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Spawner Type
ExpressionSkript
The entity type of a spawner (mob spawner). Change the entity type, reset it (pig) or clear it (Minecraft 1.20.0+)./docs?id=Skript-ExprSpawnerType
Spawner/Trial Spawner - Entity Type
ExpressionLusk
Gets the spawner entity type of the provided spawners or trial spawners (1.21+). **Works with Items.** **Works with Spawner Minecarts (Requires 1.20+).** Can be set, reset (sets it to pig), and deleted (requires Minecraft 1.20+)./docs?id=Lusk-ExprSpawnerEntityType
Spectator Target
ExpressionSkript
Grabs the spectator target entity of the players./docs?id=Skript-ExprSpectatorTarget
Speed
ExpressionSkript
A player's walking or flying speed. Both can be changed, but values must be between -1 and 1 (excessive values will be changed to -1 or 1 respectively). Negative values reverse directions. Please note that changing a player's speed will change their FOV just like potions do./docs?id=Skript-ExprSpeed
Spellcaster Spell
ExpressionSkBee
Get/set/reset the spell of a spell casting entity (Illusioner, Evoker)./docs?id=SkBee-ExprSpellcasterSpell
Sprinting
EffectSkript
Make a player start or stop sprinting. If the player is not moving when this effect is used, they will be put in sprint mode for a tick and then stopped (this causes the FOV to change). Using it a second time, without the player manually sprinting in between, causes the player to stay in sprint mode, with some quirks. - Particles may not be produced under the player's feet. - The player will not exit the sprinting state if they stop moving. - Restrictions like low hunger will not prevent the player from sprinting - The player pressing shift will stop them sprinting, and pressing sprint will re-assert normal sprinting behavior Using this effect two or more consecutive times on a stationary player produces undefined behavior and should not be relied on./docs?id=Skript-EffSprinting
Sql Error
Expressionskript-db
/docs?id=4kvh9
Sql Query
Expressionskript-db
/docs?id=kllha
sqrt
FunctionSkript
The square root, which is the inverse operation to squaring a number (for positive numbers only). This is the same as <code>(argument) ^ (1/2)</code> – other roots can be calculated via <code>number ^ (1/root)</code>, e.g. <code>set {_l} to {_volume}^(1/3)</code>. Returns NaN (not a number) if the argument is negative./docs?id=Skript-sqrt
Star Points
Expressionskript-particle
Returns the number of points on a star. This is the number of points on the star, not the number of particles drawn. Changing this will change the number of points on the star. The number of points must be at least 2./docs?id=skript-particle-ExprStarPoints
Star Radii
Expressionskript-particle
Returns the inner or outer radius of a star. The inner radius is the distance from the center of the star to the innermost points, and likewise the outer radius is the distance to the tips of the star. Changing this will change the size of the star. Both radii must be greater than 0./docs?id=skript-particle-ExprStarRadii
Start date of Scheduled Event
ExpressionDiSky
Get the start date of a scheduled event. Cannot be null./docs?id=DiSky-EventStartDate
Starts/Ends With
ConditionSkript
Checks if a text starts or ends with another./docs?id=Skript-CondStartsEndsWith
Statistic
TypeSkBee
Represents the different statistics for a player. Some stats require extra data, these are distinguished by their data type within the square brackets. Underscores in stat names are not required, you can use spaces. NOTE: 'play_one_minute' stat's name is misleading, it's actually amount of ticks played. NOTE: These are auto-generated and may differ between server versions, currently generated for Minecraft 26.1.2./docs?id=SkBee-statistic
Statistic - Get/Set
ExpressionSkBee
Represents the statistic of a Player. You can get, set, add, remove or reset stats./docs?id=SkBee-ExprPlayerStatistic
Statistic - Increment
EventSkBee
Called when a player statistic is incremented./docs?id=SkBee-statistic_-_increment
Status of Scheduled Event
ExpressionDiSky
Get the status of a scheduled event between: - Scheduled - Active - Completed - Cancelled/docs?id=DiSky-EventStatus
Stop All Animations
EffectDisplayEntityUtils
Stop all animations playing on an active group/docs?id=DisplayEntityUtils-EffActiveGroupStopAllAnimations
Stop Animation
EffectDisplayEntityUtils
Stop an animation playing on an active group/docs?id=DisplayEntityUtils-EffActiveGroupStopAnimation
Stop Animation Camera
EffectDisplayEntityUtils
Stop players from viewing an animation camera/docs?id=DisplayEntityUtils-EffActiveGroupStopAnimationCamera
Stop Animations for Player
EffectDisplayEntityUtils
Stop all packet animations playing on an active group for a player/docs?id=DisplayEntityUtils-EffPlayerStopAllPacketAnimations
Stop Server
EffectSkript
Stops or restarts the server. If restart is used when the restart-script spigot.yml option isn't defined, the server will stop instead./docs?id=Skript-EffStopServer
Stop Sound
EffectSkript
Stops specific or all sounds from playing to a group of players. Both Minecraft sound names and <a href="https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html">Spigot sound names</a> are supported. Resource pack sounds are supported too. The sound category is 'master' by default. A sound can't be stopped from a different category. Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself./docs?id=Skript-EffStopSound
Strider Is Shivering
ConditionSkript
Whether a strider is shivering./docs?id=Skript-CondStriderIsShivering
Strider Shivering
EffectSkript
Make a strider start/stop shivering./docs?id=Skript-EffStriderShivering
String Builder - Last String
ExpressionSkCheese
Represents the last string created by the string builder, if it wasn't stored anywhere./docs?id=SkCheese-ExprLastString
String Builder - New String Builder
SectionSkCheese
Creates a new string that is joined by a new line by default./docs?id=SkCheese-SecNewString
String Colors
ExpressionSkript
Retrieve the first, the last, or all of the color objects or color codes of a string. The retrieved color codes of the string will be formatted with the color symbol./docs?id=Skript-ExprStringColor
String String
ExpressionLibImporter
/docs?id=kgper
Struct
Typeoopsk
A struct is a collection of typed fields./docs?id=t393t
Struct Copy
Expressionoopsk
Makes a copy of a struct. The field contents may or may not be copies, depending on their types. Entities, for example, cannot be copied./docs?id=e5913
Struct Creation
Expressionoopsk
Creates an instance of a struct based off a template. The template name is case insensitive. Initial field values can be set by adding entries with the format 'fieldname: value'./docs?id=95eiq
Struct Field Access
Expressionoopsk
Access a field of a struct. The field name is case insensitive. Non-constant fields can be set, reset, or deleted./docs?id=eikss
Struct Is From Template
Conditionoopsk
Checks if a struct is from a specific template. The template name is case insensitive. The template name can be a string or a literal./docs?id=5sydi
Struct Template
Structureoopsk
Creates a struct template. The template name is case insensitive and has the same restrictions as function names. Fields are defined in the format '[const[ant]] <fieldname>: <fieldtype> [= %object%]'. Their names are case insensitive and consist of letters, underscores, and spaces. No two fields in the same template can have the same name. The field type can be a single type or a plural type. The default value can be set by adding an optional '= value' at the end of the line.The default value will be evaluated when the struct is created. Fields can be marked as constant by adding 'const' or 'constant' at the beginning of the line. Constant fields cannot be changed after the struct is created. Dynamic fields can be made by adding 'dynamic' to the beginning of the line. Dynamic fields require a default value and will always re-evaluate their value each time they are called. This means they cannot be changed directly, but can rely on the values of other fields or even functions. Converters can be defined in a 'converts to:' section. Each converter is defined in the format '<target type> via %expression%'. Note that oopsk cannot generate chained converters reliably, so you should expressly define converters for all target types you wish to convert to. Be careful when using converters, as they can cause unexpected behavior in all of your scripts if not used properly.Best practice is to ensure you reload all scripts after defining or modifying struct templates to ensure all converters are registered correctly./docs?id=82o53
Structure - Bot
StructureDiSky
/docs?id=DiSky-StructBot
Structure - Context Command
StructureDiSky
/docs?id=DiSky-StructContextCommand
Structure - Custom Condition
Structureskript-reflect
/docs?id=skript-reflect-StructCustomCondition
Structure - Custom Constant
Structureskript-reflect
/docs?id=skript-reflect-StructCustomConstant
Structure - Custom Effect
Structureskript-reflect
/docs?id=skript-reflect-StructCustomEffect
Structure - Custom Event
Structureskript-reflect
/docs?id=skript-reflect-StructCustomEvent
Structure - Custom Expression
Structureskript-reflect
/docs?id=skript-reflect-StructCustomExpression
Structure - Import
Structureskript-reflect
/docs?id=skript-reflect-StructImport
Structure - Locate Structure
SectionSkBee
Locates a Structure/StructureType within a specified radius around a given location. The `unexplored` option will only find unexplored structures. NOTE: The bigger the radius, the longer it takes to find a structure and the longer this will freeze the main thread. Once the structure is found, the location and structure will be available in the section./docs?id=SkBee-SecStructureLocate
Structure - Save/Delete
EffectSkBee
Save a structure template to file (will overwrite if file already exists), or delete a structure template file./docs?id=SkBee-EffStructureSave
Structure - Slash Command
StructureDiSky
/docs?id=DiSky-StructSlashCommand
Structure - Structure
TypeSkBee
Represents a structure that can be found in the world, such as a plains village and a mineshaft. NOTE: These are auto-generated and may differ between server versions, currently generated for Minecraft 26.1.2./docs?id=SkBee-structure
Structure - Template
TypeSkBee
Represents a structure template that can be saved or pasted into a world. See [**Structure Templates**](https://minecraft.wiki/w/Structure_file) on McWiki for more info. These can also be placed using the `/place template` command. Use the 'Structure-Object' expression to get a new/existing structure object. When using `all structures`, this will only show structures that have been currently loaded into the game./docs?id=SkBee-structuretemplate
Structure - Template BlockStates
ExpressionSkBee
Get a list of the blockstates in a structure template. This represents the palette of blocks a structure template holds./docs?id=SkBee-ExprStructureBlockStates
Structure - Template Entities
ExpressionSkBee
Get a list of entities in a structure template. Optionally you can return entity snapshots instead of entities. These cannot be modified./docs?id=SkBee-ExprStructureEntities
Structure - Template Exists
ConditionSkBee
Check if a structure template exists. This can be helpful to prevent overriding structure templates./docs?id=SkBee-CondStructureExists
Structure - Template Fill
EffectSkBee
Fill a structure template with blocks from the world./docs?id=SkBee-EffStructureFill
Structure - Template Last Placed Location
ExpressionSkBee
Represents the location of the last place a structure template was placed using the place structure effect. **NOTE**: This will only be saved to file if you use the save effect after placing a structure, otherwise it will not persist thru stop/restart./docs?id=SkBee-ExprStructureLastPlacedLocation
Structure - Template Object
ExpressionSkBee
Create a new, empty structure template or load a structure template from file. If the file you have specified is not available, it will be created upon saving. Structures without a namespace (ex: "tree") will default to the "minecraft" namespace and load from/save to "(main world folder)/generated/minecraft/structure/". Structures with a namespace (ex:"myname:house") will load from/save to "(main world folder)/generated/myname/structure/". To create folders, simply add a slash in your name, ex: "buildings/house". Changes made to structures will not automatically be saved to file, you will need to use the save structure effect./docs?id=SkBee-ExprStructureObject
Structure - Template Place
EffectSkBee
Place an already created structure template into the world. Palette = The palette index of the structure to use, starting at 0, or -1 to pick a random palette. A palette represents a variation of a structure template. Most structure templates, like the ones generated with structure blocks, only have a single variant./docs?id=SkBee-EffStructurePlace
Structure - Template Properties
ExpressionSkBee
Represents different properties of a structure template, including mirroring, rotation, inclusion of entities and integrity. These properties are only used for placing the structure template in a world, they are NOT saved to the structure file. Mirror determines which way the structure mirrors, either 'none', 'front back' or 'left right'. Rotation determines which way the structure is rotated, either 'none', 'clockwise 90', 'clockwise 180' or 'counterclockwise 90'. Integrity determines how damaged the building should look by randomly skipping blocks to place. This value can range from 0 to 1. With 0 removing all blocks and 1 spawning the structure in pristine condition. Include entities determines if saved entities should be spawned into the structure template (true by default). Size returns a vector offset from the starting point of the structure. This cannot be changed. NOTE: `reset` will reset the value back to default. (added in v-2.7.2)/docs?id=SkBee-ExprStructureProperties
Sub-command Groups
ExpressionDiSky
Represent every sub-slash-command groups a slash command have. You can add sub-slash-commands to a group, then add this group into the base slash command./docs?id=DiSky-ExprCommandGroup
Substring
ExpressionSkript
Extracts part of a text. You can either get the first &lt;x&gt; characters, the last &lt;x&gt; characters, the character at index &lt;x&gt;, or the characters between indices &lt;x&gt; and &lt;y&gt;. The indices &lt;x&gt; and &lt;y&gt; should be between 1 and the <a href='#ExprLength'>length</a> of the text (other values will be fit into this range)./docs?id=Skript-ExprSubstring
Suffix
Expressionskript-luckperms
Returns the primary suffix of a user/group. If `suffixes` is used it will return a sorted list of all suffixes of the user/group. Use `ExprChatMetaPriority` to get priority of a suffix./docs?id=skript-luckperms-ExprSuffix
sum
FunctionSkript
Sums a list of numbers./docs?id=Skript-sum
Suppress Embeds
EffectDiSky
Suppress/hide link embeds from a specific message./docs?id=DiSky-SuppressEmbed
Suppress Reaction
EffectDiSky
Suppress one or more reactions of a message. You can also specific the user who added the emote to remove it one time. Without any specified user, it will be the bot's self user that removes the emote./docs?id=DiSky-SuppressReaction
Suppress Type Hints (Experimental)
EffectSkript
An effect to suppress local variable type hint errors for the syntax lines that follow this effect. NOTE: Suppressing type hints also prevents syntax from providing new type hints. For example, with type hints suppressed, 'set {_x} to true' would not provide 'boolean' as a type hint for '{_x}'/docs?id=Skript-EffSuppressTypeHints
Suspicious Block - Item
ExpressionSkBee
Represents the item hiding in a Suspicious Block. Requires Minecraft 1.19.4+/docs?id=SkBee-ExprSuspiciousBlock
Suspicious Stew - Custom Potion Effects
ExpressionLusk
Gets the custom potion effects applied to the provided suspicious stew. Can be: set, added to, removed from, removed all x from, cleared and reset. Clear and reset do the same thing, same for remove and remove all. Remove and remove all can take either potion effects or potion effect types./docs?id=Lusk-ExprSuspiciousStewCustomPotionEffects
Suspicious Stew - has Custom Potion Effects
ConditionLusk
Checks if the provided suspicious stews have any custom potion effects./docs?id=Lusk-CondSuspiciousStewHasCustomEffects
Swing Hand
EffectSkript
Makes an entity swing their hand. This does nothing if the entity does not have an animation for swinging their hand./docs?id=Skript-EffSwingHand
Switch Case
SectionSkCheese
The switch case executes one statement from multiple ones. Thus, it is like an if-else-if ladder statement. The switch statement is used to test the equality of a variable against several values specified in the tests cases./docs?id=SkCheese-SecSwitch
SwitchCase - Case
SectionSkBee
In a switch section/expression, you can manage different actions based on the case matching the switched value. Multiple objects are supported in cases. Default will run if all other cases fail to match. Default must go last or all cases after it will be ignored./docs?id=SkBee-SecCase
SwitchCase - Case Inline
EffectSkBee
Inline version of case section where you can return/run an effect all in one line. Multiple objects are supported in cases. - **Switch Expression** = Return an object based on the case matching the switched value. - **Switch Section** = Run 1 effect based on the case matching the switched value. Default will run if all other cases fail to match. Default must go last or all cases after it will be ignored./docs?id=SkBee-EffCase
SwitchCase - Switch
SectionSkBee
Switch an object and use cases to manage different actions./docs?id=SkBee-SecSwitch
SwitchCase - Switch Return
ExpressionSkBee
Switch an object and have it return a value./docs?id=SkBee-SecExprSwitchReturn
Sync Completable Completableplayerprofiles
ExpressionLuskv2
/docs?id=m690g
Tab Complete
EventSkBee
Called when a player attempts to tab complete the arguments of a command. NOTE: Tab complete event is only called for the ARGUMENTS of a command, NOT the command itself./docs?id=SkBee-tab_complete
Tab Completion Argument
ExpressionSkBee
Get the argument or a list of all arguments in a tab complete event./docs?id=SkBee-ExprTabCompletionArgs
Tab Completions
ExpressionSkBee
Set the tab completions used in a tab complete event. You can specify which position in the command arguments also. You can also remove texts from tab completions./docs?id=SkBee-ExprTabCompletion
Tablisted Players
ExpressionSkript
The players shown in the tab lists of the specified players. `delete` will remove all the online players from the tab list. `reset` will reset the tab list to the default state, which makes all players visible again./docs?id=Skript-ExprTablistedPlayers
Tag
ExpressionSkript
Represents a tag which can be used to classify items, blocks, or entities. Tags are composed of a value and an optional namespace: "minecraft:oak_logs". If you omit the namespace, one will be provided for you, depending on what kind of tag you're using. For example, `tag "doors"` will be the tag "minecraft:doors", while `paper tag "doors"` will be "paper:doors". `minecraft tag` will search through the vanilla tags, `datapack tag` will search for datapack-provided tags (a namespace is required here!), `paper tag` will search for Paper's custom tags if you are running Paper, and `custom tag` will look in the "skript" namespace for custom tags you've registered. You can also filter by tag types using "item", "block", or "entity"./docs?id=Skript-ExprTag
Tag Aliases
StructureSkBee
Create item/block aliases that use Minecraft tags. Supports paper and datapack tags as well. Custom Skript tags will not work here as they're registered after this structure loads. **Global vs Local**: Global will add your aliases to Skript's aliases and can be used in any script/effect commands. Local will add your aliases to the aliases of that specific script. Will default to local if not specified./docs?id=SkBee-StructTagAliases
Tag Emoji
ExpressionDiSky
Gets the emoji of a forum tag. Can be null if the tag has no emoji./docs?id=DiSky-TagEmoji
Tag Namespaced Key
ExpressionSkript
The namespaced key of a minecraft tag. This takes the form of "namespace:key", e.g. "minecraft:dirt"./docs?id=Skript-ExprTagKey
Tag Registration
SectionSkNMS
Register tags in Minecraft registries. Similar to creating custom tags in Skript, but these are added directly to the Minecraft registry and can be used anywhere Minecraft uses tags. **NOTE**: Currently overriding vanilla tags appears to be broken./docs?id=SkNMS-SecTagRegister
Tag Registration - Apply Objects
EffectSkNMS
Applies objects to the tag being registered. This accepts any object that the tag allows, as well as Tags and TagKeys./docs?id=SkNMS-EffApplyTag
Tag Required
ConditionDiSky
Check if a forum channel require a tag to be set when creating a new post. Can be changed using the 'tag required' expression./docs?id=DiSky-CondTagRequired
Tag Required
ExpressionDiSky
Get a true/false value of the tag required state of a forum channel. This property can be changed, and we recommend the tag required condition for checks./docs?id=DiSky-ExprTagRequired
Tag Resolver
TypeSkBee
Represents an object to replace text in a mini message./docs?id=SkBee-tagresolver
Tags Contents
ExpressionSkript
Returns all the values that a tag contains. For item and block tags, this will return items. For entity tags, it will return entity datas (a creeper, a zombie)./docs?id=Skript-ExprTagContents
Tags of X
ExpressionSkript
Returns all the tags of an item, block, or entity. `minecraft tag` will return only the vanilla tags, `datapack tag` will return only datapack-provided tags, `paper tag` will return only Paper's custom tags (if you are running Paper), and `custom tag` will look in the "skript" namespace for custom tags you've registered. You can also filter by tag types using "item", "block", or "entity"./docs?id=Skript-ExprTagsOf
Tame / Untame
EffectSkript
Tame a tameable entity (horse, parrot, cat, etc.)./docs?id=Skript-EffTame
Tameable Death Message Event - Death Message
ExpressionLusk
Returns the applied color in the Dye event. This expression can be set to another dye color./docs?id=Lusk-ExprTameableDeathMessage
Tamer
ExpressionSkript
The tamer of an entity. Can only be used in entity tame events. You can use 'event-entity' to refer tamed entity itself./docs?id=Skript-ExprTamer
tan
FunctionSkript
The tangent function. This is basically <code><a href='#sin'>sin</a>(arg)/<a href='#cos'>cos</a>(arg)</code>. Uses degrees, not radians./docs?id=Skript-tan
Target
ExpressionSkript
For players this is the entity at the crosshair. For mobs and experience orbs this is the entity they are attacking/following (if any). The 'ray size' and 'ignoring blocks' options are only valid for players' targets. The 'ray size' option effectively increases the area around the crosshair an entity can be in. It does so by expanding the hitboxes of entities by the given amount. Display entities have a hit box of 0, so using the 'ray size' option can be helpful when targeting them. May grab entities in unloaded chunks./docs?id=Skript-ExprTarget
Targeted Block
ExpressionSkript
The block at the crosshair. This regards all blocks that are not air as fully solid, e.g. torches will be like a solid stone block for this expression. The actual target block will regard the actual hit box of the block./docs?id=Skript-ExprTargetedBlock
Task - Cancel Task
EffectSkBee
Stop a task by ID. If running Folia, this effect will do nothing./docs?id=SkBee-EffTaskStop
Task - ID
ExpressionSkBee
Get the current task ID. This will only be tasks created with the task section. If running Folia, tasks do not have IDs and this will always return `-1`. You can optionally get the `last task id` which will return the ID of the last created task, this is useful when used outside of the section./docs?id=SkBee-ExprTaskID
Task - Run Task Later
SectionSkBee
Run a task later. Similar to Skript's delay effect, with the difference being everything in the section is run later. All code after your section will keep running as normal without a delay. This can be very useful in loops, to prevent halting the loop. You can optionally have your task repeat until cancelled. You can optionally run your code async/on another thread. You can optionally store the task ID in a variable, to help make use of it later. **NOTE**: A good chunk of Bukkit/Minecraft stuff can NOT be run async. It may throw console errors. Please be careful when running async, this is generally reserved for heavy math/functions that could cause lag. Simply waiting a tick, or running a new non-async section will put your code back on the main thread. **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 task on the global scheduler. - `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 task at a specific location (Use this for block changes in this section)./docs?id=SkBee-SecRunTaskLater
Team
TypeSkBee
Represents a scoreboard team. Teams can be deleted (unregistered). Players, entities and strings can be added to and removed from teams. Teams off the main scoreboard cannot be serialized/saved to variables. See [**Teams**](https://minecraft.wiki/w/Scoreboard#Teams) on McWiki for more info./docs?id=SkBee-team
Team - All Teams
ExpressionSkBee
Get a list of all teams. You have the option to get all teams from a specific scoreboard (defaults to the main scoreboard). Teams off the main scoreboard cannot be serialized/saved to variables (This is due to custom scoreboards not being persistent)./docs?id=SkBee-ExprAllTeams
Team - Color
ExpressionSkBee
Get/set the color of a team./docs?id=SkBee-ExprTeamColor
Team - Entries
ExpressionSkBee
Get the entries of a team. Entries can be entities/players or strings. **NOTE**: When returning as entities, if the entity isn't currently loaded in a world it won't return. OfflinePlayers will also not return. Use strings intead. **NOTE**: When returning as strings this will return the list how Minecraft stores it, player names and entity UUIDs. **NOTE**: adding/removing to/from team entries is now deprecated. Please directly add/remove to/from the team itself. See Team type docs for more info!/docs?id=SkBee-ExprTeamEntries
Team - From Entity
ExpressionSkBee
Get an instance of a team from an entity. You have the option to get a team from a specific scoreboard (defaults to the main scoreboard). Teams off the main scoreboard cannot be serialized/saved to variables (This is because custom scoreboards aren't persistent)./docs?id=SkBee-ExprTeam
Team - From ID
ExpressionSkBee
Get an instance of a team, by the id. If getting the team and it does not exist, a new team with that name will be registered. You have the option to get a team from a specific scoreboard (defaults to the main scoreboard). Teams off the main scoreboard cannot be serialized/saved to variables (This is because custom scoreboards aren't persistent)./docs?id=SkBee-ExprTeamWithId
Team - Is Registered
ConditionSkBee
Check if a team is registered. Optionally check for a specific scoreboard (will default to main scoreboard)./docs?id=SkBee-CondTeamRegistered
Team - Name
ExpressionSkBee
Represents the name and display name of a team. NOTE: Display name can be set, name cannot be set./docs?id=SkBee-ExprTeamName
Team - Options
ExpressionSkBee
Represents an option for a team./docs?id=SkBee-ExprTeamOption
Team - Prefix/Suffix
ExpressionSkBee
Get/set/delete the prefix/suffix of a team./docs?id=SkBee-ExprTeamPrefix
Team - State
ExpressionSkBee
Represents the friendly fire and can see friendly invisibles states of a team./docs?id=SkBee-ExprTeamState
Teleport
EffectSkript
Teleport an entity to a specific location. This effect is delayed by default on Paper, meaning certain syntax such as the return effect for functions cannot be used after this effect. The keyword 'force' indicates this effect will not be delayed, which may cause lag spikes or server crashes when using this effect to teleport entities to unloaded chunks. Teleport flags are settings to retain during a teleport. Such as direction, passengers, x coordinate, etc./docs?id=Skript-EffTeleport
Teleport Active Group
EffectDisplayEntityUtils
Teleport an Active Group to a location/docs?id=DisplayEntityUtils-EffActiveGroupTeleport
Teleport Cause
TypeSkript
The teleport cause in a teleport event./docs?id=Skript-teleportcause
Teleport Cause
ExpressionSkript
The <a href='#teleportcause'>teleport cause</a> within a player <a href='#teleport'>teleport</a> event./docs?id=Skript-ExprTeleportCause
Teleport Flag
TypeSkript
Teleport Flags are settings to retain during a teleport./docs?id=Skript-teleportflag
Teleport Id Of Playerpositionpackets
ExpressionLuskv2
/docs?id=3a74i
teleport_randomly
FunctionSkBee
/docs?id=SkBee-teleport_randomly
Temperature
ExpressionSkript
Temperature at given block./docs?id=Skript-ExprTemperature
Template of Struct
Expressionoopsk
Returns the name of the template used to create a struct./docs?id=macr5
Ternary
ExpressionSkript
A shorthand expression for returning something based on a condition./docs?id=Skript-ExprTernary
Tertiary Role Color
ExpressionDiSky
Returns the tertiary color of a role's colors./docs?id=DiSky-TertiaryRoleColor
Text
TypeSkript
Text is simply text, i.e. a sequence of characters, which can optionally contain expressions which will be replaced with a meaningful representation (e.g. %player% will be replaced with the player's name). Because scripts are also text, you have to put text into double quotes to tell Skript which part of the line is an effect/expression and which part is the text. Please read the article on Texts and Variable Names to learn more./docs?id=Skript-string
Text Component
TypeSkript
Text components are used to represent how text is displayed in Minecraft. This includes colors, decorations, and more./docs?id=Skript-textcomponent
Text Display Alignment
ExpressionSkript
Returns or changes the <a href='#textalignment'>alignment</a> setting of <a href='#display'>text displays</a>./docs?id=Skript-ExprTextDisplayAlignment
Text Display Drop Shadow
EffectSkript
Applies or removes drop shadow from the displayed text on a text display./docs?id=Skript-EffTextDisplayDropShadow
Text Display Has Drop Shadow
ConditionSkript
Returns whether the text of a display has drop shadow applied./docs?id=Skript-CondTextDisplayHasDropShadow
Text Display Line Width
ExpressionSkript
Returns or changes the line width of <a href='#display'>text displays</a>. Default is 200./docs?id=Skript-ExprTextDisplayLineWidth
Text Display Opacity
ExpressionSkript
Returns or changes the text opacity of <a href='#display'>text displays</a>. The default is 255, fully opaque. Values are between 0 and 255. 0 to 3 are treated the same as 255, meaning fully opaque. Values from 4 to 26 are fully transparent, and opacity increases linearly from there up to 255. For backwards compatability, setting negative values between -1 and -128 wrap around, so -1 is the same as 255 and -128 is the same as 128. Adding or subtracting values will adjust the opacity within the bounds of 0-255, so subtracting 300 wil always result in an opacity of 0./docs?id=Skript-ExprTextDisplayOpacity
Text Display Part See Through Blocks
EffectDisplayEntityUtils
Set whether a text display part should be visible through walls/docs?id=DisplayEntityUtils-EffTextDisplaySeeThrough
Text Display Part Shadow
EffectDisplayEntityUtils
Set whether a text display part's text should have a shadow/docs?id=DisplayEntityUtils-EffTextDisplayShadow
Text Display Part Shadowed?
ConditionDisplayEntityUtils
Check if an text display part's text has shadows/docs?id=DisplayEntityUtils-CondTextDisplayIsShadowed
Text Display Part Visible Through Blocks?
ConditionDisplayEntityUtils
Check if an text display part is visible through blocks/docs?id=DisplayEntityUtils-CondTextDisplaySeeThrough
Text Display Part's Line Width
ExpressionDisplayEntityUtils
Set the line width of a text display part./docs?id=DisplayEntityUtils-ExprTextDisplayLineWidth
Text Display Part's Opacity
ExpressionDisplayEntityUtils
Set the opacity of a text display part./docs?id=DisplayEntityUtils-ExprTextDisplayOpacity
Text Display Part's Text
ExpressionDisplayEntityUtils
Set the text of a text display part./docs?id=DisplayEntityUtils-ExprTextDisplayText
Text Display See Through Blocks
EffectSkript
Forces a text display to either be or not be visible through blocks./docs?id=Skript-EffTextDisplaySeeThroughBlocks
Text Display Visible Through Blocks
ConditionSkript
Returns whether text displays can be seen through blocks or not./docs?id=Skript-CondTextDisplaySeeThroughBlocks
Text Of
ExpressionSkript
Returns or changes the <a href='#string'>text/string</a> of <a href='#display'>displays</a>. Note that currently you can only use Skript chat codes when running Paper./docs?id=Skript-ExprTextOf
TextComponent - Async Chat Format/Message
ExpressionSkBee
Get/set the chat message from an async chat event as a text component. Set the chat format of an async chat event (no getter for this). Requires PaperMC!/docs?id=SkBee-ExprAsyncChatMessage
TextComponent - Block Name
ExpressionSkBee
Get/set/delete the custom name of a block. This will work on container blocks and skulls. Even though the custom name of any skull can be set, only a player head will retain its name when broken (Skeleton/creeper/etc skulls will not)./docs?id=SkBee-ExprNameBlock
TextComponent - Chest Inventory
ExpressionSkBee
Create a chest inventory with a component name./docs?id=SkBee-ExprChestInventory
TextComponent - Children
ExpressionSkBee
Get the children of a text component. This essentially splits the component up into its parts./docs?id=SkBee-ExprComponentChildren
TextComponent - Click Event
ExpressionSkBee
Create a new click event to add to a text component. Supports run command, suggest command, open link, copy to clipboard, change book page, open dialog and custom payload. Open dialog and custom payload require Minecraft 1.21.6+/docs?id=SkBee-ExprClickEvent
TextComponent - Click Event Callback
SectionSkBee
Create a click event, that when clicked will run the code in this section. NOTE: Internally this just makes the player run a special command so you will see console messages where a player runs the command "/paper callback" in your console. NOTE: Paper didn't make this command available by default so you'll have to give your players the permission `bukkit.command.paper.callback`. (As of PaperMC 1.20.1[build-169], the permission is no longer required). `uses` = The amount of times the player can click this. Defaults to 1. Use `-1` for unlimited uses. `lifetime` = How long the player has til they can't click it. Defaults to 12 hours./docs?id=SkBee-SecClickEventCallback
TextComponent - Click Event Of
ExpressionSkBee
Set the click event of a text component./docs?id=SkBee-ExprClickEventOf
TextComponent - Effective Name
ExpressionSkBee
Gets the effective name of an item stack shown to the player. It takes into account the display name (with italics) from the item meta, the potion effect, translatable name, rarity etc./docs?id=SkBee-ExprEffectiveName
TextComponent - Entity Name
ExpressionSkBee
Get/set the component name of an entity. - `name` = The vanilla name of an Entity, or the player's profile name (cannot be changed). - `custom name` = The custom name of an entity, will only show when the player's crosshair is pointed at them. - `display name` = Same as custom name, but will always show./docs?id=SkBee-ExprNameEntity
TextComponent - Format
ExpressionSkBee
Change formatting options of text components. Most of these are pretty straight forward. Insertion means the text that will copy to chat when a player shift-clicks the component (Might not be available on all versions). Color supports color names as well as RGB color codes via Skript's RGB function (see examples). Fallback is the fallback text used in a translation component when the client cannot find said translation./docs?id=SkBee-ExprComponentFormat
TextComponent - Hover Event
ExpressionSkBee
Create a new hover event. Can show texts, text components, an item or an entity to a player. 'showing %itemtype%' requires Minecraft 1.18.2+/docs?id=SkBee-ExprHoverEvent
TextComponent - Hover Event Of
ExpressionSkBee
Set the hover event of a text component./docs?id=SkBee-ExprHoverEventOf
TextComponent - Inventory Name
ExpressionSkBee
**DEPRECATED** - Paper will be removing this. Get/set the name of an inventory using components. NOTE: This will only rename OPEN inventories, not inventories saved in variables. NOTE: Internally the component is stringified, so things like fonts wont work./docs?id=SkBee-ExprNameInventory
TextComponent - Item Lore
ExpressionSkBee
Get/set the lore of an item using text components./docs?id=SkBee-ExprItemLore
TextComponent - Item Lore Lines
ExpressionSkBee
Get/set/delete specific lines of lore of an item using text components./docs?id=SkBee-ExprItemLoreLine
TextComponent - Item Name
ExpressionSkBee
Get/set the component name of an Item. `(custom|display) name` = Get/set the `custom_name` component of an item just like you would with Skript's name expression. `item name` = Get/set the `item_name` component of an item (Requires Minecraft 1.20.5+). Unlike setting the custom/display name of an item, this name cannot be changed through an anvil, and does not show in some labels, such as banner markers and item frames. See [**McWiki**](https://minecraft.wiki/w/Data_component_format#item_name) for more details./docs?id=SkBee-ExprItemName
TextComponent - Join/Quit/Kick/Death Message
ExpressionSkBee
Get/set the join, quit, kick, death, unknown command messages./docs?id=SkBee-ExprMessageComponent
TextComponent - Json String
ExpressionSkBee
Get the serialized json string of a text component. Useful in NBT./docs?id=SkBee-ExprComponentToJson
TextComponent - Mannequin Description
ExpressionSkBee
Represents the description of a mannequin entity (text below name). Delete will completely remove the description and reset will take it back to the default value from the Minecraft lang file. Requires Minecraft 1.21.9+/docs?id=SkBee-ExprMannequinDescription
TextComponent - Merge Components
ExpressionSkBee
Merge multiple components into one. If adding strings/texts, they will be converted into components./docs?id=SkBee-ExprMergeComponents
TextComponent - MiniMessage
ExpressionSkBee
Get a mini message from a string. These messages are still components, which you can still apply hover/click events to. You can also add optional tag resolvers. Essential you create a resolver to replace `<someString>` in mini message with something else (See examples for more details). For more info check out the [**Mini Message Format**](https://docs.papermc.io/adventure/minimessage/format/) page./docs?id=SkBee-ExprMiniMessage
TextComponent - New Text Component
ExpressionSkBee
Create a new text component. Can add hover/click events to it. **Types:** Text: Just a plain old text component from a string. Rawtext: Same as text, but color codes will be visible. Keybind: Will use Minecraft's keybind system. Translate: Will use Minecraft's lang file keys. - You can find these in your Minecraft jar `assets/minecraft/lang/<lang file>.json`. - Also supports getting translations for objects such as ItemTypes, Entities and PotionEffectTypes. - When sent to the client, the client will translate based on the lang they've picked. - Some lang file entries take in other arguments, that's what the optional `using args %objects%` is for. - Optionally you can add a fallback, this is the text sent to the client if the client cannot find the translation key. Json: Will deserialize a json string back into a component. - Minecraft stores components in NBT as json components (ex: name of a held item)./docs?id=SkBee-ExprTextComponent
TextComponent - Object Text Component
ExpressionSkBee
Create a text component using an atlas/sprite or a player head. The atlas is optional and will default to the "minecraft:blocks" atlas. Requires Minecraft 1.21.9+ See [**Text Component Format on McWiki**](https://minecraft.wiki/w/Text_component_format#Object) for more information. See [**Atlas on McWiki**](https://minecraft.wiki/w/Atlas) for more information on Atlases./docs?id=SkBee-ExprObjectTextComponent
TextComponent - Player List Name/Header/Footer
ExpressionSkBee
Represents the player list name/header/footer of a player./docs?id=SkBee-ExprPlayerListName
TextComponent - Replace Text
EffectSkBee
Replaces a given string with another string/text component. **NOTE:** - `regex` Defining the regex keyword will have the provided string be parsed as regex. - `first` Defining the first keyword will only replace the first instance. - Any case-sensitivity checks only apply to literal patterns, for regex append `(?i)` to the start If you're new to regex and want to see how it's parsed you can use https://regex101.com/ for debugging./docs?id=SkBee-EffComponentReplace
TextComponent - Send
EffectSkBee
Send text components to audiences. You can also broadcast components as well. As of 1.16.0 you can also send action bar components to players and you can also send normal strings. `to %audiences%` = An audience is anything that can receieve a component (players, entities, console, worlds, server, etc). The optional sender (supported in Minecraft 1.16.4+) allows you to send components from a specific player. This is useful to make sure players can block messages using MC 1.16.4's new player chat ignore system./docs?id=SkBee-EffSendComponent
TextComponent - Send Title
EffectSkBee
Send titles containing components. Supports strings as well. If you are using variables and the title won't send, make sure to add `component`. `to %audiences%` = An audience is anything that can receieve a component (players, entities, console, worlds, server, etc)./docs?id=SkBee-EffSendComponentTitle
TextComponent - Sign Change
EffectSkBee
Sends a sign change to the player. You CAN send a block change first. Side = Whether to show the front/back change (defaults to front). Color = the color of the text on the sign. Glowing = make the text glow./docs?id=SkBee-EffSendSignChange
TextComponent - Sign Line
ExpressionSkBee
Get/set lines of a sign with text components. Optionally set the front/back of a sign. (Defaults to front)/docs?id=SkBee-ExprSignLines
TextComponent - Team Prefix/Suffix
ExpressionSkBee
Get/set prefix/suffix of teams using components./docs?id=SkBee-ExprTeamPrefixComp
TextComponent - Text Component
TypeSkBee
Represents a text component. Text components are how Minecraft manages formatted text in game. See [**Text Component**](https://minecraft.wiki/w/Text_component_format) on McWiki for more information. **NOTE**: These are different than Skript's TextComponent class, as this is a wrapper that holds a component./docs?id=SkBee-textcomp
TextComponent - Text Display Entity Text
ExpressionSkBee
Represents the text component of a Text Display Entity./docs?id=SkBee-ExprTextDisplayTextComponent
TextComponent - Tooltip Lines
ExpressionSkBee
Computes the tooltip lines of an item and returns as a list of text components. **Disclaimer**: Tooltip contents are not guaranteed to be consistent across different Minecraft versions. `advanced` = Whether the context is for advanced tooltips. `creative` = Whether the context is for the creative inventory. `for player` = Creates player specific tooltips./docs?id=SkBee-ExprTooltipLines
The Egg
ExpressionSkript
The egg thrown in a Player Egg Throw event./docs?id=Skript-ExprEgg
This Struct
Expressionoopsk
Usable only in dynamic field expressions, this refers to whatever struct is evaluating this field./docs?id=rers9
Thread Channel Parent
ExpressionDiSky
/docs?id=DiSky-ThreadParent
Thread Is Public
ConditionDiSky
Check if a thread is public or not./docs?id=DiSky-ThreadIsPublic
Thread Message Count
ExpressionDiSky
Get the approximate message count of a thread channel./docs?id=DiSky-ThreadMessageCount
Thread Owner
ExpressionDiSky
Get the owner (member) of a thread channel./docs?id=DiSky-ThreadOwner
Threads of Channel / Guild
ExpressionDiSky
Gets the threads of a specific forum/text channel or a guild./docs?id=DiSky-ChannelThreads
Tick End Event
EventSkBee
Called when the server has finished ticking the main loop. There may be time left after this event is called, and before the next tick starts./docs?id=SkBee-tick_end_event
Tick Start Event
EventSkBee
Called each time the server starts its main tick loop./docs?id=SkBee-tick_start_event
Time
TypeSkript
A time is a point in a minecraft day's time (i.e. ranges from 0:00 to 23:59), which can vary per world. See date and timespan for the other time types of Skript./docs?id=Skript-time
Time
ConditionSkript
Tests whether a given <a href='#date'>real time</a> was more or less than some <a href='#timespan'>time span</a> ago./docs?id=Skript-CondDate
Time
ExpressionSkript
The <a href='#time'>time</a> of a world. Use the "minecraft <a href='#timespan'>timespan</a>" syntax to change the time according to Minecraft's time intervals. Since Minecraft uses discrete intervals for time (ticks), changing the time by real-world minutes or real-world seconds only changes it approximately. Removing an amount of time from a world's time will move the clock forward a day./docs?id=Skript-ExprTime
Time Lived of Entity
ExpressionSkript
Returns the total amount of time the entity has lived. Note: This does not reset when a player dies./docs?id=Skript-ExprTimeLived
Time Played
ExpressionSkript
The amount of time a player has played for on the server. This info is stored in the player's statistics in the main world's data folder. Changing this will also change the player's stats which can be views in the client's statistics menu. Using this expression on offline players on Minecraft 1.14 and below will return nothing <code>&lt;none&gt;</code>./docs?id=Skript-ExprTimePlayed
Time Since/Until
ExpressionSkript
The time since a date has passed or the time until a date will pass. This expression will return 0 seconds if the time since or time until would be negative, e.g. if one tries to get the time since a future date./docs?id=Skript-ExprTimeSince
TimeOut Member
EffectDiSky
Timeout a member (temporal exclusion) for a specific duration and with an optional reason. You can either timeout UNTIL a specific date (Skript date), or FOR a specific timespan (Skript timespan). This also can be used to remove the current time out, if the bot has the permission to do so./docs?id=DiSky-TimeOutMember
Timeperiod
TypeSkript
A period of time between two times. Mostly useful since you can use this to test for whether it's day, night, dusk or dawn in a specific world. This type might be removed in the future as you can use 'time of world is between x and y' as a replacement./docs?id=Skript-timeperiod
timespan
FunctionSkBee
/docs?id=SkBee-timespan
Timespan
TypeSkript
A timespan is a difference of two different dates or times, e.g '10 minutes'. Timespans are always displayed as real life time, but can be defined as minecraft time, e.g. '5 minecraft days and 12 hours'. NOTE: Months always have the value of 30 days, and years of 365 days. See date and time for the other time types of Skript./docs?id=Skript-timespan
Timespan Details
ExpressionSkript
Retrieve specific information of a <a href="/#timespan">timespan</a> such as hours/minutes/etc./docs?id=Skript-ExprTimespanDetails
Title - Clear/Reset
EffectSkript
Clears or resets the title of an audience to the default values. While both actions remove the title being displayed, <code>reset</code> will also reset the title timings./docs?id=Skript-EffResetTitle
Title - Send
EffectSkript
Sends a title and/or subtitle to an audience with an optional fade in, stay, and/or fade out time. If sending only the subtitle, it will only be shown if the audience currently has a title displayed. Otherwise, it will be shown when the audience is next shown a title. Additionally, if no input is given for the times, the previous times of the last sent title will be used (or default values). Use the <a href='#EffResetTitle'>reset title</a> effect to restore the default values for the times./docs?id=Skript-EffSendTitle
toBase
FunctionSkript
Turns a number in a string using a specific base (decimal, hexadecimal, octal). For example, converting 32 to hexadecimal (base 16) would be 'toBase(32, 16)', which would return "20". You can use any base between 2 and 36./docs?id=Skript-toBase
Toggle
EffectSkript
Toggle the state of a block or boolean./docs?id=Skript-EffToggle
Toggle Axes
Effectskript-particle
Toggles the visibility of the local and/or global axes of a shape. When on, the shape will also draw its local and/or global axes when drawn. This is intended for debugging purposes./docs?id=skript-particle-EffToggleAxes
Toggle Custom Name Visibility
EffectSkript
Toggles the custom name visibility of an entity./docs?id=Skript-EffCustomName
Toggle Flight
EffectSkript
Toggle the <a href='#ExprFlightMode'>flight mode</a> of a player./docs?id=Skript-EffToggleFlight
Toggle Picking Up Items
EffectSkript
Determines whether living entities are able to pick up items or not/docs?id=Skript-EffToggleCanPickUpItems
Toggle Whitelist
EffectLusk
Sets if the server is whitelisted./docs?id=Lusk-EffToggleWhitelist
Tool
ExpressionSkript
The item an entity is holding in their main or off hand./docs?id=Skript-ExprTool
Total Experience
ExpressionSkript
The total experience, in points, of players or experience orbs. Adding to a player's experience will trigger Mending, but setting their experience will not./docs?id=Skript-ExprTotalExperience
TPS (ticks per second)
ExpressionSkript
Returns the 3 most recent TPS readings, like the /tps command. This expression is only supported on some server software (PaperSpigot)./docs?id=Skript-ExprTPS
Trade Select
EventSkBee
This event is called whenever a player clicks a new trade on the trades sidebar. This event allows the user to get the index of the trade, letting them get the MerchantRecipe via the Merchant. `event-number` = Used to get the index of the trade the player clicked on. `event-merchantrecipe` = The merchant recipe of the trade that the player clicked on./docs?id=SkBee-trade_select
trail
FunctionSkBee
/docs?id=SkBee-trail
Transfer - Retrieve Cookie
SectionSkBee
Retrieve a cookie from a player. Due to the retrieval process happening async, this will delay proceeding code. While the cookie is being retrieved, the following code will wait. NOTE: Cookies are stored across server transfers./docs?id=SkBee-SecTransferCookieRetrieve
Transfer - Store Cookie
EffectSkBee
Store a cookie on a player for transfer. Requires Minecraft 1.20.5+ NOTE: Only a string less than 5120 characters is accepted. NOTE: Cookies are stored on players across server transfers./docs?id=SkBee-EffTransferCookieStore
Transfer - Transfer Cookie
ExpressionSkBee
Represents the cookie data in a retrieve cookie section./docs?id=SkBee-ExprTransferCookie
Transform List
EffectSkript
Transforms (or 'maps') a list's values using a given expression. This is akin to looping over the list and setting each value to a modified version of itself. Evaluates the given expression for each element in the list, replacing the original element with the expression's result. If the given expression returns a single value, the indices of the list will not change. If the expression returns multiple values, then then indices will be reset as a single index cannot contain multiple values. Only variable lists can be transformed with this effect. For other lists, see the transform expression./docs?id=Skript-EffTransform
Transform Reason
TypeSkript
Represents a transform reason of an entity transform event./docs?id=Skript-transformreason
Transform Reason
ExpressionSkript
The <a href='#transformreason'>transform reason</a> within an entity <a href='#entity transform'>entity transform</a> event./docs?id=Skript-ExprTransformReason
Transformed List
ExpressionSkript
Transforms (or 'maps') a list's values using a given expression. This is akin to looping over the list and getting a modified version of each value. If the given expression returns a single value, the indices of the list will not change. If the expression returns multiple values, then then indices will be reset as a single index cannot contain multiple values./docs?id=Skript-ExprTransform
Translate Active Group/Parts/Filter
EffectDisplayEntityUtils
Change the translation of an active group/filter's parts, or of an active part/docs?id=DisplayEntityUtils-EffActiveTranslate
Translated Location of Active Part / Entity
ExpressionDisplayEntityUtils
Get the location relative to a active part's true location, based off of its translation./docs?id=DisplayEntityUtils-ExprActivePartTransLocation
Translation Key
ExpressionSkBee
Gets the translation key from an object. Requires PaperMC./docs?id=SkBee-ExprTranslationKey
Tree
EffectSkript
Creates a tree. This may require that there is enough space above the given location and that the block below is dirt/grass, but it is possible that the tree will just grow anyways, possibly replacing every block in its path./docs?id=Skript-EffTree
Tree of List Variable
ExpressionSkCheese
Returns all indices of a list variable. In vanilla Skript, if you set "{_var::a::b}" and loop {_var::*} nothing would be looped but this expression recursively gets all indices./docs?id=SkCheese-ExprTree
Tree Type
TypeSkript
A tree type represents a tree species or a huge mushroom species. These can be generated in a world with the generate tree effect./docs?id=Skript-structuretype
Trident - has Collided
ConditionLusk
Checks if one or more (thrown) tridents have collided (they must have dealt damage to an entity or have hit the floor)./docs?id=Lusk-CondTridentCollided
Trident - is Enchanted
ConditionLusk
Checks if one or more (thrown) tridents are enchanted./docs?id=Lusk-CondTridentEnchanted
Trident - is Loyal
ConditionLusk
Checks if one or more (thrown) tridents are loyal./docs?id=Lusk-CondTridentLoyal
Trident - Loyalty
ExpressionLusk
Returns loyalty level of a thrown trident. Allows: Setting, Removing, Adding, Deleting and Resetting. This value will always be between 0 and 127. Changing this value won't influence the item itself, just the throw trident./docs?id=Lusk-ExprTridentLoyalty
Try/Catch Section
SectionDiSky
Execute a block of code and catch any DiSky runtime exceptions that occur. The `try` section runs its code; if any DiSky error is thrown, execution jumps to the `catch` section. The caught exception is stored in the provided variable. Add `and stop` to the catch clause to halt further execution after handling the error./docs?id=DiSky-SecTry
Type
TypeSkript
Represents a type, e.g. number, object, item type, location, block, world, entity type, etc. This is mostly used for expressions like 'event-<type>', '<type>-argument', 'loop-<type>', etc., e.g. event-world, number-argument and loop-player./docs?id=Skript-classinfo
Type of
ExpressionSkript
Type of a block, item, entity, inventory, potion effect or enchantment type. Types of items, blocks and block datas are item types similar to them but have amounts of one, no display names and, on Minecraft 1.13 and newer versions, are undamaged. Types of entities and inventories are entity types and inventory types known to Skript. Types of potion effects are potion effect types. Types of enchantment types are enchantments./docs?id=Skript-ExprTypeOf
Type of Scheduled Event
ExpressionDiSky
Get the type of a scheduled event. It can either be 'voice/stage instance' or 'external' according to the type of the event./docs?id=DiSky-EventType
Unban User
EffectDiSky
Unbans a user from a guild./docs?id=DiSky-UnbanMember
Unbreakable Items
ExpressionSkript
Creates breakable or unbreakable copies of given items./docs?id=Skript-ExprUnbreakable
Unchecked Sign Change
EventSkBee
Called when a client attempts to modify a sign, but the location at which the sign should be edited has not yet been checked for the existence of a real sign. This event is used for client side sign changes. `event-text components` = The lines from the sign (will include all 4 lines, reglardless if they were changed). `event-location` = The location of the client side sign block./docs?id=SkBee-unchecked_sign_change
Unix Date
ExpressionSkript
Converts given Unix timestamp to a date. The Unix timespan represents the number of seconds elapsed since 1 January 1970./docs?id=Skript-ExprUnixDate
Unix Timestamp
ExpressionSkript
Converts given date to Unix timestamp. This is roughly how many seconds have elapsed since 1 January 1970./docs?id=Skript-ExprUnixTicks
Unknown Command
EventSkBee
This event is fired when a player executes a command that is not defined./docs?id=SkBee-unknown_command
Unleash Reason
TypeSkript
Represents an unleash reason of an unleash event./docs?id=Skript-unleashreason
Unleash Reason
ExpressionSkript
The unleash reason in an unleash event./docs?id=Skript-ExprUnleashReason
Unload Slime World
EffectSlimeLink
Unload a Slime World with a specified name. Optionally teleport players out of the world, to a specified location./docs?id=mbzhc
Unload Slime World By Object
EffectSlimeLink
Unload a Slime World using a Bukkit World object. Optionally teleport players out of the world, to a specified location./docs?id=knxyg
Unload YAML
Effectskript-yaml
Unloads one or more YAML files or directories full of YAML files from memory./docs?id=skript-yaml-EffUnloadYaml
Unregister Active Group
EffectDisplayEntityUtils
Unregister an active group, making the group unusable. Packet based groups do not require forced chunk loading, and will always despawn./docs?id=DisplayEntityUtils-EffActiveGroupUnregister
Unregister All / Last / Owned Listeners
EffectskLambda
Bulk listener cleanup: `unregister all listeners` stops every active listener on the server (across all scripts). `unregister the last created listener` stops the most recently created one that is still active. `unregister all listeners owned by %object%` stops only the listeners scoped to that owner (see the `owner:` entry on `listen`). None of these fire `on completion` or `on timeout`, but each stopped listener's `on end` callback still runs (with `end reason` = `unregistered`)./docs?id=skLambda-EffManageListeners
Unregister Command
EffectDiSky
Unregister a specific slash command from local or global context of a bot. You must provide the command's name. Keep in mind this **SHOULD NOT** be used! The best way remains to update bot's commands without the command you want to delete!/docs?id=DiSky-UnregisterCommand
Unregister Listener
EffectskLambda
Stops an active listener silently (no `on completion` or `on timeout` fires). Its `on end` callback still runs, with `end reason` = `unregistered`. No-op if already inactive./docs?id=skLambda-EffUnregisterListener
Unregister Webhook Client
EffectDiSky
Unregister a previously registered webhook client by name./docs?id=DiSky-UnregisterClient
Unsafe String
Expressionskript-db
/docs?id=4orhj
Update Block
EffectSkript
Updates the blocks by setting them to a selected block Using 'without physics' will not send updates to the surrounding blocks of the blocks being set. Example: Updating a block next to a sand block in the air 'without physics' will not cause the sand block to fall./docs?id=Skript-EffBlockUpdate
Update Persistent Packet Group
EffectDisplayEntityUtils
Confirm any changes made to a persistent packet group, making them persist in future game sessions. This does nothing if the packet group is not persistent./docs?id=DisplayEntityUtils-EffPacketGroupPersistentUpdate
Update Server Recipes/Resources
EffectSkBee
Update recipes will update recipe data and the recipe book for all connected clients. Useful for updating clients to new recipes. Update resources will update all advancement, tag, and recipe data for all connected clients. Useful for updating clients to new advancements/recipes/tags./docs?id=SkBee-EffUpdateRecipeResources
URL In Value
ExpressionSkonic
Retrieves the url within a skin value/docs?id=Skonic-ExprURLInValue
URL of Head
ExpressionSkonic
Gets the URL of a head/docs?id=Skonic-ExprURLOfHead
Used Alias
ExpressionDiSky
Return the used alias in a discord command trigger section. It can only be used here, and will throw an error if not./docs?id=DiSky-UsedAlias
Used Argument
ExpressionDiSky
Return the raw string of all arguments used in a discord command, concatenated together. For accessing individual argument values, prefer using `arg-1`, `arg-2`, etc. (see the Discord Command Argument expression). Only usable inside a discord command trigger section./docs?id=DiSky-UsedArgument
Used Prefix
ExpressionDiSky
Return the used prefix in a discord command trigger section./docs?id=DiSky-UsedPrefix
Used Tool/Used Hand/Used Equipment Slot
ExpressionLusk
Retrieves the used hand or item used in events where either hand is used. The first pattern returns the Slot (Item + Index) of the item in the used hand. - Note: using this is not the same as using `event-slot` or `event-item`, if either is available, use that The second pattern returns an Equipment Slot that's either `hand_slot` or `off_hand_slot`. Supported Events: - on Right Click - on Item Consume - on Arm Swing - on Entity Shoot (different than 'on Shoot'!) - on Crossbow Load - on Place (includes 'on Block Place', 'on Hanging Place', and 'on Entity Place') - on Resurrect - on Player Fish - on Bucket Fill - on Bucket Empty - on Elytra Boost - on Player Harvest - on Can Build Check - on Player Shear Entity - on Player Leash Entity - on Player Unleash Entity - on Player Use Unknown Entity/docs?id=Lusk-ExprUsedTool
User / Bot / Guild Avatar
ExpressionDiSky
Return the avatar URL of any user, guild or bot. This can be changed for guilds and bots only!/docs?id=DiSky-AvatarURL
User Badges
ExpressionDiSky
Represent every badges' name a user have. This does not and cannot contain any intro-related badges (nitro membership or nitro boosting), it need OAuth2 to be enabled./docs?id=DiSky-UserBadges
User Discriminator
ExpressionDiSky
Represent the four digit number after the # of a user's name. These, mixed with the user name itself, are unique. This **DOES NOT** include the `#` char, so you have to add it yourself./docs?id=DiSky-UserDiscriminator
User in Guild
ExpressionDiSky
Get the member related to the specified user in a specific guild. Users are common to whole Discord, two user cannot have the same instance. Members are common to guilds, but also holding an user as reference. User can have multiple instance according to which guild they are in, therefore they are considered as member./docs?id=DiSky-GetUserInGuild
User is Bot
ConditionDiSky
Check either the provided user is a discord bot or not./docs?id=DiSky-IsBot
User is Showing Server Tag
ConditionDiSky
Check whether the provided user is displaying their primary guild's server tag. This will be false if the user has no primary guild, or has the tag hidden./docs?id=DiSky-UserIsIdentityEnabled
User Locale
ExpressionDiSky
Get the language code defined as user-side client of Discord. Basically, return the language user's client is loaded in. This expression only works in interactions event, and cannot be used outside of them./docs?id=DiSky-UserLocal
User Mutual Guilds
ExpressionDiSky
Represent every guild that the bot and the user have in common./docs?id=DiSky-UserMutualGuilds
User Tag
ExpressionDiSky
Get the TAG of the primary guild of a user. This will return a bunch of character, up to 4. May be null if the user has no primary guild/no selected tag/docs?id=DiSky-UserTag
User Tag Icon/Badge URL
ExpressionDiSky
Get the Icon Tag URL of the primary guild of a user. May be null if the user has no primary guild/no selected tag/docs?id=DiSky-UserTagIconUrl
Using Experimental Feature
StructureSkript
Place at the top of a script file to enable an optional experimental feature. Experimental features may change behavior in Skript and may contain bugs. Use at your own discretion. A list of the available experimental features can be found in the changelog for your version of Skript./docs?id=Skript-StructUsing
uuid
FunctionSkript
Returns a UUID from the given string. The string must be in the format of a UUID./docs?id=Skript-uuid-2
UUID
TypeSkript
UUIDs are unique identifiers that ensure things can be reliably distinguished from each other. They are generated in a way that makes it practically impossible for duplicates to occur. Read more about UUIDs and how they are used in Minecraft in the wiki entry about UUIDs./docs?id=Skript-uuid
UUID
ExpressionSkript
The UUID of a player, entity or world./docs?id=Skript-ExprUUID
Value
ExpressionSkript
Returns the value of something that has a value, e.g. a node in a config. The value is automatically converted to the specified type (e.g. text, number) where possible./docs?id=Skript-PropExprValueOf
Value of Head
ExpressionSkonic
Gets the value of a head/docs?id=Skonic-ExprValueOfHead
Value of Subnode
ExpressionSkript
Returns the value of an sub-node of the given node, following the provided path. The value is automatically converted to the specified type (e.g. text, number) where possible./docs?id=Skript-ExprSubnodeValue
Value Within
ExpressionSkript
Gets the value within objects. Usually used with variables to get the value they store rather than the variable itself, or with lists to get the values of a type./docs?id=Skript-ExprValueWithin
Variables
StructureSkript
Used for defining variables present within a script. This section is not required, but it ensures that a variable has a value if it doesn't exist when the script is loaded./docs?id=Skript-StructVariables
variant
Typeanimated-skript
N/A/docs?id=animated-skript-activemodelvariant
vector
FunctionSkript
Creates a vector from a single argument. Equivalent to vector(n, n, n)./docs?id=Skript-vector-2
Vector
TypeSkript
Vector is a collection of numbers. In Minecraft, 3D vectors are used to express velocities of entities./docs?id=Skript-vector
Vectors - Angle Between
ExpressionSkript
Gets the angle between two vectors./docs?id=Skript-ExprVectorAngleBetween
Vectors - Create from Direction
ExpressionSkript
Creates vectors from given directions. Relative directions are relative to the origin, (0, 0, 0). Therefore, the vector from the direction 'forwards' is (0, 0, 1)./docs?id=Skript-ExprVectorFromDirection
Vectors - Create from XYZ
ExpressionSkript
Creates a vector from x, y and z values./docs?id=Skript-ExprVectorFromXYZ
Vectors - Create Location from Vector
ExpressionSkript
Creates a location from a vector in a world./docs?id=Skript-ExprLocationFromVector
Vectors - Cross Product
ExpressionSkript
Gets the cross product between two vectors./docs?id=Skript-ExprVectorCrossProduct
Vectors - Cylindrical Shape
ExpressionSkript
Forms a 'cylindrical shaped' vector using yaw to manipulate the current point./docs?id=Skript-ExprVectorCylindrical
Vectors - Dot Product
ExpressionSkript
Gets the dot product between two vectors./docs?id=Skript-ExprVectorDotProduct
Vectors - Length
ExpressionSkript
Gets or sets the length of a vector./docs?id=Skript-ExprVectorLength
Vectors - Location Vector Offset
ExpressionSkript
Returns the location offset by vectors. Supports both global and local axes. When using local axes, the vector is applied relative to the direction the location is facing./docs?id=Skript-ExprLocationVectorOffset
Vectors - Normalized
ExpressionSkript
Returns the same vector but with length 1./docs?id=Skript-ExprVectorNormalize
Vectors - Random Vector
ExpressionSkript
Creates a random unit vector./docs?id=Skript-ExprVectorRandom
Vectors - Spherical Shape
ExpressionSkript
Forms a 'spherical shaped' vector using yaw and pitch to manipulate the current point./docs?id=Skript-ExprVectorSpherical
Vectors - Squared Length
ExpressionSkript
Gets the squared length of a vector./docs?id=Skript-ExprVectorSquaredLength
Vectors - Vector Between Locations
ExpressionSkript
Creates a vector between two locations./docs?id=Skript-ExprVectorBetweenLocations
Vectors - Vector from Location
ExpressionSkript
Creates a vector from a location./docs?id=Skript-ExprVectorOfLocation
Vectors - Vector from Yaw and Pitch
ExpressionSkript
Creates a vector from a yaw and pitch value./docs?id=Skript-ExprVectorFromYawAndPitch
Vectors - Vector Projection
ExpressionSkript
An expression to get the vector projection of two vectors./docs?id=Skript-ExprVectorProjection
Vehicle
TypeSkript
Represents a vehicle./docs?id=Skript-vehicle
Vehicle
EffectSkript
Makes an entity ride another entity, e.g. a minecart, a saddled pig, an arrow, etc./docs?id=Skript-EffVehicle
Vehicle
ExpressionSkript
The vehicle an entity is in, if any. This can actually be any entity, e.g. spider jockeys are skeletons that ride on a spider, so the spider is the 'vehicle' of the skeleton. See also: <a href='#ExprPassenger'>passenger</a>/docs?id=Skript-ExprVehicle
Velocity
ExpressionSkript
Gets or changes velocity of an entity or particle. Setting the velocity of a particle will remove its random dispersion and force it to be a single particle./docs?id=Skript-ExprVelocity
Version
TypeLusk
A Minecraft Version./docs?id=Lusk-8851
Version
ExpressionSkript
The version of Bukkit, Minecraft or Skript respectively./docs?id=Skript-ExprVersion
Version - from String
ExpressionLusk
Gets a version from a string./docs?id=Lusk-ExprVersion
Version - is Valid
ConditionLusk
Checks if the string is a valid version/docs?id=Lusk-CondVersionValid
Version String
ExpressionSkript
The text to show if the protocol version of the server doesn't match with protocol version of the client. You can check the <a href='#ExprProtocolVersion'>protocol version</a> expression for more information about this. This can only be set in a <a href='#server_list_ping'>server list ping</a> event./docs?id=Skript-ExprVersionString
vibration
FunctionSkBee
/docs?id=SkBee-vibration
View Distance
ExpressionSkript
The view distance of a world or a player. The view distance of a player is the distance in chunks sent by the server to the player. This has nothing to do with client side view distance settings. View distance is capped between 2 to 32 chunks./docs?id=Skript-ExprViewDistance
View Distance of Client
ExpressionSkript
The view distance of the client. Can not be changed. This differs from the server side view distance of player as this will retrieve the view distance the player has set on their client./docs?id=Skript-ExprClientViewDistance
Villager - Effects
EffectSkBee
A few effects to make villagers do things./docs?id=SkBee-EffVillagerEffects
Villager Acquire Trade
EventSkBee
Called whenever a villager acquires a new trade./docs?id=SkBee-villager_acquire_trade
Villager Career Change Reason
TypeSkript
Represents a reason why a villager changed its career./docs?id=Skript-villagercareerchangereason
Villager Level/Experience
ExpressionSkript
Represents the level/experience of a villager. The level will determine which trades are available to players (value between 1 and 5, defaults to 1). When a villager's level is 1, they may lose their profession if they don't have a workstation. Experience works along with the leveling system, determining which level the villager will move to. Experience must be greater than or equal to 0. Learn more about villager levels on <a href='https://minecraft.wiki/w/Trading#Level'>Minecraft Wiki</a>/docs?id=Skript-ExprVillagerLevel
Villager Profession
TypeSkript
Represents the different professions of villagers./docs?id=Skript-villagerprofession
Villager Profession
ExpressionSkript
Represents the profession of a villager/zombie villager./docs?id=Skript-ExprVillagerProfession
Villager Type
TypeSkript
Represents the different types of villagers. These are usually the biomes a villager can be from./docs?id=Skript-villagertype
Villager Type
ExpressionSkript
Represents the type of a villager/zombie villager. This usually represents the biome the villager is from./docs?id=Skript-ExprVillagerType
Vindicator - is Johnny
ConditionLusk
Checks if a vindicator is Johnny./docs?id=Lusk-CondVindicatorJohnny
Vindicator - Johnny State
ExpressionLusk
Get and Set whether 1 or more vindicators are Johnny. Changing this does not modify the vindicator's name./docs?id=Lusk-ExprVindicatorJohnny
Virtual Inventory
Expressionskript-gui
An expression to create inventories that can be used with GUIs./docs?id=skript-gui-ExprVirtualInventory
Voice Channel Members
ExpressionDiSky
The list of members that are connected to this actual voice channel./docs?id=DiSky-ChannelMembers
Voxel Shape
TypeLusk
A Voxel Shape, usually used for blocks such as Stairs. You can store those but it's not persistent across restarts./docs?id=Lusk-voxelshape
Voxel Shape - of Block
ExpressionLusk
Returns the detailed collision shape of a block./docs?id=Lusk-ExprVoxelShapeOf
Wake And Sleep
EffectSkript
Make bats and foxes sleep or wake up. Make villagers sleep by providing a location of a bed. Make players sleep by providing a location of a bed. Using 'with force' will bypass "nearby monsters" ,the max distance, allowing players to sleep even if the bed is far away, and lets players sleep in the nether and end. Does not work if the location of the bed is not in the world the player is currently in. Using 'without spawn location update' will make players wake up without setting their spawn location to the bed./docs?id=Skript-EffWakeupSleep
Warden - Anger
ExpressionLusk
Returns the anger of a warden. Angry = 80 or above Agitated = 40-79 Calm = 0-39 Use the respective conditions to check for those 3 states./docs?id=Lusk-ExprWardenAnger
Warden - Disturb
EffectLusk
Makes a warden sense a disturbance at the provided location./docs?id=Lusk-EffWardenDisturbance
Warden - is Agitated
ConditionLusk
Checks if a Warden is agitated./docs?id=Lusk-CondWardenAgitated
Warden - is Calm
ConditionLusk
Checks if a Warden is calm./docs?id=Lusk-CondWardenCalm
Warden - Prey
ExpressionLusk
Returns the entity at which this warden is most angry./docs?id=Lusk-ExprWardenPrey
Warden Anger (Event)
ExpressionLusk
Returns the past/future anger of the warden in the Warden Anger Change event. The future anger level can be set./docs?id=Lusk-ExprWardenEventAnger
Warden Anger Level
ExpressionSkript
The anger level a warden feels towards an entity. A warden can be angry towards multiple entities with different anger levels. If an entity reaches an anger level of 80+, the warden will pursue it. Anger level maxes out at 150./docs?id=Skript-ExprWardenEntityAnger
Warden Most Angered At
ExpressionSkript
The entity a warden is most angry at. A warden can be angry towards multiple entities with different anger levels./docs?id=Skript-ExprWardenAngryAt
Warning Distance of World Border
ExpressionSkript
The warning distance of a world border. The player's screen will be tinted red when they are within this distance of the border. Players only see a red tint when approaching a world's worldborder and the warning distance has to be an integer greater than or equal to 0./docs?id=Skript-ExprWorldBorderWarningDistance
Warning Time of World Border
ExpressionSkript
The warning time of a world border. If the border is shrinking, the player's screen will be tinted red once the border will catch the player within this time period./docs?id=Skript-ExprWorldBorderWarningTime
Weather
ExpressionSkript
The weather of a world or player. Clearing or resetting the weather of a player will make the player's weather match the weather of the world. Clearing or resetting the weather of a world will make the weather clear./docs?id=Skript-ExprWeather
Weather Type
TypeSkript
The weather types sunny, rainy, and thundering./docs?id=Skript-weathertype
WeightedList
TypeSkBee
A weighted list that allows for random selection based on entry weights./docs?id=SkBee-weightedlist
WeightedList - Add Entry
EffectSkBee
Adds an entry to a weighted list with a specified weight. Weight must be greater than 0./docs?id=SkBee-EffWeightedListAddEntry
WeightedList - Create
ExpressionSkBee
Creates a new weighted list for use with other WeightedList expressions./docs?id=SkBee-ExprWeightedListCreate
WeightedList - Random Element
ExpressionSkBee
Returns a random element from the provided weighted list. Optionally you can include an amount of multiple random weighted elements from the list./docs?id=SkBee-ExprWeightedListRandomElement
Welcome Screen Description
EffectDiSky
Change the description of the welcome screen. Can only be used in a 'modify welcome screen' section./docs?id=DiSky-ScreenDescription
Whether
ExpressionSkript
A shorthand for returning the result of a condition (true or false). This is functionally identical to using `true if <condition> else false`./docs?id=Skript-ExprWhether
While Loop
SectionSkript
While Loop sections are loops that will just keep repeating as long as a condition is met./docs?id=Skript-SecWhile
Whitelist
ExpressionSkript
An expression for obtaining and modifying the server's whitelist. Players may be added and removed from the whitelist. The whitelist can be enabled or disabled by setting the whitelist to true or false respectively./docs?id=Skript-ExprWhitelist
Will Be Damaged
ConditionLusk
This Condition requires Paper. Checks whether or not the entity in the Pre Damage Event will be damaged./docs?id=Lusk-CondWillBeDamaged
Will Consume Boosting Firework
ConditionSkript
Checks to see if the firework used in an 'elytra boost' event will be consumed./docs?id=Skript-CondElytraBoostConsume
Will Despawn
ConditionSkript
Checks if the dropped item will be despawned naturally through Minecraft's timer./docs?id=Skript-CondItemDespawn
Will Despawn
ConditionSkript
Checks if the dropped item will be despawned naturally through Minecraft's timer./docs?id=Skript-CondItemDespawn-2
Will Raise Composter Level
ConditionLusk
This Condition requires Paper. Checks whether or not the composter's level will rise in a Compost Item Event/docs?id=Lusk-CondRiseComposterLevel
With Fire Resistance
ExpressionSkript
Creates a copy of an item with (or without) fire resistance./docs?id=Skript-ExprWithFireResistance
Wolf Variant
TypeSkript
Represents the variant of a wolf entity. NOTE: Minecraft namespaces are supported, ex: 'minecraft:ashen'./docs?id=Skript-WolfVariant
world
FunctionSkript
Gets a world from its name./docs?id=Skript-world-2
World
TypeSkript
One of the server's worlds. Worlds can be put into scripts by surrounding their name with double quotes, e.g. "world_nether", but this might not work reliably as text uses the same syntax./docs?id=Skript-world
World
ExpressionSkript
The world the event occurred in./docs?id=Skript-ExprWorld
World AutoSave
ExpressionSkBee
Turn on/off world auto saving. This will prevent changes in the world to be saved to file. This doesn't appear to work when the server stops, so you may need to manually unload your world./docs?id=SkBee-ExprWorldAutoSave
World Border
TypeSkript
Represents the border of a world or player./docs?id=Skript-worldborder
World Border
ExpressionSkript
Get the border of a world or a player. A player's world border is not persistent. Restarts, quitting, death or changing worlds will reset the border./docs?id=Skript-ExprWorldBorder
World Creator
TypeSkBee
Used to create new worlds./docs?id=SkBee-worldcreator
World Creator
ExpressionSkBee
Create a new world creator. This will be used to create a new world. After creating a world creator you will need to load the world. **Name/Key**: - Name: This is the name of your new world (As of Minecraft 26.1, names are discouraged and keys are suggested. - Key: This is the key of your new world, and is used to identify it. - As of Minecraft 26.1, the key will determine where your world folder is saved within the `world/dimensions` folder. **Other**: - Copy will create a fresh new world with the same seed and settings. - Clone will create a carbon copy of your world, if the world is large, this process may take a while. The file copying process will happen on another thread, so this won't freeze your server. - `without saving` = Optionally prevent saving of the world that will be cloned. Saving freezes the server for a bit so this can help speed up the process... if you don't need that world saved at this moment in time./docs?id=SkBee-ExprWorldCreator
World Creator - Create Section
ExpressionSkBee
Create a new world creator with several options to customize. **Entires**: - `key` = Represents the NamespacedKey of your world (required, accepts NamespacedKey/String). - `seed` = Represents the seed if your world [optional, defaults to random]. - `world_type` = The WorldType of your world [optional, defaults to normal]. - `environment` = The Environment of your world [optional, defaults to normal]. - `generator_settings` = The generator settings of your world used for flat worlds [optional String]. - `structures` = Whether to generate vanilla structures in the world [optional Boolean, defaults to true]. - `hardcore` = Whether to enable hardcore mode in the world [optional Boolean, defaults to false]. - `load_on_start` = Whether to load the world automatically on server start [optional Boolean, defaults to false]. - `spawn_location` = The spawn location of the world [optional Location, Minecraft will try to find one for you]. - `chunk_generator` = A custom chunk generator [optional String, ID of a custom chunk generator]. - `copy_world` = A World to copy settings from [optional World]. - `clone_world` = A World to fully clone [optional World]./docs?id=SkBee-ExprWorldCreatorSection
World Creator Options
ExpressionSkBee
Set different options for world creators. See SkBee wiki for more details. NOTE: 'load on start' will bypass 'auto-load-custom-worlds' in SkBee config. `fixed spawn location` = This is used to override Minecraft attempting to find a spawn location (Which takes a LONG time), this option can greatly speed up world creation./docs?id=SkBee-ExprWorldCreatorOption
World Edit Mask
Typeskript-worldedit
Represents a mask that can be used for WorldEdit operations./docs?id=skript-worldedit-worldeditmask
World Edit Pattern
Typeskript-worldedit
Represents a pattern that can be used for WorldEdit operations./docs?id=skript-worldedit-worldeditpattern
World Edit Region
Typeskript-worldedit
Represents a region that can be used for WorldEdit operations./docs?id=skript-worldedit-worldeditregion
World Environment
TypeSkript
Represents the environment of a world./docs?id=Skript-environment
World Environment
ExpressionSkript
The environment of a world/docs?id=Skript-ExprWorldEnvironment
World Exists
ConditionSkBee
Check if a world exists in your world directory./docs?id=SkBee-CondWorldExists
World from Name
ExpressionSkript
Returns the world from a string./docs?id=Skript-ExprWorldFromName
World GameRule Change
EventSkBee
Called when a gamerule is changed in a world./docs?id=SkBee-world_gamerule_change
World Seed
ExpressionSkript
The seed of given world. Note that it will be returned as Minecraft internally treats seeds, not as you specified it in world configuration./docs?id=Skript-ExprSeed
World Spawn Limit
ExpressionSkBee
Get/set the spawn limit of a world. If the world is ommited, the server spawn limit will be returned. World spawn limits can be changed, server spawn limits cannot. If set to a negative number the world will use the server-wide spawn limit instead, reset will do the same. You can read more about [**Mob Caps**](https://minecraft.wiki/w/Mob_spawning#Java_Edition_mob_cap) on McWiki Note: The `misc` category is not supported by this expression. Note: Changes are not persistent thru server restarts./docs?id=SkBee-ExprWorldSpawnLimit
World Time
ExpressionSkBee
Get/set the time of world, represented as an integer. `world time` = The 24000 tick day cycle of a world. `full world time` = The time of a world over all days./docs?id=SkBee-ExprWorldTime
WorldBorder - Change Duration
ExpressionLusk
Returns the duration of the change in the World Border Start Change event. Can be set. Requires Paper./docs?id=Lusk-ExprWorldBorderChangeDuration
WorldBorder - Change is Instant
ConditionLusk
This Condition requires Paper. Checks whether or not the worldborder change is instant in the worldborder change event/docs?id=Lusk-CondIsInstantWorldBorderChange
WorldBorder - New/Old Size
ExpressionLusk
Returns the new/old anger of the warden in the World Border Change events. Can be set only within the Start variant of the event./docs?id=Lusk-ExprWorldBorderChangeSize
WorldGuard Move Type
Expressionskript-worldguard
The movement type in a 'region enter/leave' event. This represents how the player ended up in/out of a region./docs?id=skript-worldguard-ExprMoveType
Worlds
ExpressionSkript
All worlds of the server, useful for looping./docs?id=Skript-ExprWorlds
Wrapped List
TypeSkCheese
Represents a wrapped list./docs?id=SkCheese-wrappedlist
WrappedList - New Wrapped List
ExpressionSkCheese
Converts a list variable to a wrapped list./docs?id=SkCheese-ExprWrappedList
WrappedList - Unwrap List
EffectSkCheese
Unwraps a wrapped list inside a list variable./docs?id=SkCheese-EffUnwrapWrappedList
WXYZ Component/Coordinate
ExpressionSkript
Gets or changes the W, X, Y or Z component of anything with these components/coordinates, like locations, vectors, or quaternions. The W axis is only used for quaternions, currently./docs?id=Skript-PropExprWXYZ
X of Item/Entity Type
ExpressionSkript
An expression for using an item or entity type with a different amount./docs?id=Skript-ExprXOf
X Times
ExpressionSkript
Integers between 1 and X, used in loops to loop X times./docs?id=Skript-ExprTimes
YAML
Expressionskript-yaml
Gets, sets, removes values/nodes etc.. of a cached yaml file - Requires the id used/created from the load effect - This expression does not save to file - Lists accept list variables for input - Using 'without string checks' optional is a tiny bit faster but doesn't check/convert strings for numbers or booleans/docs?id=skript-yaml-ExprYaml
YAML Comments/header
Expressionskript-yaml
Gets, sets, deletes comments or the header of a cached yaml file - Headers don't contain '#' so add it yourself if you want it - Comments can only be at root level ie. 'root' not 'root.something' - Both comment and header expressions can be set to multiple elements - This expression does not save to file - Option to have an extra line or not depending if you use comment or header - Any 'extra lines' are removed when deleting comments/headers/docs?id=skript-yaml-ExprYamlComments
YAML list value
Expressionskript-yaml
Gets, sets, removes values from a list from a cached yaml file using an index - Requires index between 1 and the size of the list - Requires the id used/created from the load effect - This expression does not save to file - Using 'without string checks' optional is a tiny bit faster but doesn't check/convert strings for numbers or booleans/docs?id=skript-yaml-ExprListValue
Yaml Loop
Expressionskript-yaml
The currently looped value of a yaml expression./docs?id=skript-yaml-ExprLoopYaml
YAML Node Is Type
Conditionskript-yaml
Checks if a YAML node is a specific type (list, value, or node)./docs?id=skript-yaml-CondYamlNodeIsType
Yaw / Pitch
ExpressionSkript
The yaw or pitch of a location or vector. A yaw of 0 or 360 represents the positive z direction. Adding a positive number to the yaw of a player will rotate it clockwise. A pitch of 90 represents the negative y direction, or downward facing. A pitch of -90 represents upward facing. Adding a positive number to the pitch will rotate the direction downwards. Only Paper 1.19+ users may directly change the yaw/pitch of players./docs?id=Skript-ExprYawPitch
Zipped Lists
ExpressionskLambda
Walks two lists in lockstep, combining each pair of elements with a two-argument value lambda and returning a new list of the results. The lambda is invoked once per index with the matching elements as its two arguments. Iteration stops at the shorter list, and results whose lambda returns nothing are dropped./docs?id=skLambda-ExprZipped
Zombie Nautilus Variant
TypeSkript
Represents the variant of a zombie nautilus./docs?id=Skript-ZombieNautilusVariant
Zombify Villager
EffectSkript
Turn a villager into a zombie villager. Cure a zombie villager immediately or after specified amount of time. This effect removes the old entity and creates a new entity. Zombifying a villager stored in a variable will update the variable to the new zombie villager. Curing a zombie villager does not update the variable./docs?id=Skript-EffZombify