/set/delete the potion type of an item. This is not the same as the potion effect type, this is the base potion Minecraft uses for the potion items in the creative menu./docs?id=SkBee-ExprPotionTypeItem
Pre Creature Spawn
EventSkBee
Called before an entity is spawned into the world. Note: The spawning entity does not exist when this event is called only the entitytype exists. This event is called very frequently, and can cause server lag, use it sparingly./docs?id=SkBee-pre_creature_spawn
Pre Phantom Spawn
EventSkBee
Called before a phantom is spawned for an entity. Note: The phantom entity does not exist when this event is called only the entitytype exists. View the pre creature spawn event for more event values./docs?id=SkBee-pre_phantom_spawn
Pre Spawner Spawn
EventSkBee
Called before an entity is spawned via a spawner. Note: The spawned entity does not exist when this event is called only the entitytype exists. View the pre creature spawn event for more event values./docs?id=SkBee-pre_spawner_spawn
Predicate - Filter
ExpressionSkBriggy
Represents a item/block predicate for filtering objects./docs?id=SkBriggy-ExprPredicateFilter
Predicate - Matches
ConditionSkBriggy
Check if a block/item matches a predicate./docs?id=SkBriggy-CondPredicateMatch
Predicate Passes
ConditionskLambda
Treats a lambda as a predicate: invokes it with the given arguments and checks whether it returned true. With a list of lambdas, an optional quantifier decides how many must pass: `all of` (the default) passes only if **every** predicate passes. `{checks::*} passes` and`all of {checks::*} passes` mean the same thing. `any of` passes if **at least one** predicate passes (OR semantics). `none of` passes if **no** predicate passes. `at least N of`, `at most N of`, and `exactly N of` pass when the number of passing predicates is at least, at most, or exactly N. The negated forms (`doesn't pass`, or a leading `not`) invert the result. A lambda that isn't a predicate (doesn't return true) counts as not passing. An empty list never passes `all of`/`any of` and always passes `none of`. Predicates run in their own context, so write them to take the value(s) they test as parameters and supply them after `for`./docs?id=skLambda-CondPredicatePasses
Prefix
Expressionskript-luckperms
Returns the primary prefix of a user/group. If `prefixes` is used it will return a sorted list of all prefixes of the user/group. Use `ExprChatMetaPriority` to get priority of a prefix./docs?id=skript-luckperms-ExprPrefix
Primary Role Color
ExpressionDiSky
Returns the primary color of a role's colors./docs?id=DiSky-PrimaryRoleColor
Print Send Log With Severity To Console
EffectSkLogs
/docs?id=oawe9
product
FunctionSkript
Calculates the product of a list of numbers./docs?id=Skript-product
Profile
ExpressionLuskv2
/docs?id=abpn9
Profile Banner
ExpressionDiSky
Get the profile banner URL. If the user doesn't have a custom banner, this will return none. Use the 'profile color' expression to get the color instead of the banner URL in that case!/docs?id=DiSky-ProfileBanner
Profile Color
ExpressionDiSky
Get the profile color accent. If the user have a custom banner, this will return none. Use the 'profile banner' expression to get the avatar URL instead of the color accent in that case!/docs?id=DiSky-ProfileColor
Profile Has Banner
ConditionDiSky
Check if the specified profile have a custom banner set or not. Useful to manage either its banner URL of color accent./docs?id=DiSky-HasBanner
Profile Player Info Of Playerinfos
ExpressionLuskv2
/docs?id=jzs1h
Profile Properties
ExpressionLuskv2
/docs?id=7shwt
Profile Property Named String
ExpressionLuskv2
/docs?id=crsft
Profile String
ExpressionLuskv2
/docs?id=f09es
Projectile
TypeSkript
A projectile, e.g. an arrow, snowball or thrown potion./docs?id=Skript-projectile
Projectile - has Left The Shooter
ConditionLusk
Gets whether the provided projectiles have left the hitbox of their shooter and can now hit entities. This is recalculated each tick if the projectile has a shooter./docs?id=Lusk-CondProjectileHasLeftShooter
Projectile - has Left The Shooter (Property)
ExpressionLusk
Gets whether the provided projectiles have left the hitbox of their shooter and can now hit entities. This is recalculated each tick if the projectile has a shooter. Can be set./docs?id=Lusk-ExprProjectileHasLeftShooter
Projectile Critical State
ExpressionSkript
A projectile's critical state. The only currently accepted projectiles are arrows and tridents./docs?id=Skript-ExprProjectileCriticalState
Projectile Force
ExpressionSkript
Returns the force at which a projectile was shot within an entity shoot bow event./docs?id=Skript-ExprProjectileForce
Promote User
Effectskript-luckperms
Promotes a user along a track. If the user is not on the track or is at end of track, nothing will happen./docs?id=skript-luckperms-EffPromoteUser
Prop Container Accent Color
ExpressionDiSky
/docs?id=DiSky-PropContainerAccentColor
Prop Container Content
ExpressionDiSky
/docs?id=DiSky-PropContainerContent
Prop Default Values
ExpressionDiSky
/docs?id=DiSky-PropDefaultValues
Prop Embed Fields
ExpressionDiSky
/docs?id=DiSky-PropEmbedFields
Prop Options
ExpressionDiSky
/docs?id=DiSky-PropOptions
Prop Role Name
ExpressionDiSky
/docs?id=DiSky-PropRoleName
Prop Section Accessory
ExpressionDiSky
/docs?id=DiSky-PropSectionAccessory
Prop Section Content
ExpressionDiSky
/docs?id=DiSky-PropSectionContent
Protocol Entity - Reference
TypeLuskv2
A reference to an entity's id./docs?id=173la
Protocol Version
ExpressionSkript
The protocol version that will be sent as the protocol version of the server in a server list ping event. For more information and list of protocol versions <a href='https://wiki.vg/Protocol_version_numbers'>visit wiki.vg</a>. If this protocol version doesn't match with the protocol version of the client, the client will see the <a href='#ExprVersionString'>version string</a>. But please note that, this expression has no visual effect over the version string. For example if the server uses PaperSpigot 1.12.2, and you make the protocol version 107 (1.9), the version string will not be "Paper 1.9", it will still be "Paper 1.12.2". But then you can customize the <a href='#ExprVersionString'>version string</a> as you wish. Also if the protocol version of the player is higher than protocol version of the server, it will say "Server out of date!", and if vice-versa "Client out of date!" when you hover on the ping bars. This can be set in a <a href='#server_list_ping'>server list ping</a> event only (increase and decrease effects cannot be used because that wouldn't make sense)./docs?id=Skript-ExprProtocolVersion
Publish/Crosspost Message
EffectDiSky
Publish/Crosspost a message from a news channel to all following guilds. Only works in news channels./docs?id=DiSky-PublishMessage
PufferFish - Puff State
ExpressionSkBee
Represents the puff state of a puffer fish. An integer between 0 and 2/docs?id=SkBee-ExprPufferFishState
Purge Messages
EffectDiSky
Discord provide a better way to delete multiple messages at once. This effect only works with messages, and a list is recommended here. If you want to delete a single message, use the destroy effect./docs?id=DiSky-PurgeMessages
Push
EffectSkript
Push entities in a given direction or towards a specific location./docs?id=Skript-EffPush
Pusher
ExpressionLusk
Gets the entity which pushed the affected entity in a Damage Push event/docs?id=Lusk-ExprPusher
PvP
EffectSkript
Set the PvP state for a given world./docs?id=Skript-EffPvP
PvP
ConditionSkript
Checks the PvP state of a world./docs?id=Skript-CondPvP
quaternion
FunctionSkript
Returns a quaternion from the given W, X, Y and Z parameters./docs?id=Skript-quaternion-2
Quaternion
TypeSkript
Quaternions are four dimensional vectors, often used for representing rotations./docs?id=Skript-quaternion
Queue
TypeSkript
A queued list of values. Entries are removed from a queue when they are queried./docs?id=Skript-queue
Queue (Experimental)
ExpressionSkript
Requires the <code>using queues</code> experimental feature flag to be enabled. Creates a new queue. A queue is a set of elements that can have things removed from the start and added to the end. Any value can be added to a queue. Adding a non-existent value (e.g. `{variable that isn't set}`) will have no effect. This means that removing an element from the queue will always return a value <i>unless the queue is empty</i>. Requesting an element from a queue (e.g. `the 1st element of {queue}`) also removes it from the queue./docs?id=Skript-ExprQueue
Queue Start/End (Experimental)
ExpressionSkript
Requires the <code>using queues</code> experimental feature flag to be enabled. The first or last element in a queue. Asking for this does <b>not</b> remove the element from the queue. This is designed for use with the <code>add</code> changer: to add or remove elements from the start or the end of the queue./docs?id=Skript-ExprQueueStartEnd
Quick Load Player
Effectskript-luckperms
Quickly gets a luckperms user from memory. This is used for cases when you need instant returns and the user is online. For offline players or online & offline players support use `EffLoadPlayer` This may not return the most up to date version of the user's LuckPerms data./docs?id=skript-luckperms-EffQuickLoadPlayer
Quickly Set Blocks Within
EffectLuskv2
/docs?id=sy0h4
Quit Message
ExpressionSkript
The message sent to all online players when a player quits the server./docs?id=Skript-ExprQuitMessage
Quit Reason
TypeSkript
Represents a quit reason from a player quit server event./docs?id=Skript-quitreason
Quit Reason
ExpressionSkript
The <a href='#quitreason'>quit reason</a> as to why a player disconnected in a <a href='#quit'>quit</a> event./docs?id=Skript-ExprQuitReason
Radial Shape
Typeskript-particle
Represents an abstract particle shape that has a radius. E.g. circle, sphere, etc./docs?id=skript-particle-radialshape
Random
ExpressionSkript
Gets a random item out of a set, e.g. a random player out of all players online./docs?id=Skript-ExprRandom
Random Character
ExpressionSkript
One or more random characters between two given characters. Use 'alphanumeric' if you want only alphanumeric characters. This expression uses the Unicode numerical code of a character to determine which characters are between the two given characters. If strings of more than one character are given, only the first character of each is used./docs?id=Skript-ExprRandomCharacter
Random Numbers
ExpressionSkript
A given amount of random numbers or integers between two given numbers. Use 'number' if you want any number with decimal parts, or use use 'integer' if you only want whole numbers. Please note that the order of the numbers doesn't matter, i.e. <code>random number between 2 and 1</code> will work as well as <code>random number between 1 and 2</code>./docs?id=Skript-ExprRandomNumber
Random Tick Block
EffectSkBee
Causes the block to be ticked randomly. This will tick the block the same way Minecraft randomly ticks according to the randomTickSpeed gamerule. Requires Paper 1.19+/docs?id=SkBee-EffBlockRandomlyTick
Random UUID
ExpressionSkript
Returns a random UUID./docs?id=Skript-ExprRandomUUID
Ranged Attack
EffectSkBee
Make a RangedEntity perform a ranged attack. Requires PaperMC. `with charge` = How "charged" the attack is (how far back the bow was pulled for Bow attacks). This should be a value between 0 and 1, represented as targetDistance/maxDistance. RangedEntities: Drowned, Illusioner, Llama, Piglin, Pillager, Skeleton, Snowman, Stray, TraderLlama, Witch, Wither, WitherSkeleton./docs?id=SkBee-EffRangedAttack
Raw Name
ExpressionSkript
The raw Minecraft material name of the given item. Note that this is not guaranteed to give same results on all servers./docs?id=Skript-ExprRawName
Raw String
ExpressionSkript
Returns the string without formatting (colors, decorations, etc.) and without stripping them from it. For example, <code>raw "&aHello There!"</code> would output <code>&aHello There!</code>/docs?id=Skript-ExprRawString
RayTrace - From Entity
ExpressionSkBee
RayTrace from an entity. Default max distance = 'maximum target block distance' in Skript's config. RaySize = entity bounding boxes will be uniformly expanded (or shrunk) by this value before doing collision checks (default = 0.0). IngorePassableBlocks = Will ignore passable but collidable blocks (ex. tall grass, signs, fluids, ..). Ignoring/Only Allowing Entities/EntityTypes = Will ignore/only allow the entities/entitytypes from the final ray. Going through Blocks/ItemTypes = Will ignore the blocks/itemtypes from the final ray./docs?id=SkBee-ExprRayTraceFromEntity
RayTrace - From Location
ExpressionSkBee
RayTrace from a location along a vector. Default max distance = 'maximum target block distance' in Skript's config. RaySize = entity bounding boxes will be uniformly expanded (or shrunk) by this value before doing collision checks (default = 0.0). IngorePassableBlocks = Will ignore passable but collidable blocks (ex. tall grass, signs, fluids, ..). Ignoring/Only Allowing Entities/EntityTypes = Will ignore/only allow the entities/entitytypes from the final ray. Going through Blocks/ItemTypes = Will ignore the blocks/itemtypes from the final ray./docs?id=SkBee-ExprRayTraceFromLocation
RayTrace - Hit Block
ExpressionSkBee
Gets the hit block resulting from a RayTrace./docs?id=SkBee-ExprRayTraceHitBlock
RayTrace - Hit BlockFace
ExpressionSkBee
Gets the hit BlockFace resulting from a RayTrace./docs?id=SkBee-ExprRayTraceHitBlockFace
RayTrace - Hit Entity
ExpressionSkBee
Gets the hit entity resulting from a RayTrace./docs?id=SkBee-ExprRayTraceHitEntity
RayTrace - Hit Location
ExpressionSkBee
Get the hit location resulting from a RayTrace./docs?id=SkBee-ExprRayTraceHitLocation
RayTrace - Hit Position
ExpressionSkBee
Get the hit position resulting from a RayTrace (returns a vector)./docs?id=SkBee-ExprRayTraceHitPosition
RayTrace - Result
TypeSkBee
The hit result of a ray trace. Only the hit position is guaranteed to always be available. The availability of the other attributes depends on what got hit and on the context in which the ray trace was performed./docs?id=SkBee-raytraceresult
Reaction Is Self
ConditionDiSky
Check whether a reaction was added by the bot itself./docs?id=DiSky-ReactionIsSelf
Reaction Is Super
ConditionDiSky
/docs?id=DiSky-ReactionIsSuper
ReactSection
SectionDiSky
React to a message with an emote and execute code when a user reacts. Can be set to run once or wait for a specific user./docs?id=DiSky-ReactSection
Readied Arrow/Bow
ExpressionSkript
The bow or arrow in a <a href='#ready_arrow'>Ready Arrow event</a>./docs?id=Skript-ExprReadiedArrow
Received Attachments
ExpressionDiSky
Get the attachments received from an attachment upload component in a modal. You have to precise the id of the component, and it will return a list of attachments (or an empty list if no attachment was received, or if the component with the specified id is not an attachment upload)./docs?id=DiSky-ExprReceivedAttachments
Recipe - All Recipes
ExpressionSkBee
Get a list of all recipes. May be from a specific item, may be just Minecraft recipes or custom recipes. Due to some items having more than 1 recipe this may return multiple recipes./docs?id=SkBee-ExprAllRecipes
Recipe - Cooking Recipe
EffectSkBee
Register a new cooking recipe for furnaces, blast furnaces, smokers, and campfires. The ID will be the name given to this recipe. IDs may only contain letters, numbers, periods, hyphens, a single colon and underscores, NOT SPACES!!! By default, if no namespace is provided, recipes will start with the namespace "skbee:", this can be changed in the config to whatever you want. IDs are used for recipe discovery/unlocking recipes for players. You may also include an optional group for recipes. These will group the recipes together in the recipe book./docs?id=SkBee-EffCookingRecipe
Recipe - CookTime
ExpressionSkBee
Get the cooktime of a cooking recipes./docs?id=SkBee-ExprRecipeCookTime
Recipe - Crafter Craft Event
EventSkBee
Called when a Crafter is about to craft an item. Requires Minecraft 1.21.1+ `event-string` = The key for the recipe used in this event. `recipe result` = An expression that reprsents the result slot (can be changed)./docs?id=SkBee-recipe_-_crafter_craft_event
Recipe - Crafting Recipe
EffectSkBee
Register a new shaped/shapeless recipe for a specific item using custom ingredients. Recipes support items and material choices for ingredients. Material choices allow you to use Minecraft tags or lists of items. The ID will be the name given to this recipe. IDs may only contain letters, numbers, periods, hyphens, a single colon and underscores, NOT SPACES!!! By default, if no namespace is provided, recipes will start with the namespace "minecraft:", this can be changed in the config to whatever you want. IDs are used for recipe discovery/unlocking recipes for players. You may also include an optional group for recipes. These will group the recipes together in the recipe book. <b>NOTE:</b> Recipes with 4 or less ingredients will be craftable in the player's crafting grid./docs?id=SkBee-EffCraftingRecipe
Recipe - Crafting Result From Items
ExpressionSkBee
Get the result of a crafting recipe from a list of items. This requires either 4 or 9 items, to follow the 2x2 and 3x3 crafting grids respectively. Use `air` to represent blank slots in the crafting grid. I have no clue what the world is for since recipes are not per world, but Bukkit offers it so here we are./docs?id=SkBee-ExprCraftingResultFromItems
Recipe - Discover Event
EventSkBee
Called when a player unlocks a recipe./docs?id=SkBee-recipe_-_discover_event
Recipe - Discovery
EffectSkBee
Lock/Unlock recipes for players. This uses the IDs we created earlier when registering recipes, you can also lock/unlock minecraft recipes./docs?id=SkBee-EffRecipeDiscovery
Recipe - Experience
ExpressionSkBee
Get the experience gained from a cooking recipe./docs?id=SkBee-ExprRecipeExperience
Recipe - Has Discovered
ConditionSkBee
Check if a player has discovered a recipe. Can check recipes you created, another plugin has created, or vanilla Minecraft recipes. When checking recipes that are not your own, make sure to include the namespace, ex "minecraft:diamond_sword", "someplugin:some_recipe"./docs?id=SkBee-CondHasDiscoveredRecipe
Recipe - Ingredient
EffectSkBee
Set/add to the ingredients of a shaped/shapeless recipe. This is specifically used in the ingredients section of shaped/shapeless recipe section. `set ingredient` is used for shaped recipes. `add ingredient` is used for shapeless recipes./docs?id=SkBee-EffRecipeSetIngredient
Recipe - Ingredients of Recipe
ExpressionSkBee
Get the ingredients from a recipe./docs?id=SkBee-ExprIngredientsOfRecipe
Recipe - Knowledge Book
EffectSkBee
Add/Remove custom or minecraft recipes to/from a knowledge book item. Optional string for plugin name, to add recipes from other plugins./docs?id=SkBee-EffKnowledgeBook
Recipe - Recipe Type
ExpressionSkBee
Get the type of a recipe. `ID` = Minecraft or custom NamespacedKey, see examples./docs?id=SkBee-ExprRecipeType
Recipe - Register Brewing Recipe
SectionSkBee
This section allows you to register a brewing recipe, define the ingredient and input. Requires a PaperMC server. **Entries**: - `id` = The ID of this recipe. - `result` = The resulting output ItemStack of this recipe (What the 3 bottle slots turn into). - `ingredient` = Represents the ItemStack put in the top of the brewer (Accepts an ItemStack or RecipeChoice). - `input` = Represents the ItemStack put in the 3 bottle slots (Accepts an ItemStack or RecipeChoice)./docs?id=SkBee-SecRecipeBrewing
Recipe - Register Cooking Recipe
SectionSkBee
This section allows you to register any cooking recipe and define special properties. **Entries**: - `id` = The ID for your recipe. This is used for recipe discovery and Minecraft's /recipe command. - `result` = The resulting ItemStack of this recipe. - `input` = The item the recipe requires as an input to output the result (Accepts an ItemStack or RecipeChoice) (Required). - `cooktime` = How long the recipe will take to finish cooking before result is given (Optional). - `experience` = The amount of experience gained when the recipe is finished cooking (Optional) Default cook times are, furnace = 10 seconds, smoking/blasting = 5 seconds and campfire = 30 seconds. - `group` = You can define a group in which all recipes under this are sorted together in the recipe book (Optional). Examples of this in game are beds and wood types. - `category` = Which category in the recipe book this recipe should appear within (Optional 1.19.4+). Valid category types are "food", "blocks", "misc", if no category is defined it defaults to "misc"./docs?id=SkBee-SecRecipeCooking
Recipe - Register Shaped Recipe
SectionSkBee
This section allows you to register a shaped recipe, define the shape and set ingredients. You can optionally add a group and category. **Entries**: - `id` = The ID for your recipe. This is used for recipe discovery and Minecraft's /recipe command. - `result` = The resulting item of this recipe. - `shape` = A list of strings (1 to 3 strings) which each have 1-3 characters (must be the same char count per string). These correspond to the ingredients set for these shapes. (See examples for details.) Blank spaces will just be empty spaces in a crafting grid. - `group` = Define a group to group your recipes together in the recipe book (an example would be having 3 recipes with the same outcome but a variety of ingredients) (optional). - `category` = The recipe book category your recipe will be in (optional).Options are "building", "redstone", "equipment", "misc". - `ingredients` = This section is where you will set the ingredients to correspend with your shape./docs?id=SkBee-SecRecipeShaped
Recipe - Register Shapeless Recipe
SectionSkBee
This section allows you to register a shapeless recipe and add ingredients. **Entries**: - `id` = The ID for your recipe. This is used for recipe discovery and Minecraft's /recipe command. - `result` = The resulting item of this recipe. - `group` = Define a group to group your recipes together in the recipe book (an example would be having 3 recipes with the same outcome but a variety of ingredients) (optional). - `category` = The recipe book category your recipe will be in (optional) Options are "building", "redstone", "equiptment", "misc". - `ingredients` = This section is where you will add the ingredients./docs?id=SkBee-SecRecipeShapeless
Recipe - Register Smithing Recipe
SectionSkBee
This section allows you to register a smithing transform recipe, define the output as well as the template, base and addition items **Entries**: - `id` = The ID for your recipe. - `result` = The resulting ItemStack of this recipe. - `template` = Represents the first slot in the smithing inventory (Accepts an ItemStack or RecipeChoice). - `base` = Represents the second slot in the smithing inventory (Accepts an ItemStack or RecipeChoice). - `addition` = Represents the third slot in the smithing inventory (Optional). - `copynbt` = Represents whether to copy the nbt from the input base item to the output, default = true (Requires PaperMC) (Optional)./docs?id=SkBee-SecRecipeSmithing
Recipe - Register Transmute Recipe
SectionSkBee
Represents a recipe which will change the type of the input material when combined with an additional material, but preserve all custom data. Only the material of the result stack will be used. Used for dyeing shulker boxes in Vanilla. See [**crafting_transmute**](https://minecraft.wiki/w/Recipe#crafting_transmute) on McWiki for more info. **Entries**: - `id` = The ID for your recipe. This is used for recipe discovery and Minecraft's /recipe command. - `result` = The material that will be transmuted in the result slot. - `input` = The input ingredient (The item which will have it's data copied to the result). - `material` = The item to be applied to the first (like a dye). - `group` = Define a group to group your recipes together in the recipe book (an example would be having 3 recipes with the same outcome but a variety of ingredients) [optional]. - `category` = The recipe book category your recipe will be in [optional]. Options are "building", "redstone", "equipment", "misc"./docs?id=SkBee-SecTransmuteRecipe
Recipe - Remove
EffectSkBee
Remove a recipe from your server. Recipes can be removed at any time but it is best to do so during a server load event. If a recipe is removed whilst a player is online it will still show up in their recipe book, but they will not be able to craft it. If need be, you can get a list of all recipes by simply typing "/minecraft:recipe give YourName " in game. You can remove Minecraft recipes, custom recipes and recipes from other plugins./docs?id=SkBee-EffRemoveRecipe
Recipe - Result
ExpressionSkBee
Get the result item of a recipe. `ID` = Minecraft or custom NamespacedKey, see examples./docs?id=SkBee-ExprRecipeResult
Recipe - Result Slot
ExpressionSkBee
Represents the result slot of a crafting event./docs?id=SkBee-ExprRecipeResultSlot
Recipe - StoneCutting Recipe
EffectSkBee
Register a new stone cutting recipe. The ID will be the name given to this recipe. IDs may only contain letters, numbers, periods, hyphens, a single colon and underscores, NOT SPACES!!! By default, if no namespace is provided, recipes will start with the namespace "minecraft:", this can be changed in the config to whatever you want. IDs are used for recipe discovery/unlocking recipes for players. You may also include an optional group for recipes. These will group the recipes together in the recipe book./docs?id=SkBee-EffStonecuttingRecipe
Recipe Book Click Event
EventSkBee
Called when the player clicks on a recipe in their recipe book./docs?id=SkBee-recipe_book_click_event
Recipe Choice
TypeSkBee
Represents an Exact/Material Choice. MaterialChoice represents a set of materials/minecraft tags which can be used in some recipes. ExactChoice represents a special ItemStack used in some recipes. Requires Minecraft 1.13+/docs?id=SkBee-recipechoice
Recipe Choice - Material Choice
ExpressionSkBee
A material choice is a list of items or a minecraft tag, that can be used as an option in some recipes. Will return as a RecipeChoice. When using the 'every' item type, this will grab all relatable items in a list, ie: 'every sword'. This allows you to have one specific slot of a recipe to accept multiple items, without having to create multiple recipes. Do note that material choices do not accept custom items (ie: items with names, lore, enchants, etc). Requires Minecraft 1.13+/docs?id=SkBee-ExprMaterialChoice
Recursive
ExpressionSkript
Returns all values of an expression, including those in nested structures such as lists of lists./docs?id=Skript-ExprRecursive
Recursive Size
ExpressionSkript
The recursive size of list. Returns the recursive size of the list with sublists included, e.g. <pre> {list::*} Structure<br> ├──── {list::1}: 1<br> ├──── {list::2}: 2<br> │ ├──── {list::2::1}: 3<br> │ │ └──── {list::2::1::1}: 4<br> │ └──── {list::2::2}: 5<br> └──── {list::3}: 6 </pre> Where using %size of {list::*}% will only return 3 (the first layer of indices only), while %recursive size of {list::*}% will return 6 (the entire list) Please note that getting a list's recursive size can cause lag if the list is large, so only use this expression if you need to!/docs?id=Skript-ExprRecursiveSize
Redis Hashes - delete redis hash
EffectSkRedis
Deletes the given hash from Redis./docs?id=SkRedis-EffDeleteRedisHash
Redis Hashes - delete redis hash field
EffectSkRedis
Deletes the given hash field from a hash stored in Redis./docs?id=SkRedis-EffDeleteRedisHashField
Redis Hashes - get all field names of redis hash
ExpressionSkRedis
Returns all field names of a hash stored in Redis./docs?id=SkRedis-ExprGetAllFieldNamesOfHash
Redis Hashes - get all field values of redis hash
ExpressionSkRedis
Returns all field values of a hash stored in Redis./docs?id=SkRedis-ExprGetAllFieldValuesOfHash
Redis Hashes - get field names by value
ExpressionSkRedis
Returns all field names of a hash stored in Redis that have the given value./docs?id=SkRedis-ExprGetHashFieldNamesByValue
Redis Hashes - get value of field in redis hash
ExpressionSkRedis
Returns the value of a field stored in a hash that is stored Redis./docs?id=SkRedis-ExprGetValueOfFieldInHash
Redis Hashes - set redis hash field
EffectSkRedis
Sets the given hash field to a value in a hash stored in Redis./docs?id=SkRedis-EffSetRedisHashField
Redis Lists - add value to redis list
EffectSkRedis
Adds a value to a specific list stored in Redis/docs?id=SkRedis-EffAddValueToRedisList
Redis Lists - delete entry with value from redis list
EffectSkRedis
Deletes the entry with the given value from the list stored in Redis./docs?id=SkRedis-EffRemoveValueFromListByValue
Redis Lists - delete redis list
EffectSkRedis
Deletes the given list from Redis./docs?id=SkRedis-EffDeleteRedisList
Redis Lists - get redis list
ExpressionSkRedis
Returns all values of a list stored in Redis./docs?id=SkRedis-ExprGetRedisList
Redis Lists - set redis list value
EffectSkRedis
Sets a specific index in a Redis list to a new value. It will overwrite the value at the given index. NOTE: If the index does not already exist, it will fail./docs?id=SkRedis-EffSetRedisListValue
Redis Message Event - get redis channel
ExpressionSkRedis
Returns the channel name of the Redis message event. This can only be used in the Redis Message Event./docs?id=SkRedis-ExprChannel
Redis Message Event - get redis message
ExpressionSkRedis
Returns the message of the Redis message event. This can only be used in the Redis Message Event./docs?id=SkRedis-ExprMessage
Redis Message event - message date
ExpressionSkRedis
Returns the date of the Redis message event as unix timestamp. This can only be used in the Redis Message Event./docs?id=SkRedis-ExprMessageDate
Redis Pub/Sub - send custom redis message
EffectSkRedis
Sends a custom message to a specific channel in Redis. The message has to be a valid JSON string. If not, the message will not be sent and a warning will be printed in the console./docs?id=SkRedis-EffSendCustomMessage
Redis Pub/Sub - send redis message
EffectSkRedis
Sends a message to a specific channel in Redis./docs?id=SkRedis-EffSendMessage
Redis Strings - delete redis string
EffectSkRedis
Deletes the given string from Redis./docs?id=SkRedis-EffDeleteRedisString
Redis Strings - get redis string
ExpressionSkRedis
Returns the string stored in Redis./docs?id=SkRedis-ExprGetRedisString
Redis Strings - set redis string
EffectSkRedis
Sets a string that is stored in Redis to a specific value./docs?id=SkRedis-EffSetRedisString
Redstone Block Power
ExpressionSkript
Power of a redstone block/docs?id=Skript-ExprRedstoneBlockPower
Reduce
ExpressionSkript
Reduces lists to single values by repeatedly applying an operation. The reduce expression takes each element and combines it with an accumulator value. Use 'reduced value' to access the current accumulated value and 'input' for the current element./docs?id=Skript-ExprReduce
Reduced List
ExpressionskLambda
Folds a whole list down to a single value with a two-argument lambda. The list is combined pairwise left-to-right: the first argument is the running result (the accumulator), the second is the next element. For `3, 5, 2` and an adding lambda this runs `add(3, 5)` → 8, then `add(8, 2)` → 10. Without a seed, a one-element list reduces to that element (the lambda is never called) and an empty list reduces to nothing. With `from %object%`, that value seeds the accumulator: the lambda runs for every element (`add(seed, first)` first), an empty list reduces to the seed, and the seed's type can differ from the elements' (e.g. fold a list of items into a text)./docs?id=skLambda-ExprReduced
Reduced Value
ExpressionSkript
Returns the current accumulated/reduced value within a <a href='#ExprReduce'>reduce expression</a>. This represents the result of all previous reduction operations. Can only be used inside the reduce expression's operation block./docs?id=Skript-ExprReducedValue
reflection
Eventskript-reflect
/docs?id=skript-reflect-reflection
Regeneration Rate
ExpressionSkBee
Represents the regeneration rate (1 health per x ticks) of the Player. Saturated = When they have saturation and their food level >= 20. Default is 10 ticks. Unsaturated = When they have no saturation and their food level >= 18. Default is 80 ticks./docs?id=SkBee-ExprRegenRate
Region
TypeSkript
A region of a regions plugin. Skript currently supports WorldGuard, Factions, GriefPrevention and PreciousStones. Please note that some regions plugins do not have named regions, some use numerical ids to identify regions, and some may have regions with the same name in different worlds, thus using regions like "region name" in scripts may or may not work./docs?id=Skript-region
Region
ExpressionSkript
The <a href='#region'>region</a> involved in an event. This expression requires a supported regions plugin to be installed./docs?id=Skript-ExprRegion
Region
Typeskript-worldguard
A WorldGuard region./docs?id=skript-worldguard-worldguardregion
Region
Expressionskript-worldguard
The region in any region related event./docs?id=skript-worldguard-ExprRegion
Region - Biome
Effectskript-worldedit
Sets the biome of given region./docs?id=skript-worldedit-EffBiome
Region - Block Count
Expressionskript-worldedit
Gets the number of a certain type of block in a region. Can use a mask to specify more than one kind of block./docs?id=skript-worldedit-ExprBlockCount
Region - Centre
Expressionskript-worldedit
Gets the centre of a given region./docs?id=skript-worldedit-ExprCentre
Region - Convex Polyhedral
Expressionskript-worldedit
Creates a convex polyhedral region, which can be used for operations./docs?id=skript-worldedit-ExprConvexPolyRegion
Region - Create Faces
Effectskript-worldedit
Creates the faces (walls + ceiling + floor) of a given region using a given pattern./docs?id=skript-worldedit-EffFaces
Region - Create Walls
Effectskript-worldedit
Creates the walls of a given region using a given pattern./docs?id=skript-worldedit-EffWalls
Region - Cuboid
Expressionskript-worldedit
Creates a cuboid region, which can be used for operations./docs?id=skript-worldedit-ExprCuboidRegion
Region - Cylinder
Expressionskript-worldedit
Creates a cylindrical region, which can be used for operations./docs?id=skript-worldedit-ExprCylinderRegion
Region - Dimensions
Expressionskript-worldedit
Gets the dimensions of a given region./docs?id=skript-worldedit-ExprDimensions
Region - Ellipsoid
Expressionskript-worldedit
Creates an ellipsoid region, which can be used for operations./docs?id=skript-worldedit-ExprEllipsoidRegion
Region - Expand/Contract
Effectskript-worldedit
Makes a region larger or smaller in a given direction by a given amount. Optionally takes an opposite amount to expand the region in the other direction. Regions can also be expanded vertically, which makes them span from the min to the max of the world they're in./docs?id=skript-worldedit-EffExpandContract
Region - Faces
Expressionskript-worldedit
Gets the faces of a given region. This expression only works on cuboid regions. This returns another region, which can be used in other operations./docs?id=skript-worldedit-ExprFaces
Region - Flora
Effectskript-worldedit
Generates flora in a given region, with a given density. The default density is 5./docs?id=skript-worldedit-EffFlora
Region - Forest
Effectskript-worldedit
Generates a forest of a specific tree type in a given region, with a given density. The default density is 5. Note that this effect uses a new tree type, not the Skript one./docs?id=skript-worldedit-EffForest
Region - Hollow Out
Effectskript-worldedit
Hollows out objects in a given region, using a given thickness and leaving behind a given pattern. The default thickness is 1, and the default pattern is just air./docs?id=skript-worldedit-EffHollow
Region - Inset/Outset
Effectskript-worldedit
Insets or outsets a region by a given number of blocks. Can optionally only perform the operation vertically (up and down) or horizontally (north, south, east, and west)./docs?id=skript-worldedit-EffInsetOutset
Region - Move
Effectskript-worldedit
Moves the blocks in a given region in a given direction a given distance. You can choose to only move the blocks that match a given mask too, as well as filling the left-behind area using a certain pattern. Additionally, air can be ignored, and entities and biomes can be copied. By default, the distance will be 1, all blocks will be moved, no pattern will be left behind, air will not be ignored, and entities and biomes will not be copied./docs?id=skript-worldedit-EffMove
Region - Naturalize
Effectskript-worldedit
Naturalizes a given region. This just changes the top 3 layers of blocks into grass/dirt, and the bottom layers into stone./docs?id=skript-worldedit-EffNaturalize
Region - Overlay
Effectskript-worldedit
Overlays the top level of blocks in a given region using a given pattern./docs?id=skript-worldedit-EffOverlay
Region - Place Centre
Effectskript-worldedit
Places a block in the centre of a given region using a given pattern./docs?id=skript-worldedit-EffCenter
Region - Regenerate
Effectskript-worldedit
Regenerates the area within a given region while optionally regenerating biomes, using a given seed. The default seed is just the seed of the region's world, and biomes will not be regenerated by default./docs?id=skript-worldedit-EffRegenerate
Region - Smooth
Effectskript-worldedit
Smooths the area within a given region a certain number of times. The default number of times is 1. You can choose to only smooth blocks that match a certain mask./docs?id=skript-worldedit-EffSmooth
Region - Vertices
Expressionskript-worldedit
Gets the vertices of a given region. This expression can only be used on convex polyhedral regions./docs?id=skript-worldedit-ExprVertices
Region - Volume
Expressionskript-worldedit
Gets the volume of a given region./docs?id=skript-worldedit-ExprVolume
Region - Walls
Expressionskript-worldedit
Gets the walls of a given region. This expression only works on cuboid regions. This returns another region, which can be used in other operations./docs?id=skript-worldedit-ExprWalls
Region Contains
ConditionSkript
Checks whether a location is contained in a particular <a href='#region'>region</a>. This condition requires a supported regions plugin to be installed./docs?id=Skript-CondRegionContains
Region Flag
Expressionskript-worldguard
An expression for working with the flag of a region. The region group flag of a flag supports controlling which groups of a region (i.e., members, owners, etc.) a flag applies to. NOTE: Skript may not support all flags, specifically those representing values Skript cannot understand./docs?id=skript-worldguard-ExprRegionFlag
Region Members & Owners
ExpressionSkript
A list of members or owners of a <a href='#region'>region</a>. This expression requires a supported regions plugin to be installed./docs?id=Skript-ExprMembersOfRegion
Region Members/Owners
Expressionskript-worldguard
An expression to obtain the members/owners of the given regions. The members/owners of a region are made up of players and groups (strings). By default, this expression returns both. However, keyword specifiers for each type (player/group) are available./docs?id=skript-worldguard-ExprRegionMembersOwners
Region Parent
Expressionskript-worldguard
An expression to obtain and change the direct parent of a region. It is also possible to obtain all parents of a region (e.g., including a parent region's parent region). When a region has a parent, it inherits the parents members, owners, and flags (that aren't defined on the child)./docs?id=skript-worldguard-ExprRegionParent
Region Points
Expressionskript-worldguard
An expression to obtain the points of a region. Note that when obtaining the points of a region, the region itself is projected onto an X-Z plane. Thus, the points do not have a y-component. However, for simplicity, the y-component of the minimum point is used./docs?id=skript-worldguard-ExprRegionPoints
Region Priority
Expressionskript-worldguard
An expression to obtain and change the priority of a region. When regions overlap, the priority is used to determine properties such as membership, ability to build, and flag values./docs?id=skript-worldguard-ExprRegionPriority
Regions
Expressionskript-worldguard
An expression to obtain all regions of a specific world or the region with a specific name in a world. Please note that region names (IDs) are case insensitive./docs?id=skript-worldguard-ExprRegions
Regions At
ExpressionSkript
All <a href='#region'>regions</a> at a particular <a href='./classes/#location'>location</a>. This expression requires a supported regions plugin to be installed./docs?id=Skript-ExprRegionsAt
Regions At
Expressionskript-worldguard
An expression to obtain the regions at a specific location. Note that the regions will be returned in ascending order by priority./docs?id=skript-worldguard-ExprRegionsAt
Register Argument
SectionSkBriggy
Register an argument for a brig command. Within this section you can apply suggestions with tooltips. The section itself will run when a player types a command, thus variables CAN be used and the [event-]player will be the player typing the command. Local variables will be created for the previously typed args, and can be used in this section. See examples. `brigarg` = Type of argument. See Brig Argument Type for more details. `string` = Name of the argument. (Used for local variables and how it shows in game) `%objects`% = Suggestions for this argument. (If object is not a string, Skript will stringify it) `min/max` = The min/max range of a number (long/int/float/double) argument./docs?id=SkBriggy-SecRegisterArg
Register Embed Template
EffectDiSky
Register an embed template that can be reused throughout your code. Once registered, you can use the template when creating a new embed using its section or data structure./docs?id=DiSky-EffRegisterEmbedTemplate
Register Listener
EffectskLambda
Activates a listener that was defined with `set %~object% to listener for ...:`. No-op if already active./docs?id=skLambda-EffRegisterListener
Register Tag
EffectSkript
Registers a new tag containing either items or entity datas. Note that items will NOT keep any information other than their type, so adding `diamond sword named "test"` to a tag is the same as adding `diamond sword` Item tags should be used for contexts where the item is not placed down, while block tags should be used for contexts where the item is placed. For example, and item tag could be "skript:edible", while a block tag would be "skript:needs_water_above". All custom tags will be given the namespace "skript", followed by the name you give it. The name must only include the characters A to Z, 0 to 9, and '/', '.', '_', and '-'. Otherwise, the tag will not register. Please note that two tags can share a name if they are of different types. Registering a new tag of the same name and type will overwrite the existing tag. Tags will reset on server shutdown./docs?id=Skript-EffRegisterTag
Register Webhook Client
EffectDiSky
Register a new webhook client using a bot and a webhook URL. The client can then be used to post messages to the webhook without using the bot's account./docs?id=DiSky-RegisterClient
Registry - Instrument
ExpressionSkBee
Create a new instrument with specified properties. This can be used in the [**Instrument Component**](https://minecraft.wiki/w/Data_component_format#instrument). See [**Instrument Definition**](https://minecraft.wiki/w/Instrument_definition) on McWiki for more information./docs?id=SkBee-SecExprMusicalInstrument
Registry - Registry Key
TypeSkBee
Represents a key for a Minecraft registry. Values in square brackets resemble the Skript type linked to the registry. NOTE: These are auto-generated and may differ between server versions, currently generated for Minecraft 26.1.2./docs?id=SkBee-registrykey
Registry - Registry Value
ExpressionSkBee
Get the value of a registry entry by key./docs?id=SkBee-ExprRegistryValue
Registry - Registry Values
ExpressionSkBee
Get all values from a registry./docs?id=SkBee-ExprRegistryValues
Registry - Tag Key
TypeSkBee
Represents a key for a Minecraft tag. TagKeys can also compare if it contains objects (Think of them like a list)./docs?id=SkBee-tagkey
Registry - Tag Key Values
ExpressionSkBee
Get all values from a tag key./docs?id=SkBee-ExprRegistryTagKeyValues
Registry - TagKey from Registry
ExpressionSkBee
Get a TagKey from a registry. You can check if a tag key contains an object. Think of it like a list./docs?id=SkBee-ExprRegistryTagKeyFrom
Registry - TagKeys from Registry
ExpressionSkBee
Get all the tag keys that belong to a registry./docs?id=SkBee-ExprRegistryTagKeys
Registry - Typed Key
TypeSkBee
Represents the key for a value in a Minecraft registry./docs?id=SkBee-typedkey
Registry Object Serialization
EffectSkNMS
Serialize a registry object to a json file. This will serialize to Minecraft's datapack format and output to the `plugins/SkNMS/data` folder./docs?id=SkNMS-EffRegistrySerialization
Registry Registration
StructureSkNMS
This structure is used for registering new registry entries such as custom biomes and enchantments./docs?id=SkNMS-StructRegistryRegistration
Relational Placeholder Players
Expressionskript-placeholders
The two players involved in a relational placeholder request./docs?id=skript-placeholders-ExprRelationalPlaceholderPlayers
Relative Location Yaw Of Playerpositionpackets
ExpressionLuskv2
/docs?id=kqf69
Release From Entity Storage
EffectSkript
Releases the stored entities in an entity block storage (i.e. beehive). When using beehives, providing a timespan will prevent the released bees from re-entering the beehive for that amount of time. Due to unstable behaviour on older versions, this effect requires Minecraft version 1.21+./docs?id=Skript-EffReleaseEntityStorage
Remaining Air
ExpressionSkript
How much time a player has left underwater before starting to drown./docs?id=Skript-ExprRemainingAir
Remove Entity Entities For Players
EffectLuskv2
/docs?id=uqmfq
Remove Oraxen Block
EffectOraxen
Removes an Oraxen custom block at the specified location without drops./docs?id=Oraxen-EffRemoveOraxenBlock
Remove Oraxen Furniture
EffectOraxen
Removes Oraxen furniture at the specified location or entity without drops./docs?id=Oraxen-EffRemoveOraxenFurniture
remove_effects
FunctionSkBee
/docs?id=SkBee-remove_effects
Repeat String
ExpressionSkript
Repeats inputted strings a given amount of times./docs?id=Skript-ExprRepeat
Repeating While Loop
SectionSkBee
Similar to Skript's while loop, this while loop will repeat at the given timespan. It is recommended to NOT use a wait within these sections, as the section will repeat regardless. **Patterns**: The 2nd pattern is only of concern if you are running Folia or have Paper schedulers enabled in the config, otherwise just use the first pattern. - `globally` = Will run this loop on the global scheduler (Use this for non entity/block related tasks). - `for %entity` = Will run this task for an entity, will follow the entity around (region wise)and will cancel itself when the entity is no longer valid. - `at %location%` = Will run this loop at a specific location (Use this for block related tasks)./docs?id=SkBee-SecWhileRunnable
Replace
EffectSkript
Replaces all occurrences of a given text or regex with another text. Please note that you can only change variables and a few expressions, e.g. a <a href='/#ExprMessage'>message</a> or a line of a sign./docs?id=Skript-EffReplace
Replace Blocks
Effectskript-worldedit
Replaces blocks in a region that match a certain mask with a given pattern./docs?id=skript-worldedit-EffReplace
Reply With
SectionDiSky
Reply with a specific message to the channel where a message-event was triggered. It can also be used to acknowledge & reply to an interaction, such as button click or slash command. In interaction only, you can use the keyword 'hidden' to reply with an ephemeral message (only the executor can see it). Therefore, the value stored in the variable, if specified, will be an interaction hook, and not a compete message. You can also provide a message as reference. The replied message be linked with the provided one./docs?id=DiSky-ReplyWith
resolver
FunctionSkBee
/docs?id=SkBee-resolver
Resonating Time
ExpressionSkript
Returns the resonating time of a bell. A bell will start resonating five game ticks after being rung, and will continue to resonate for 40 game ticks./docs?id=Skript-ExprResonatingTime
Resource Pack
ConditionSkript
Checks state of the resource pack in a <a href='#resource_pack_request_action'>resource pack request response</a> event./docs?id=Skript-CondResourcePack
Resource Pack Remove
EffectSkBee
Remove all resource packs from a player or remove resource packs from uuids./docs?id=SkBee-EffResourcePackRemove
Resource Pack Send
EffectSkBee
Send a resource pack to a player with a UUID, optional hash, optional prompt message, and the option to force it. The uuid is used to later remove the pack from the player if need be./docs?id=SkBee-EffResourcePackSend
Resource Pack State
TypeSkript
The state in a resource pack request response event./docs?id=Skript-resourcepackstate
ResourcePack - Apply Pack
EffectSkBee
Apply a resource pack in the `packs` section of a resouce pack send section. The ID is used to remove the pack later, if you dont plan on removing a pack you can use a `random uuid`./docs?id=SkBee-EffResourcePackApply
ResourcePack - Send Request
SectionSkBee
Send a resource pack request to an audience or player connection. This is similar to the effect but includes a callback section to handle what the client does. This can be used in the 'Async Player Connection Configure' event as well. **Entries**: - `packs` = A section where you can apply multiple packs to send at once (required). - Use the 'ResourcePack - Apply Pack' effect to add packs in this section. - `prompt` = The prompt to send to the player. Accepts String/TextComponent/TextComp. [optional] - `force` = Whether or not to force the player to accept the resource pack [optional boolean]. - `received` = A callback section where you can run code when the resource pack is received. - This section may be called multiple times for different stages of the request. **Event Values in Received Section**: - `event-uuid` = The id of the resource pack. - `event-status` = The status (ResourcePackStatus) of the resource pack request. - `event-audience` = The audience of the resource pack request./docs?id=SkBee-SecResourcePack
ResourcePack - Status - Intermediate
ConditionSkBee
Whether, after receiving this status, further status events might occur./docs?id=SkBee-CondResourcePackStatusIntermediate
Respawn Anchor Charges
ExpressionSkript
The charges of a respawn anchor./docs?id=Skript-ExprCharges
Respawn location
ExpressionSkript
The location that a player should respawn at. This is used within the respawn event./docs?id=Skript-ExprRespawnLocation
Respawn Reason
TypeSkript
The respawn reason in a respawn event./docs?id=Skript-respawnreason
Respawn Reason
ExpressionSkript
The <a href='#respawnreason'>respawn reason</a> in a <a href='#respawn'>respawn</a> event./docs?id=Skript-ExprRespawnReason
Result
ExpressionSkript
Runs something (like a function) and returns its result. If the thing is expected to return multiple values, use 'results' instead of 'result'./docs?id=Skript-ExprResult
Retrieve Application Info
EffectDiSky
Retrieve the application info/meta of a specific bot and store it in a variable./docs?id=DiSky-RetrieveApplicationInfo
Retrieve Bans
EffectDiSky
Retrieve all bans from a guild and store them in a variable./docs?id=DiSky-RetrieveBans
Retrieve Emotes
EffectDiSky
Retrieve all custom emotes/emojis from a guild and store them in a variable./docs?id=DiSky-RetrieveEmotes
Retrieve Event Value
EffectDiSky
Retrieves specific event values asynchronously in certain DiSky events. These values need to be fetched from Discord's API and cannot be provided directly in the event. The value must be stored in a variable for later use. Each event has its own set of retrievable values - check the event documentation for available values./docs?id=DiSky-RetrieveEventValue
Retrieve Interested Members
EffectDiSky
Retrieve all members who are interested in a scheduled event./docs?id=DiSky-RetrieveInterestedMembers
Retrieve Invite
EffectDiSky
Retrieve a specific invite from a guild using its invite code/ID./docs?id=DiSky-RetrieveInvite
Retrieve Invites
EffectDiSky
Retrieve all invites from a guild and store them in a variable./docs?id=DiSky-RetrieveInvites
Retrieve Logs
EffectDiSky
Retrieve the audit logs of a guild./docs?id=DiSky-RetrieveLogs
Retrieve Member
EffectDiSky
Retrieve a member from a guild using their user ID. This performs an API call to get the most up-to-date member data./docs?id=DiSky-RetrieveMember
Retrieve Message by ID
EffectDiSky
Retrieve a message from a message channel, with the specified ID. If the message does not exist, or the bot does not have access to it/the channel, nothing will be stored (and existing value will be cleared)./docs?id=DiSky-RetrieveMessage
Retrieve Messages
EffectDiSky
Retrieve last X messages from a specific message channel. You can retrieve up to 100 last messages, others will be ignored. Don't forget to use 'purge' effect to delete a lot of messages the most enhanced way ever./docs?id=DiSky-RetrieveMessages
Retrieve Owner
EffectDiSky
Retrieve the owner of a guild as a member and store it in a variable./docs?id=DiSky-RetrieveOwner
Retrieve Pinned Messages
EffectDiSky
Retrieve all pinned messages in a channel and store them in a variable./docs?id=DiSky-RetrievePinnedMessages
Retrieve Poll Voters
EffectDiSky
Retrieve all users who voted for a specific answer of a poll message. The answer can be specified by its 1-indexed position (a number) or by passing a poll answer object directly. Returns a list of users — the bot must have read access to the channel containing the poll./docs?id=DiSky-RetrievePollVoters
Retrieve Profile
EffectDiSky
Retrieve the profile of the specified user. A profile contains mainly the banner of the user; returns the accent color if no banner is set./docs?id=DiSky-RetrieveProfile
Retrieve Role Member Count
EffectDiSky
Retrieve the member count for each role in a guild and store it in a list variable. The variable will be filled with entries where the key is the role ID and the value is the member count for that role./docs?id=DiSky-RetrieveRoleMemberCount
Retrieve Sticker
EffectDiSky
Retrieve a sticker from a guild using its per-guild name. This will return a sticker from the guild, not a global one./docs?id=DiSky-RetrieveSticker
Retrieve Stickers
EffectDiSky
Retrieve every stickers (and cache them) from a specific guild./docs?id=DiSky-RetrieveStickers
Retrieve Thread Members
EffectDiSky
Retrieve every members (and cache them) from a specific thread./docs?id=DiSky-RetrieveThreadMembers
Retrieve Thread Message
EffectDiSky
Retrieve the start message or parent (original) message of a thread channel. Use `retrieve start message` to get the message that opened the thread, or `retrieve original message` to get the parent channel's message./docs?id=DiSky-RetrieveThreadMessage
Retrieve Thread Start Message
EffectDiSky
Retrieve the starting message of a thread channel and store it in a variable./docs?id=DiSky-RetrieveStartMessage
Retrieve Threads
EffectDiSky
Retrieve every threads (and cache them) from a specific guild. This effect will only get back the ACTIVE thread, and will pass on the archived ones./docs?id=DiSky-RetrieveThreads
Retrieve User
EffectDiSky
Retrieve a Discord user using their unique ID. Unlike members, users are global across all guilds./docs?id=DiSky-RetrieveUser
Retrieve Webhooks
EffectDiSky
/docs?id=DiSky-RetrieveWebhooks
Retrieve Webhooks
EffectDiSky
Retrieve all webhooks from a guild or text channel and store them in a variable. Provide a guild to get all webhooks in the guild, or a text channel to get only that channel's webhooks./docs?id=DiSky-RetrieveWebhooks-2
Return
EffectSkript
Makes a trigger or a section (e.g. a function) return a value/docs?id=Skript-EffReturn
Return All YAML (un)loaded in memory
Expressionskript-yaml
Returns a list of all "cached" yaml file IDs or from a certain directory or list of directories. - Can also return list of directories. - Can also return list of unloaded yaml files from a certain directory or list of directories. - To remain consistent with the load effect, the list of unloaded yaml files will not include the server path so that you don't have to use the non-relative option. - Some of the listed unloaded yaml files can include the server path which will require you to use the non-relative option in the yaml load effect./docs?id=skript-yaml-ExprAllLoadedYaml
Return Completions
EffectDiSky
/docs?id=DiSky-ReturnCompletions
Reversed List
ExpressionSkript
Reverses given list./docs?id=Skript-ExprReversedList
Revoke Group
Effectskript-luckperms
Removes a group from a user./docs?id=skript-luckperms-EffRevokeGroup
Revoke Permission
Effectskript-luckperms
Removes a permission from a user./docs?id=skript-luckperms-EffRevokePermission
rgb
FunctionSkript
Returns a RGB color from the given red, green and blue parameters. Alpha values can be added optionally but these only take affect in certain situations, like text display backgrounds./docs?id=Skript-rgb
Ring Bell
EffectSkript
Causes a bell to ring. Optionally, the entity that rang the bell and the direction the bell should ring can be specified. A bell can only ring in two directions, and the direction is determined by which way the bell is facing. By default, the bell will ring in the direction it is facing./docs?id=Skript-EffRing
Ringing Time
ExpressionSkript
Returns the ringing time of a bell. A bell typically rings for 50 game ticks./docs?id=Skript-ExprRingingTime
Role Channel Position
ExpressionDiSky
/docs?id=DiSky-RoleChannelPosition
Role Color
ExpressionDiSky
Get or set the primary color of a role. Setting this property will <strong>clear other role color-related properties</strong>, such as gradient, holographic, .../docs?id=DiSky-PropRoleColor
Role Colors
ExpressionDiSky
This represents a rich object containing all the color-related properties of a role, such as its primary color, gradient, holographic effect, and more./docs?id=DiSky-PropRoleColors
Role DS
ExpressionDiSky
/docs?id=DiSky-RoleDS
root
FunctionSkript
Calculates the <i>n</i>th root of a number./docs?id=Skript-root
Rotate
EffectSkript
Rotates displays, quaternions, or vectors around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented. Rotating a display is a shortcut for rotating its left rotation. If the right rotation needs to be modified, it should be acquired, rotated, and re-set. Note that rotating a quaternion/display around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating quaternions/displays around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last./docs?id=Skript-EffRotate
Rotate Active Group/Part
EffectDisplayEntityUtils
Update the axis rotation of an active group/part, in degrees. This only applies to display entity parts and display entities in groups/docs?id=DisplayEntityUtils-EffActiveRotate
Rotate Shape
Effectskript-particle
Rotates shapes around a given axis by a given angle. The axis can be specified as a vector or as a single axis (x, y, or z). By default, the rotation is done in degrees. The axis can also be specified as a local or relative axis, which rotate relative to the shape's current rotation. For example, you can rotate a shape around the global y axis, or around the shape's local y axis./docs?id=skript-particle-EffRotateShape
Rotated Quaternion/Vector
ExpressionSkript
Rotates a quaternion or vector around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented. Note that rotating a quaternion around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last./docs?id=Skript-ExprRotate
Rotation
Expressionskript-particle
Describes a rotation around a vector by a given angle, or from one vector to another. An alternative to the `axisAngle` and `quaternion` functions. Returns a quaternion./docs?id=skript-particle-ExprRotation
Rotation Axis/Angle
ExpressionSkript
Returns the axis or angle that a quaternion will rotate by/around. All quaternions can be represented by a rotation of some amount around some axis, so this expression provides the ability to get that angle/axis./docs?id=Skript-ExprQuaternionAxisAngle
round
FunctionSkript
Rounds a number, i.e. returns the closest integer to the argument. Place a second argument to define the decimal placement./docs?id=Skript-round
Rounding
ExpressionSkript
Rounds numbers normally, up (ceiling) or down (floor) respectively./docs?id=Skript-ExprRound
Row Builder Components
ExpressionDiSky
Components of a row builder See also: 'Create (rich) Message'/docs?id=DiSky-RowComponents
Rule
ExpressionDiSky
/docs?id=DiSky-rule
Run
EffectSkript
Executes a task (a function). Any returned result is discarded./docs?id=Skript-EffRun
Run Function (Expression Section)
ExpressionSkCheese
Runs a function with the specified arguments./docs?id=SkCheese-ExprSecFunction
Run Function (Section)
SectionSkCheese
Executes a function using a section. Pass parameters by doing 'parameter name as value'/docs?id=SkCheese-SecRunFunction
Run Lambda
EffectskLambda
Runs a lambda, ignoring any return value./docs?id=skLambda-EffRunLambda
Run Silently
SectionLusk
Executes the effects within this section without making sounds, this currently only supports the changing of an item frame's item. Note: this is not related to errors or warnings in the console./docs?id=Lusk-SecSilent
Running Minecraft
ConditionSkript
Checks if current Minecraft version is given version or newer./docs?id=Skript-CondMinecraftVersion
Runtime Error / Warning
EffectSkCheese
Throws a runtime error or warning./docs?id=SkCheese-EffRuntimeError
Saturation
ExpressionSkript
The saturation of a player. If used in a player event, it can be omitted and will default to event-player./docs?id=Skript-ExprSaturation
Save Active Group
ExpressionDisplayEntityUtils
Get an unmodifiable version of an Active Group/docs?id=DisplayEntityUtils-ExprActiveGroupToSaved
Save Slime World
EffectSlimeLink
Save a Slime World with a specified name./docs?id=d3o5i
Save Slime World By Object
EffectSlimeLink
Save a Slime World using a Bukkit World object./docs?id=6kk5k
Save World
EffectSkript
Save all worlds or a given world manually. Note: saving many worlds at once may possibly cause the server to freeze./docs?id=Skript-EffWorldSave
Save YAML
Effectskript-yaml
Saves the current cached YAML elements to file. - Using the `[with an indentation of %-number%]` option allows you to save the file with a different amount of spacing between 1 and 10 - Option to remove extra lines between nodes - Use `to %string%` or `as %string%` to save to a different file path/docs?id=skript-yaml-EffSaveYaml
Saved Group
TypeDisplayEntityUtils
Represents a saved Display Entity Group/Model/docs?id=DisplayEntityUtils-savedgroup
Scalable Particle Effect
TypeSkript
A particle effect which can be scaled up or down./docs?id=Skript-scalableparticle
Scale
ExpressionSkript
Represents the physical size/scale of something. For example, the scale of a display entity would be a vector containing multipliers on its size in the x, y, and z axis. For a particle effect like the sweeping edge particle, scale is a number determining how large the particle should be./docs?id=Skript-PropExprScale
Scale Active Group
EffectDisplayEntityUtils
Change the scale multiplier of an active group/docs?id=DisplayEntityUtils-EffActiveGroupScale
Scanned List
ExpressionskLambda
Like `reduced`, but keeps every intermediate result instead of just the final one, so it's handy for cumulative totals. The list is combined pairwise left-to-right with a two-argument lambda (accumulator, next element), and each running result is emitted. For `3, 5, 2` and an adding lambda this yields `3, 8, 10`. Without a seed, a one-element list scans to that element and an empty list scans to nothing. With `from %object%`, that value seeds the accumulator and is itself the first result, so `3, 5, 2` from 100 yields `100, 103, 108, 110` and an empty list scans to just the seed./docs?id=skLambda-ExprScanned
Schematic - Delete
Effectskript-worldedit
Deletes a schematic. Nothing too fancy./docs?id=skript-worldedit-EffDeleteSchematic
Schematic - Exists
Conditionskript-worldedit
Checks whether a schematic with a given name exists./docs?id=skript-worldedit-CondSchematicExists
Schematic - Paste
Effectskript-worldedit
Pastes a schematic at a location(s). Can be rotated, and can choose whether it should ignore air or not. There is also a section for pasting schematics, which features more options./docs?id=skript-worldedit-EffPasteSchematic
Schematic - Paste
Sectionskript-worldedit
Pastes a schematic, with a bunch of configurable options (see below for a list of them). Note that the name of the schematic shouldn't include any path, as skript-worldedit will always start at WorldEdit's schematics directory. Entries: * paste entities: whether the schematic should copy entities * paste biomes: whether the schematic should copy biomes * ignore air: whether the schematic should paste air blocks * rotation: the number of degrees that the pasted schematic should be rotated by (around the y-axis) * mask: a mask which will only let matching blocks be pasted/docs?id=skript-worldedit-SecPasteSchematic
Schematic - Save
Effectskript-worldedit
Saves a region as a schematic. The name of the schematic shouldn't include any path, as skript-worldedit will always start at WorldEdit's schematics directory. The centre of the schematic can be set, as well as whether or not it should overwrite an existing schematic of the same name./docs?id=skript-worldedit-EffSaveSchematic
Schematic - Save
Sectionskript-worldedit
Saves a region as a schematic, with a bunch of configurable options (see below for a list of them). Note that the name of the schematic shouldn't include any path, as skript-worldedit will always start at WorldEdit's schematics directory. Entries: * copy entities: whether the schematic should copy entities * copy biomes: whether the schematic should copy biomes * remove entities: whether the schematic should remove entities * overwrite: whether the schematic should overwrite any schematics of the same name (if false, the schematic won't save if a schematic is found with the same name) * origin: where the origin of the saved schematic should be * mask: a mask which will only let matching blocks be copied/docs?id=skript-worldedit-SecSaveSchematic
Scoreboard
TypeSkBee
Represents the vanilla scoreboard of the server/players. This can be the main server scoreboard, or a custom scoreboard. Do note custom scoreboards are not persistent (do not save to the server). Multiple players can share a custom scoreboard. See [**Scoreboard**](https://minecraft.wiki/w/Scoreboard) on McWiki for more info./docs?id=SkBee-scoreboard
Scoreboard - Criteria
TypeSkBee
Represents a criteria for a scoreboard objective. See [**Criteria**](https://minecraft.wiki/w/Scoreboard#Criteria) on McWiki for more info./docs?id=SkBee-criteria
Scoreboard - Criteria Create
ExpressionSkBee
Get one of the default Minecraft scoreboard criterias. You can also get a criteria bassed off a statistic. (see [**Scoreboard Criteria**](https://minecraft.wiki/w/Scoreboard#Criteria) on McWiki) or create your own./docs?id=SkBee-ExprCriteriaCreate
Scoreboard - Objective
TypeSkBee
Represents an objective in a scoreboard. When deleting, the objective will be unregistered. See [**Objectives**](https://minecraft.wiki/w/Scoreboard#Objectives) on McWiki for more info./docs?id=SkBee-objective
Scoreboard - Objective Create
ExpressionSkBee
Create an objective. - `id` = The id used to keep track of your objective. - `criteria` = Uses a criteria object. If using an older server version, this will just be a string. - `named` = The display name of this objective. - `for scoreboard` = Optionally use a specific scoreboard (will default to the main scoreboard). - `render type` = How this objective will render, hearts or integer. - `display slot` = Where this objective will render./docs?id=SkBee-ExprObjCreate
Scoreboard - Objective DisplaySlot
ExpressionSkBee
Get/Set the display slot of an objective./docs?id=SkBee-ExprObjDisplaySlot
Scoreboard - Objective from Criteria
ExpressionSkBee
Get objectives from specific criterias of scoreboards./docs?id=SkBee-ExprObjFromCriteria
Scoreboard - Objective from DisplaySlot
ExpressionSkBee
Get/clear objectives from specific display slots of scoreboards./docs?id=SkBee-ExprObjFromDisplaySlot
Scoreboard - Objective Get
ExpressionSkBee
Get an already registered objective. Optionally can input a scoreboard (will default to main scoreboard)./docs?id=SkBee-ExprObjGet
Scoreboard - Objective Name
ExpressionSkBee
Represents the name/display name of an objective. - `name` = The name/id given to the objective (Cannot be changed). - `display name` = The name the players will see [as a string] (Can be changed). - `component display name` = The name the players will see [as a text component] (Can be changed)./docs?id=SkBee-ExprObjName
Scoreboard - Objective Number Format
ExpressionSkBee
Represents the way an objective score can be formatted. There are three format types: Blank (nothing there), Fixed (a string of your choosing) and Styled (colored numbers). NOTES: `set` = You can set the format to any string you'd like (fixed) or a json component (styled number). `delete` = Will leave it blank (nothing will be there, just nothing). `reset` = Will reset back to its original format. See [**Json Formatting**](https://minecraft.wiki/w/Raw_JSON_text_format) on McWiki for more details. Requires Paper 1.20.4+/docs?id=SkBee-ExprObjNumberFormat
Scoreboard - Objective Score
ExpressionSkBee
Get/Set the score of an entity/string for an objective. If the score has never been set, it'll return nothing./docs?id=SkBee-ExprObjScore
Scoreboard - Objective Score Custom Name
ExpressionSkBee
Get/change the custom name of the score of an objective for an entry. Supports both components and strings. - `[component]` = Will return as a text component (for set this doesn't matter). - `delete` = Will set the name to an empty component. - `reset` = Will reset back to the original name./docs?id=SkBee-ExprObjectiveScoreCustomName
Scoreboard - Objective/Criteria Modifiable
ConditionSkBee
Check if an objective/criteria has modifiable scores. Some criteria such as 'health' cannot be modified. See [**Criteria**](https://minecraft.wiki/w/Scoreboard#Criteria) on McWiki for more info./docs?id=SkBee-CondObjModifiable
Scoreboard - Scoreboard Get
ExpressionSkBee
Get the vanilla scoreboard, or create a new scoreboard (custom scoreboard are not persistent)./docs?id=SkBee-ExprScoreboard
Scoreboard - Scoreboard of Player
ExpressionSkBee
Get/set the scoreboard of players. By default all players share the same main scoreboard unless given a new scoreboard. Do note that custom scoreboards are not persistent. Reset will reset the player's scoreboard back to the main server scoreboard./docs?id=SkBee-ExprScoreboardPlayer
Scoreboard - Team Create
ExpressionSkBee
Create a new team with a bunch of options. If a Scoreboard is not provided the default server Scoreboard will be used. For more info see [**Teams**](https://minecraft.wiki/w/Scoreboard#Teams) on McWiki. **Entries**: - `id` = The ID/name of this team (required String). - `display_name` = The display name of this team [optional String/TextComponent/TextComp]. - `color` = The color of this team [optional Color]. - `collision_rule` = The collision rule of this team [optional OptionStatus]. - `death_message_visibility` = The death message visibility of this team [optional OptionStatus]. - `nametag_visibility` = The nametag visibility of this team [optional OptionStatus]. - `friendly_fire` = Whether friendly fire is enabled for this team [optional Boolean]. - `see_friendly_invisibles` = Whether friendly invisibles are visible for this team [optional Boolean]. - `prefix` = The prefix of this team [optional String/TextComponent/TextComp]. - `suffix` = The suffix of this team [optional String/TextComponent/TextComp]./docs?id=SkBee-ExprTeamCreate
Scoreboard Tags
ExpressionSkript
Scoreboard tags are simple list of texts stored directly in the data of an <a href='#entity'>entity</a>. So this is a Minecraft related thing, not Bukkit, so the tags will not get removed when the server stops. You can visit <a href='https://minecraft.wiki/w/Scoreboard#Tags'>visit Minecraft Wiki</a> for more info. This is changeable and valid for any type of entity. Also you can use use the <a href='#CondHasScoreboardTag'>Has Scoreboard Tag</a> condition to check whether an entity has the given tags. Requires Minecraft 1.11+ (actually added in 1.9 to the game, but added in 1.11 to Spigot)./docs?id=Skript-ExprScoreboardTags
Script
TypeSkript
A script loaded by Skript. Disabled scripts will report as being empty since their content has not been loaded./docs?id=Skript-script
Script
ExpressionSkript
The current script, or a script from its (file) name. If the script is enabled or disabled (or reloaded) this reference will become invalid. Therefore, it is recommended to obtain a script reference <em>when needed</em>./docs?id=Skript-ExprScript
Sea Level
ExpressionSkript
Gets the sea level of a world./docs?id=Skript-ExprSeaLevel
Sea Pickles
ExpressionSkript
An expression to obtain or modify data relating to the pickles of a sea pickle block./docs?id=Skript-ExprSeaPickles
Secondary Role Color
ExpressionDiSky
Returns the secondary color of a role's colors./docs?id=DiSky-SecondaryRoleColor
section
Typeskript-reflect
/docs?id=skript-reflect-section
Section
ExpressionDiSky
/docs?id=DiSky-section
Section - Apply Replacement
SectionDiSky
/docs?id=DiSky-SecApplyReplacement
Section - Listen Once
SectionDiSky
/docs?id=DiSky-SecListenOnce
Section - New Container
SectionDiSky
/docs?id=DiSky-SecNewContainer
Section - New Section
SectionDiSky
/docs?id=DiSky-SecNewSection
Section - Section
Sectionskript-reflect
/docs?id=skript-reflect-SecSection
Section - Switch Case
SectionSkCheese
/docs?id=SkCheese-SecSwitchCase
Seed of Loot Table
ExpressionSkript
Returns the seed of a loot table. Setting the seed of a block or entity that does not have a loot table will not do anything./docs?id=Skript-ExprLootTableSeed
Send Block Change
EffectSkript
Makes a player see a block as something else or as the original./docs?id=Skript-EffSendBlockChange
Send Block Damage
EffectSkBee
Send fake block damage to a player. Number = The amount of damage (a number between 0 and 1) to be applied to the block. Entity = the entity who is damaging the block. An entity can only damage 1 block at a time. By Entity/Number = The entity/entityID which damaged the block./docs?id=SkBee-EffSendBlockDamage
Send Equipment Change
EffectSkBee
Send an equipment change for an entity. This will not actually change the entity's equipment in any way./docs?id=SkBee-EffEquipmentChange
Send Resource Pack
EffectSkript
Request that the player's client download and switch resource packs. The client will download the resource pack in the background, and will automatically switch to it once the download is complete. The URL must be a direct download link. The hash is used for caching, the player won't have to re-download the resource pack that way. The hash must be SHA-1, you can get SHA-1 hash of your resource pack using <a href="https://emn178.github.io/online-tools/sha1_checksum.html">this online tool</a>. The <a href='#resource_pack_request_action'>resource pack request action</a> can be used to check status of the sent resource pack request./docs?id=Skript-EffSendResourcePack
Send typing
EffectDiSky
Sends the typing status to discord. This is what is used to make the message "X is typing..." appear. Typing status lasts for 10 seconds./docs?id=DiSky-SendTyping
Sent Command List
ExpressionSkript
The commands that will be sent to the player in a <a href='#send_command_list'>send commands to player event</a>. Modifications will affect what commands show up for the player to tab complete. They will not affect what commands the player can actually run. Adding new commands to the list is illegal behavior and will be ignored./docs?id=Skript-ExprSentCommands
Server - allows Nether/End/Flight
ConditionLusk
Checks if the server allows the Nether, the End or Flight/docs?id=Lusk-CondServerAllows
Server - Version
ExpressionLusk
The server version./docs?id=Lusk-ExprServerVersion
Server - Whitelist is Enabled
ConditionLusk
Checks whether the server has a whitelist or not./docs?id=Lusk-CondWhitelistEnabled
Server - Whitelist is Enforced
ConditionLusk
Checks whether the whitelist is enforced. If the whitelist is enforced, non-whitelisted players will be disconnected when the server whitelist is reloaded./docs?id=Lusk-CondWhitelistEnforced
Server Icon
TypeSkript
A server icon that was loaded using the load server icon effect./docs?id=Skript-cachedservericon
Server Icon
ExpressionSkript
Icon of the server in the server list. Can be set to an icon that loaded using the <a href='#EffLoadServerIcon'>load server icon</a> effect, or can be reset to the default icon in a <a href='#server_list_ping'>server list ping</a>. 'default server icon' returns the default server icon (server-icon.png) always and cannot be changed./docs?id=Skript-ExprServerIcon
Server Is Paused
ConditionSkBee
Checks whether the server is sleeping/paused. The server is paused when no players have been online longer than `pause-when-empty-seconds` setting./docs?id=SkBee-CondServerIsPaused
Server Pause When Empty Time
ExpressionSkBee
Represents the pause when empty threshold seconds. To save resources, the server will pause most functions after this time if there are no players online. Delete will disable this setting. If the returned value is null that means the setting is disabled./docs?id=SkBee-ExprServerPauseTime
Server Platform
ExpressionSkBee
Returns the platform the server is running on, ex: CraftBukkit, Spigot, Paper. NOTE: This is returned from Skript itself, results may vary when not running a standard Bukkit based server./docs?id=SkBee-ExprServerPlatform
Server Resources Reloaded
EventSkBee
Called when resources such as datapacks are reloaded (e.g. /minecraft:reload). Intended for use to re-register custom recipes, advancements that may be lost during a reload like this. This can also be used after SkBriggy commands are loaded (since they appear to wipe recipes)./docs?id=SkBee-server_resources_reloaded
Server Tick - Frozen State
ExpressionSkBee
Get/set the frozen tick state of the server. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=SkBee-ExprServerTickFrozenState
Server Tick - Is Entity Frozen
ConditionSkBee
Checks if a given entity is frozen. Entities will only be frozen if 3 criteria are met: - Server is frozen (via `/tick freeze` command or frozen state expression). - Entity is not a player. - Entity has no player passengers. I understand the syntax is a bit silly but it's to prevent collission with Skript's `%entity% is frozen` condition. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=SkBee-CondServerTickEntityFrozen
Server Tick - Is Server Frozen/Running Normally
ConditionSkBee
Checks if the server is currently frozen/running normally. When the server is running normally it indicates that the server is not currently frozen. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=SkBee-CondServerTickServerFrozen
Server Tick - Is Sprinting/Stepping
ConditionSkBee
Checks if the server is currently sprinting/stepping. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=SkBee-CondServerTickSprintStep
Server Tick - Sprint
EffectSkBee
Attempts to initiate a sprint, which executes all server ticks at a faster rate then normal. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=SkBee-EffServerTickSprint
Server Tick - Step Server
EffectSkBee
Steps the game a certain amount of ticks if the server is currently frozen. Steps occur when the server is in a frozen state which can be started by either using the in game `/tick freeze` command or the `server frozen state` expression. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=SkBee-EffServerTickStep
Server Tick - Tick Rate
ExpressionSkBee
Represents the tick rate of the server. Can be a value from `1.0` to `10000.0`. Supports fractional numbers, see examples. Default = 20. See [**Tick Command**](https://minecraft.wiki/w/Commands/tick) on McWiki for more details./docs?id=SkBee-ExprServerTickRate
Serverbound Packet
TypeLuskv2
A packet bound to the server. Sent from the client to the server./docs?id=8jyf1
Set Billboard Protocolentityreferences Billboard
EffectLuskv2
/docs?id=5dols
Set Blockdata Protocolentityreferences Blockdata
EffectLuskv2
/docs?id=i65g9
Set Blocks
Effectskript-worldedit
Sets the blocks in a region with a given pattern./docs?id=skript-worldedit-EffSet
Set Burning Protocolentityreferences Boolean
EffectLuskv2
/docs?id=ao4e5
Set Citizen Skin - Name
EffectSkonic
Set a citizen's skin by name.Only works if citizen is a player./docs?id=Skonic-EffChangeCitizenSkinName
Set Citizen Skin - Skin
EffectSkonic
Sets the skin of the npc to the given skin./docs?id=Skonic-EffChangeCitizenSkin
Set Citizen Skin - URL
EffectSkonic
Sets the citizen with the id specified to the skin linked on the url./docs?id=Skonic-EffChangeCitizenSkinURL
Set Custom Name Protocolentityreferences
EffectLuskv2
/docs?id=r42l5
Set Custom Name Visibility
EffectLuskv2
/docs?id=x9rv8
Set Display Height Protocolentityreferences
EffectLuskv2
/docs?id=f1ptd
Set Display Scale Protocolentityreferences
EffectLuskv2
/docs?id=cwymo
Set Display Translation Protocolentityreferences
EffectLuskv2
/docs?id=lfau4
Set Display Width Protocolentityreferences
EffectLuskv2
/docs?id=r4a4n
Set Freeze Ticks Protocolentityreferences
EffectLuskv2
/docs?id=r31cw
Set Gliding Protocolentityreferences Boolean
EffectLuskv2
/docs?id=xnvki
Set Glowing Protocolentityreferences Boolean
EffectLuskv2
/docs?id=hg966
Set Gravity Protocolentityreferences Boolean
EffectLuskv2
/docs?id=ilycb
Set GUI Slots
Sectionskript-gui
Set or clear GUI slots./docs?id=skript-gui-SecMakeGUI
Set Invisibility Protocolentityreferences Boolean
EffectLuskv2
/docs?id=2zkj1
Set Item Protocolentityreferences Itemstack
EffectLuskv2
/docs?id=7p5wx
Set Line Width Protocolentityreferences
EffectLuskv2
/docs?id=y3olt
Set Pose Protocolentityreferences Pose
EffectLuskv2
/docs?id=thcj0
Set Remaining Air Ticks
EffectLuskv2
/docs?id=n911v
Set Silence Protocolentityreferences Boolean
EffectLuskv2
/docs?id=crg1d
Set Sneaking Protocolentityreferences Boolean
EffectLuskv2
/docs?id=awvj7
Set Sprinting Protocolentityreferences Boolean
EffectLuskv2
/docs?id=t2xb8
Set Swimming Protocolentityreferences Boolean
EffectLuskv2
/docs?id=f9bz1
Set Text Protocolentityreferences Textcomponent
EffectLuskv2
/docs?id=9w9ws
Sets
ExpressionSkript
Returns a list of all the values of a type. Useful for looping./docs?id=Skript-ExprSets
Shape
Typeskript-particle
Represents an abstract particle shape. E.g. circle, line, etc./docs?id=skript-particle-shape
Shape - Cylinder
Effectskript-worldedit
Creates a cylinder using a given pattern at a certain location. You can choose for the cylinder to be hollow, and it can take a set of radii and a height. By default, the radius is 5, the height is 1, and the cylinder will not be hollow./docs?id=skript-worldedit-EffCreateCylinder
Shape - General
Sectionskript-worldedit
Creates a shape at a given location. Depending on which shape is being created, a different set of entries can be used. Entries that can be used with any shape: * pattern (pattern): the pattern that the shape will be made out of (no default, and this has to be a pattern object (via the pattern expression)) * hollow (boolean): whether the shape will be hollow (default is true) Entries that can be used with a pyramid: * size (integer): the size of the pyramid (no default) Entries that can be used with both a sphere and cylinder: * radius (number): the radius (on the x-axis) of the shape (no default) * radiusZ (number): the radius (on the z-axis) of the shape (this is optional, and if not provided, will default to the radius) Entries that can be used only with a sphere: * radiusY (number): the radius (on the y-axis) of the shape (this is optional, and if not provided, will default to the radius) Entries that can be used only with a cylinder: * height (number): the height of the cylinder (no default) This section is effectively the same as just using the shape effects, but might be preferable./docs?id=skript-worldedit-SecCreateShape
Shape - Pyramid
Effectskript-worldedit
Creates a pyramid using a given pattern at a certain location. You can choose for the pyramid to be hollow, and it can take a size. By default, the size is 5, and the pyramid will not be hollow./docs?id=skript-worldedit-EffCreatePyramid
Shape - Sphere
Effectskript-worldedit
Creates a sphere using a given pattern at a certain location. You can choose for the sphere to be hollow, and it can take a set of radii. By default, the radius is 5, and the sphere will not be hollow./docs?id=skript-worldedit-EffCreateSphere
Shape Animation Ordering
Effectskript-particle
Controls the order in which the draw animation effect will draw points. Currently WIP, only supports 2 special orderings. lowest-to-highest, which draws from -x -y -z to x y z, and the reverse./docs?id=skript-particle-EffSetOrdering
Shape Copy
Expressionskript-particle
Returns a copy of the given shape. This is useful if you want a modified version of a shape without changing the original./docs?id=skript-particle-ExprShapeCopy
Shape Cutoff Angle
Expressionskript-particle
The cutoff angle of a shape in degrees. This determines the portion of the whole shape that will be drawn in shapes like arcs and spherical caps. For example, a cutoff angle of 90 on an arc will create a quarter of a circle. Note that an arc can range from 0 to 360 degrees, while a spherical cap can range from 0 to 180 degrees./docs?id=skript-particle-ExprShapeCutoffAngle
Shape Length/Width/Height
Expressionskript-particle
The length, width, or height of a shape. Changing this will change the size of the shape. Resetting or deleting it will set it back to the default value of 1./docs?id=skript-particle-ExprShapeLWH
Shape Locations
Expressionskript-particle
Returns all the locations that particles would be spawned at if the shape was centered at the given location. If you want the vectors relative to the center of the shape, use the 'shape points' expression./docs?id=skript-particle-ExprShapeLocations
Shape Offset
Expressionskript-particle
Returns the offset vector of a shape. This is the vector that is added to the location of the shape before drawing. Changing this will move the shape accordingly. Resetting or deleting it will set it back to the default offset of (0, 0, 0)./docs?id=skript-particle-ExprShapeOffset
Shape Orientation
Expressionskript-particle
The orientation of a shape. This is the rotation that is applied to the shape before drawing. Changing this will rotate the shape accordingly. Resetting or deleting it will set it back to the default orientation of (0, 0, 0, 1). The expression returns a quaternion. You can use the quaternion and axis angle functions or the rotation expression to create an orientation./docs?id=skript-particle-ExprShapeOrientation
Shape Particle
Expressionskript-particle
The particle of a shape. This is the particle that the shape uses to draw itself. Changing this will change the particle of the shape. Resetting or deleting it will set it back to the default particle (flame). You can set the particle to any base or custom particle./docs?id=skript-particle-ExprShapeParticle
Shape Particle Density / Particle Count
Expressionskript-particle
The density at which particles are spawned in a shape. This is in "particles per meter" (ppm), and defaults to 4.Be careful with this property, as it can cause lag if set to a high number. It's recommended to not go above 20 or so for this reason. 1000 ppm is the maximum value. Keep in mind that this value scales with dimensions. A 1 meter line with a density of 20 will spawn 20 particles, but a 1 meter cube with a density of 20 will spawn 8,000 particles (2,400 if hollow). Also, be aware that this may not be exact. Some shapes, like cuboids, will tweak the density a bit to ensure particles land exactly on the borders of the shape. This syntax also supports setting the particle count directly, which is the amount of particles spawned in a shape. Note that this is NOT exact. The actual amount of particles spawned will be the closest multiple of the particle count to the amount of particles needed to draw the shape. For example, if the particle count of a solid cube is set to 100, the actual amount of particles spawned will be 125, which is the nearest cubic number. The returned value of this expression will always be the accurate amount of particles spawned in a shape. Changing this will change the particle density or count of the shape. Resetting or deleting it will set it back to the default density (4)./docs?id=skript-particle-ExprShapeParticleDensity
Shape Points
Expressionskript-particle
Returns all the vectors from the center of the shape to the various points particles would be drawn at. If you want the locations of the particles, it's advised use the 'shape locations' expression rather than doing it yourself./docs?id=skript-particle-ExprShapePoints
Shape Radius
Expressionskript-particle
The radius of a shape. For circular or spherical shapes, this is the distance from the center to the edge. For shapes like regular polygons, this is the distance from the center to a corner. Changing this will change the size of the shape. Resetting or deleting it will set it back to the default radius of 1./docs?id=skript-particle-ExprShapeRadius
Shape Relative Axis
Expressionskript-particle
Returns the relative axis of a shape. These are the x, y, z axis of the shape AFTER rotation. These are meant to be used to work within the rotated frame of reference of the shape./docs?id=skript-particle-ExprShapeRelativeAxis
Shape Scale
Expressionskript-particle
Returns the scale of a shape. This is will scale the shape up or down accordingly, with respect to its center. This does not affect the number of particles drawn, so a scaled up shape will look more sparse. A negative scale will flip the shape inside-out. Changing this will scale the shape accordingly. Resetting or deleting it will set it back to the default scale of 1./docs?id=skript-particle-ExprShapeScale
Shape Side Count - Polygonal/Polyhedral
Expressionskript-particle
Returns the number of sides of a polygonal or polyhedral shape. This determines how many sides the shape has. Changing this will change the number of sides of the shape accordingly, with a minimum of 3. Note that custom polygons will return their side count, but will not be affected by this expression. Polyhedrons will return their face count, and can only be set to 4, 8, 12, or 20./docs?id=skript-particle-ExprShapeSides
Shape Side Length - Polygonal/Polyhedral
Expressionskript-particle
Returns the side length of a polygonal/polyhedral shape. This determines how long each side of the shape is. Changing this will change the side length of the shape accordingly. Likewise, this changes the radius of the shape. Resetting this will set the side length to the default value of 1 and non-positive values will be set to 0.001. Note that changing this property will not affect custom polygons, only regular polygons and polyhedrons./docs?id=skript-particle-ExprShapeSideLength
Shape Style
Expressionskript-particle
Returns the style of a shape. This determines how the shape is drawn. See the shape style type for more information. Changing this will change the style of the shape accordingly./docs?id=skript-particle-ExprShapeStyle
Shear
EffectSkript
Shears or un-shears a shearable entity with drops by shearing and a 'sheared' sound. Using with 'force' will force this effect despite the entity's 'shear state'. Please note that..: - Force-shearing or un-shearing on a sheared mushroom cow is not possible/docs?id=Skript-EffShear
Shear Entity
EventSkBee
Called when a player shears an entity./docs?id=SkBee-shear_entity
Shoot
SectionSkript
Shoots a projectile (or any other entity) from a given entity or location./docs?id=Skript-EffSecShoot
Shooter
ExpressionSkript
The shooter of a projectile./docs?id=Skript-ExprShooter
Should Trigger Advancements
ConditionLusk
This Condition requires Paper. Checks whether or not the Slot Change event should trigger advancements./docs?id=Lusk-CondTriggerAdvancements
Show Demo Screen
EffectSkBee
Shows the demo screen to the player, this screen is normally only seen in the demo version of the game. Servers can modify the text on this screen using a resource pack./docs?id=SkBee-EffShowDemo
Show/Hide Active Group/Part/Filter
EffectDisplayEntityUtils
Show or hide an active group/part/filter to/from a player/docs?id=DisplayEntityUtils-EffActivePlayerVisibility
Show/Hide Entities
EffectSkBee
Show/hide entities to/from players. NOTE: This is not persistent across server restarts and/or chunk unloading!/docs?id=SkBee-EffShowHideEntity
Shuffled List
ExpressionSkript
Shuffles given list randomly./docs?id=Skript-ExprShuffledList
Shutdown Bot
EffectDiSky
Stop and disconnect a loaded bot from DiSky & discord. If any requests was still remaining, they will be executed before the actual bot shutdown Using the force pattern will cancel all requests and shutdown the bot instantly./docs?id=DiSky-StopBot
Sign - is Editable
ConditionLusk
Checks if the provided signs can be edited./docs?id=Lusk-9124
Sign - is Editable (Property)
ExpressionLusk
Returns whether or not the provided signs are editable. Can be set and reset (which makes it editable)./docs?id=Lusk-9166
Sign - is Waxed
ConditionLusk
Checks if a the provided signs are waxed./docs?id=Lusk-CondSignIsWaxed
Sign - is Waxed (Property)
ExpressionLusk
Returns whether or not the provided signs are waxed. Can be set and reset (which makes it not waxed)./docs?id=Lusk-ExprSignIsWaxed
Sign Text
ExpressionSkript
A line of text on a sign. Can be changed, but note that there is a 16 character limit per line./docs?id=Skript-ExprSignText
Signed Chat Message
TypeSkBee
Represents a signed chat message./docs?id=SkBee-signedmessage
Signed Chat Message
ExpressionSkBee
Get the signed chat message from the async chat event. This can be used to delete message from clients./docs?id=SkBee-ExprSignedMessage
Silence Entity
EffectSkript
Controls whether or not an entity is silent./docs?id=Skript-EffSilence
Simple Glow - Entity Glow State
EffectPacketEventsSK
Set the glow state of an entity for a set of viewers. Internally everything is handled by the addon. (fully packet based)/docs?id=PacketEventsSK-EffGlow
Simple Glow - Glow Entity Viewers
ExpressionPacketEventsSK
The players that are able to see the entity as glowing./docs?id=PacketEventsSK-ExprGlowReceivers
Simple Skin - Player Displayed Skin
EffectPacketEventsSK
Set the displayed skin of a player for a set of viewers. Internally everything is handled by the addon (fully packet based)./docs?id=PacketEventsSK-EffDisplayedSkin
Simulation Distance
ExpressionSkript
The simulation distance of a world or a player. Simulation distance is the minimum distance in chunks for entities to tick. Simulation distance is capped to the current view distance of the world or player. The view distance is capped between 2 and 32 chunks./docs?id=Skript-ExprSimulationDistance
sin
FunctionSkript
The sine function. It starts at 0° with a value of 0, goes to 1 at 90°, back to 0 at 180°, to -1 at 270° and then repeats every 360°. Uses degrees, not radians./docs?id=Skript-sin
Size
ExpressionSkript
The size of something. Using 'size of {list::*}' will return the length of the list, so if you want the sizes of the things inside the lists, use 'sizes of {list::*}'./docs?id=Skript-PropExprSize
Size of World Border
ExpressionSkript
The size of a world border. The size can not be smaller than 1./docs?id=Skript-ExprWorldBorderSize
Skeleton Horse - is Trapped
ConditionLusk
Checks if a skeleton horse is trapped./docs?id=Lusk-CondSkeletonHorseTrapped
Skeleton Horse - Trap Time
ExpressionLusk
Returns the trap time of the skeleton horse./docs?id=Lusk-ExprSkeletonHorseTrapTime
Skeleton Horse - Trapped State
ExpressionLusk
Returns whether or not a skeleton horse is trapped. Can be set./docs?id=Lusk-ExprSkeletonHorseTrappedState
Skeleton Horse Trap Event
EventSkBee
Called when a player gets close to a skeleton horse and triggers the lightning trap. Requires Paper 1.13+/docs?id=SkBee-skeleton_horse_trap_event
Skin
TypePacketEventsSK
A player skin (texture property list)/docs?id=PacketEventsSK-skin
Skin
TypeSkonic
Represents a Skin./docs?id=Skonic-skin
Skin from File
ExpressionSkonic
Creates a skin instance from an image file stored in the skins/ folder within the plugin folder./docs?id=Skonic-ExprSkinFromFile
Skin from URL
ExpressionSkonic
Gets a skin from a url.URL must link directly to an image./docs?id=Skonic-ExprSkinFromURL
Skin from UUID
ExpressionSkonic
Gets a skin from player's uuid./docs?id=Skonic-ExprSkinFromUUID
Skin Signature
ExpressionSkonic
Gets the signature of a skin./docs?id=Skonic-ExprSkinSignature
Skin Url Of Players
ExpressionLuskv2
/docs?id=3sg2c
Skin Value
ExpressionSkonic
Gets the texture value of a skin/docs?id=Skonic-ExprSkinValue
Skin With
ExpressionSkonic
Used to create a skin./docs?id=Skonic-ExprSkinWith
Skip Trigger
EffectskLambda
Skips the current event inside `on trigger`. The listener stays registered, `remaining triggers` is not decremented, and the rest of the on trigger body is not executed./docs?id=skLambda-EffSkipTrigger
Skript - Effect Command String
ExpressionLusk
The command used in an effect command event. This doesn't include the prefix (usually `!`). Can be set, reset and deleted./docs?id=Lusk-ExprSkriptEffectCommand
Skript - Version
ExpressionLusk
The skript version./docs?id=Lusk-ExprSkriptVersion
Skript Type of Object
ExpressionSkBee
Returns the Skript type (also known as 'ClassInfo') of an object. Useful for debugging. Will return as a string./docs?id=SkBee-ExprClassInfoOf
Skull Owner
ExpressionSkript
The skull owner of a player skull./docs?id=Skript-ExprSkullOwner
Slash Command Argument
ExpressionDiSky
Represents a slash command argument. The name is the ID used when defining the slash command. Specify the type, so that Skript can parse it correctly. (if it's a number, operation wil be allowed for example) The type should be the same used when defining the argument in the command./docs?id=DiSky-ArgValue
Sleep Thread
EffectSkBee
This effect is used to sleep a thread. This should **NOT** be used on the main server thread./docs?id=SkBee-EffSleepThread
slimepropertymap
TypeSlimeLink
Default description for slimepropertymap/docs?id=gdv50
Slot
TypeSkript
Represents a single slot of an inventory. Notable slots are the armour slots and furnace slots. The most important property that distinguishes a slot from an item is its ability to be changed, e.g. it can be set, deleted, enchanted, etc. (Some item expressions can be changed as well, e.g. items stored in variables. For that matter: slots are never saved to variables, only the items they represent at the time when the variable is set). Please note that tool can be regarded a slot, but it can actually change it's position, i.e. doesn't represent always the same slot./docs?id=Skript-slot
Slot Index
ExpressionSkript
Index of an an inventory slot. Other types of slots may or may not have indices. Note that comparing slots with numbers is also possible; if index of slot is same as the number, comparisonsucceeds. This expression is mainly for the cases where you must for some reason save the slot numbers. Raw index of slot is unique for the view, see <a href="https://wiki.vg/Inventory">Minecraft Wiki</a>/docs?id=Skript-ExprSlotIndex
Small Capital Case
ExpressionLusk
Returns the given string with the small font. 'Lenient' allows uppercase characters to not be included./docs?id=Lusk-ExprCases
Smelted Form
ExpressionSkonic
Returns the smelted form of an itemtype. If it cannot be smelted, it will return the same itemtype./docs?id=Skonic-ExprSmelted
Sort
EffectSkript
Sorts a list variable using either the natural ordering of the contents or the results of the given expression. Be warned, this will overwrite the indices of the list variable. When using the full <code>sort %~objects% (by|based on) &lt;expression&gt;</code> pattern, the input expression can be used to refer to the current item being sorted. (See input expression for more information.)/docs?id=Skript-EffSort
Sorted List
ExpressionSkript
Sorts given list in natural order. All objects in list must be comparable; if they're not, this expression will return nothing./docs?id=Skript-ExprSortedList
Sorted List
ExpressionskLambda
Orders a list using a lambda that pulls a sort key out of each element. The lambda is called once per element and returns a comparable value (a number, text, etc.); the list is returned ordered by those keys, ascending. Elements whose keys can't be compared keep their original relative order (the sort is stable)./docs?id=skLambda-ExprSorted
Sound
TypeLusk
All the sounds, this varies across versions, some sounds might be removed./docs?id=Lusk-sound
Sound Category
TypeSkript
The category of a sound, they are used for sound options of Minecraft. See the play sound and stop sound effects./docs?id=Skript-soundcategory
Source Block
ExpressionSkript
The source block in a spread event./docs?id=Skript-ExprSourceBlock
Spawn
SectionSkript
Spawns entities. This can be used as an effect and as a section. If it is used as a section, the section is run before the entity is added to the world. You can modify the entity in this section, using for example 'event-entity' or 'cow'. Do note that other event values, such as 'player', won't work in this section. If you're spawning a display and want it to be empty on initialization, like not having a block display be stone, set hidden config node 'spawn empty displays' to true. Note that when spawning an entity via entity snapshots, the code within the section will not run instantaneously as compared to spawning normally (via 'a zombie')./docs?id=Skript-EffSecSpawn
Spawn
ExpressionSkript
The spawn point of a world./docs?id=Skript-ExprSpawn
Spawn BDEngine Model from File
SectionDisplayEntityUtils
Spawn a BDEngine Model, from a file, at a location, with specified options **Entries** `packet` = whether the group should be packet-based. False by default `teleport-duration` = the teleport-duration of display entities in the group. 0 by default `billboard` = the billboard of display entities in the group. FIXED by default `persistent` = the persistence of **all** entities in the group. True by default `visible` = whether the group should be visible. True by default `brightness` = the brightness of display entities in the group. Use `-1 and -1` for default brightness `spawnanimation` = whether the group should play its spawn animation. True by default If a group is packet-based it's persistence cannot be set within the section and must be set afterwards./docs?id=DisplayEntityUtils-EffBDEModelToSpawned
Spawn Citizen
EffectSkonic
Spawn a customisable citizen with: * Name * Direction * Location * Entity Type/docs?id=Skonic-EffSpawnCitizen
Spawn Egg Entity
ExpressionSkript
Gets or sets the entity snapshot that the provided spawn eggs will spawn when used./docs?id=Skript-ExprSpawnEggEntity
Spawn Egg from Entity
ExpressionSkBee
Gets a spawn egg from an entity/entityType. Requires Paper, or Spigot 1.20.1+./docs?id=SkBee-ExprSpawnEggFromEntity
Spawn Falling BlockData
EffectSkBee
Spawn a falling block data. This is a temp effect until Skript properly handles block data with spawning of falling blocks./docs?id=SkBee-EffSpawnFallingBlockData
Spawn Group
SectionDisplayEntityUtils
Spawn a DEU Group/Model at a location, with specified options **Entries** `packet` = whether the group should be packet-based. False by default `teleport-duration` = the teleport-duration of display entities in the group. 0 by default `billboard` = the billboard of display entities in the group. FIXED by default `persistent` = the persistence of **all** entities in the group. True by default `visible` = whether the group should be visible. True by default `brightness` = the brightness of display entities in the group. Use `-1 and -1` for default brightness `spawnanimation` = whether the group should play its spawn animation. True by default If a group is packet-based it's persistence cannot be set within the section and must be set afterwards./docs?id=DisplayEntityUtils-SecSpawnGroup
Spawn Reason
TypeSkript
The spawn reason in a spawn event./docs?id=Skript-spawnreason
Spawn Reason
ExpressionSkript
The <a href='#spawnreason'>spawn reason</a> in a <a href='#spawn'>spawn</a> event./docs?id=Skript-ExprSpawnReason
Spawned Group
TypeDisplayEntityUtils
Represents a Display Entity Group/Model spawned in the game world/docs?id=DisplayEntityUtils-spawnedgroup
Spawned Group Is In Loaded Chunk?
ConditionDisplayEntityUtils
Check if a spawned group is in a loaded chunk/docs?id=DisplayEntityUtils-CondSpawnedGroupIsInLoadedChunk
Spawned Group Is Spawned?
ConditionDisplayEntityUtils
Check if a spawned group is present in the game world/docs?id=DisplayEntityUtils-CondSpawnedGroupIsSpawned
Spawned Group Is Visible By Default?
ConditionDisplayEntityUtils
Check if a spawned group is visible by default/docs?id=DisplayEntityUtils-CondActiveGroupIsVisibleByDefault
Spawned Group Near Location
ExpressionDisplayEntityUtils
Get, and optionally register, the nearest or all nearby non-packet groups within a location/docs?id=DisplayEntityUtils-ExprSpawnedGroupNearLocation
Spawned Group Persistence Override
ConditionDisplayEntityUtils
Check if a spawned group allows chunk loading to override its persistence/docs?id=DisplayEntityUtils-CondSpawnedGroupAllowsPersistenceOverride
Spawned Part
TypeDisplayEntityUtils
Represents an individual entity from an active Display Entity Group/Model. A spawned part can be used as an entity in other expressions, effects, etc./docs?id=DisplayEntityUtils-spawnedpart
Spawned Part of Entity
ExpressionDisplayEntityUtils
Get the spawned part that represents a part-eligible entity/docs?id=DisplayEntityUtils-ExprSpawnedPartOfEntity
Spawner - Is Activated
ConditionSkBee
Returns true if a player is currently within the required player range of the spawner./docs?id=SkBee-CondSpawnerIsActivated
Spawner - Max Nearby Entities
ExpressionSkBee
Set the new maximum amount of similar entities that are allowed to be within spawning range of a spawner. If more than the maximum number of entities are within range, the spawner will not spawn and try again. Default value is 16./docs?id=SkBee-ExprSpawnerMaxNearbyEntities
Spawner - Required Player Range
ExpressionSkBee
Get the maximum distance(squared) a player can be in order for a spawner to be active. If this value is less than 0, the spawner is always active (given that there are players online). Otherwise if the value is 0 the spawner is never active. Default value is 16./docs?id=SkBee-ExprSpawnerRequiredPlayerRange
Spawner - Reset Timer
EffectSkBee
Resets the spawner timer for a spawner./docs?id=SkBee-EffSpawnerResetTimer
Spawner - Spawn Count
ExpressionSkBee
Get how many mobs attempt to spawn. Default is 4./docs?id=SkBee-ExprSpawnerSpawnCount
Spawner - Spawn Delay
ExpressionSkBee
The delay between a spawner spawning a new entity. Maximum default is 800 ticks (40 seconds). Minimum default is 200 ticks (10 seconds)./docs?id=SkBee-ExprSpawnerSpawnDelay
Spawner - Spawn Range
ExpressionSkBee
Get the radius around which a spawner will attempt to spawn mobs in. This area is square, includes the block the spawner is in, and is centered on the spawner's x,z coordinates - not the spawner itself. It is 2 blocks high, centered on the spawner's y-coordinate (its bottom); thus allowing mobs to spawn as high as its top surface and as low as 1 block below its bottom surface. Default value is 4./docs?id=SkBee-ExprSpawnerSpawnRange
Spawner Spawn
EventSkBee
Called whenever an entity is spawned via a spawner./docs?id=SkBee-spawner_spawn