/Index/Docs/Page 7
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Reflect Getter Expression_71
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_71
Reflect Getter Expression_72
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_72
Reflect Getter Expression_75
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_75
Reflect Getter Expression_76
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_76
Reflect Getter Expression_77
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_77
Reflect Getter Expression_78
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_78
Reflect Getter Expression_79
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_79
Reflect Getter Expression_8
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_8
Reflect Getter Expression_80
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_80
Reflect Getter Expression_81
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_81
Reflect Getter Expression_82
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_82
Reflect Getter Expression_83
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_83
Reflect Getter Expression_84
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_84
Reflect Getter Expression_85
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_85
Reflect Getter Expression_86
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_86
Reflect Getter Expression_87
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_87
Reflect Getter Expression_88
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_88
Reflect Getter Expression_89
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_89
Reflect Getter Expression_9
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_9
Reflect Getter Expression_90
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_90
Reflect Getter Expression_91
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_91
Reflect Getter Expression_92
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_92
Reflect Getter Expression_93
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_93
Reflect Getter Expression_94
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_94
Reflect Getter Expression_97
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_97
Reflect Getter Expression_98
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_98
Reflect Getter Expression_99
ExpressionDiSky
/docs?id=DiSky-ReflectGetterExpression_99
Reflect Property_1
ExpressionDiSky
/docs?id=DiSky-ReflectProperty_1
Reflect Property_2
ExpressionDiSky
/docs?id=DiSky-ReflectProperty_2
Reflect Property_3
ExpressionDiSky
/docs?id=DiSky-ReflectProperty_3
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 26.3./docs?id=SkBee-registrykey
Registry - Registry Value
ExpressionSkBee
Get the value of a registry entry by key./docs?id=SkBee-ExprRegistryValue
Registry - Registry Values
ExpressionSkBee
Get all values from a registry./docs?id=SkBee-ExprRegistryValues
Registry - Tag Key
TypeSkBee
Represents a key for a Minecraft tag. TagKeys can also compare if it contains objects (Think of them like a list)./docs?id=SkBee-tagkey
Registry - Tag Key Values
ExpressionSkBee
Get all values from a tag key./docs?id=SkBee-ExprRegistryTagKeyValues
Registry - TagKey from Registry
ExpressionSkBee
Get a TagKey from a registry. You can check if a tag key contains an object. Think of it like a list./docs?id=SkBee-ExprRegistryTagKeyFrom
Registry - TagKeys from Registry
ExpressionSkBee
Get all the tag keys that belong to a registry./docs?id=SkBee-ExprRegistryTagKeys
Registry - Typed Key
TypeSkBee
Represents the key for a value in a Minecraft registry./docs?id=SkBee-typedkey
Registry Object Serialization
EffectSkNMS
Serialize a registry object to a json file. This will serialize to Minecraft's datapack format and output to the `plugins/SkNMS/data` folder./docs?id=SkNMS-EffRegistrySerialization
Registry Registration
StructureSkNMS
This structure is used for registering new registry entries such as custom biomes and enchantments./docs?id=SkNMS-StructRegistryRegistration
Relational Placeholder Players
Expressionskript-placeholders
The two players involved in a relational placeholder request./docs?id=skript-placeholders-ExprRelationalPlaceholderPlayers
Relative Location Yaw Of Playerpositionpackets
ExpressionLuskv2
/docs?id=kqf69
Release From Entity Storage
EffectSkript
Releases the stored entities in an entity block storage (i.e. beehive). When using beehives, providing a timespan will prevent the released bees from re-entering the beehive for that amount of time. Due to unstable behaviour on older versions, this effect requires Minecraft version 1.21+./docs?id=Skript-EffReleaseEntityStorage
Remaining Air
ExpressionSkript
How much time a player has left underwater before starting to drown./docs?id=Skript-ExprRemainingAir
Remove Entity Entities For Players
EffectLuskv2
/docs?id=uqmfq
Remove Oraxen Block
EffectOraxen
Removes an Oraxen custom block at the specified location without drops./docs?id=Oraxen-EffRemoveOraxenBlock
Remove Oraxen Furniture
EffectOraxen
Removes Oraxen furniture at the specified location or entity without drops./docs?id=Oraxen-EffRemoveOraxenFurniture
Repeat String
ExpressionSkript
Repeats inputted strings a given amount of times./docs?id=Skript-ExprRepeat
Repeating While Loop
SectionSkBee
Similar to Skript's while loop, this while loop will repeat at the given timespan. It is recommended to NOT use a wait within these sections, as the section will repeat regardless. **Patterns**: The 2nd pattern is only of concern if you are running Folia or have Paper schedulers enabled in the config, otherwise just use the first pattern. - `globally` = Will run this loop on the global scheduler (Use this for non entity/block related tasks). - `async` = Will run the task off the main thread (Only works for global schedulers). - `for %entity` = Will run this task for an entity, will follow the entity around (region wise)and will cancel itself when the entity is no longer valid. - `at %location%` = Will run this loop at a specific location (Use this for block related tasks)./docs?id=SkBee-SecWhileRunnable
Replace
EffectSkript
Replaces all occurrences of a given text or regex with another text. Please note that you can only change variables and a few expressions, e.g. a <a href='/#ExprMessage'>message</a> or a line of a sign./docs?id=Skript-EffReplace
Replace Blocks
Effectskript-worldedit
Replaces blocks in a region that match a certain mask with a given pattern./docs?id=skript-worldedit-EffReplace
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
Resolve Text Component
ExpressionSkript
Resolves a component with the context of a command sender or other entity. Certain kinds of components, such as NBT components, Score components, and Selector components, are required to be resolved to display a proper output. Note that the option to bypass required permissions only applies for players./docs?id=Skript-ExprResolvedComponent
Resonating Time
ExpressionSkript
Returns the resonating time of a bell. A bell will start resonating five game ticks after being rung, and will continue to resonate for 40 game ticks./docs?id=Skript-ExprResonatingTime
Resource Pack
ConditionSkript
Checks state of the resource pack in a <a href='#resource_pack_request_action'>resource pack request response</a> event./docs?id=Skript-CondResourcePack
Resource Pack Remove
EffectSkBee
Remove all resource packs from a player or remove resource packs from uuids./docs?id=SkBee-EffResourcePackRemove
Resource Pack Send
EffectSkBee
Send a resource pack to a player with a UUID, optional hash, optional prompt message, and the option to force it. The uuid is used to later remove the pack from the player if need be./docs?id=SkBee-EffResourcePackSend
Resource Pack State
TypeSkript
The state in a resource pack request response event./docs?id=Skript-resourcepackstate
ResourcePack - Apply Pack
EffectSkBee
Apply a resource pack in the `packs` section of a resouce pack send section. The ID is used to remove the pack later, if you dont plan on removing a pack you can use a `random uuid`./docs?id=SkBee-EffResourcePackApply
ResourcePack - Send Request
SectionSkBee
Send a resource pack request to an audience or player connection. This is similar to the effect but includes a callback section to handle what the client does. This can be used in the 'Async Player Connection Configure' event as well. **Entries**: - `packs` = A section where you can apply multiple packs to send at once (required). - Use the 'ResourcePack - Apply Pack' effect to add packs in this section. - `prompt` = The prompt to send to the player. Accepts String/TextComponent/TextComp. [optional] - `force` = Whether or not to force the player to accept the resource pack [optional boolean]. - `received` = A callback section where you can run code when the resource pack is received. - This section may be called multiple times for different stages of the request. **Event Values in Received Section**: - `event-uuid` = The id of the resource pack. - `event-status` = The status (ResourcePackStatus) of the resource pack request. - `event-audience` = The audience of the resource pack request./docs?id=SkBee-SecResourcePack
ResourcePack - Status - Intermediate
ConditionSkBee
Whether, after receiving this status, further status events might occur./docs?id=SkBee-CondResourcePackStatusIntermediate
Respawn Anchor Charges
ExpressionSkript
The charges of a respawn anchor./docs?id=Skript-ExprCharges
Respawn Location
ExpressionSkript
The location that a player should respawn at. This is used within the respawn event./docs?id=Skript-ExprRespawnLocation
Respawn Reason
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
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
Retrieve Webhooks
EffectDiSky
/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 Shape
Effectskript-particle
Rotates shapes around a given axis by a given angle. The axis can be specified as a vector or as a single axis (x, y, or z). By default, the rotation is done in degrees. The axis can also be specified as a local or relative axis, which rotate relative to the shape's current rotation. For example, you can rotate a shape around the global y axis, or around the shape's local y axis./docs?id=skript-particle-EffRotateShape
Rotate/Pivot
EffectDisplayEntityUtils
Update the axis rotation of an active group/part or display entity, in degrees. In groups, this only applies to display entity parts and display entities. Using this on a non-display entity will pivot it around a location, as long as location is provided./docs?id=DisplayEntityUtils-EffActiveRotate
Rotated Quaternion/Vector
ExpressionSkript
Rotates a quaternion or vector around an axis a set amount of degrees, or around all 3 axes at once. Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis. Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once. Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented. Note that rotating a quaternion around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating around vector(1, 0, 0) is the same as rotating around the local X axis. The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last./docs?id=Skript-ExprRotate
Rotation
Expressionskript-particle
Describes a rotation around a vector by a given angle, or from one vector to another. An alternative to the `axisAngle` and `quaternion` functions. Returns a quaternion./docs?id=skript-particle-ExprRotation
Rotation Axis/Angle
ExpressionSkript
Returns the axis or angle that a quaternion will rotate by/around. All quaternions can be represented by a rotation of some amount around some axis, so this expression provides the ability to get that angle/axis./docs?id=Skript-ExprQuaternionAxisAngle
round
FunctionSkript
Rounds a number, i.e. returns the closest integer to the argument. Place a second argument to define the decimal placement./docs?id=Skript-round
Rounding
ExpressionSkript
Rounds numbers normally, up (ceiling) or down (floor) respectively./docs?id=Skript-ExprRound
Row Builder Components
ExpressionDiSky
Components of a row builder See also: 'Create (rich) Message'/docs?id=DiSky-RowComponents
Rule
ExpressionDiSky
/docs?id=DiSky-rule
Rule ID
ExpressionDiSky
The id of the AutoMod Rule which has been triggered./docs?id=DiSky-ReflectProperty_13
Run
EffectSkript
Executes a task (a function). Any returned result is discarded./docs?id=Skript-EffRun
Run Function (Expression Section)
ExpressionSkCheese
Runs a function with the specified arguments./docs?id=SkCheese-ExprSecFunction
Run Function (Section)
SectionSkCheese
Executes a function using a section. Pass parameters by doing 'parameter name as value'/docs?id=SkCheese-SecRunFunction
Run Lambda
EffectskLambda
Runs a lambda, ignoring any return value./docs?id=skLambda-EffRunLambda
Run Silently
SectionLusk
Executes the effects within this section without making sounds, this currently only supports the changing of an item frame's item. Note: this is not related to errors or warnings in the console./docs?id=Lusk-SecSilent
Running Minecraft
ConditionSkript
Checks if current Minecraft version is given version or newer./docs?id=Skript-CondMinecraftVersion
Runtime Error / Warning
EffectSkCheese
Throws a runtime error or warning./docs?id=SkCheese-EffRuntimeError
Saturation
ExpressionSkript
The saturation of a player. If used in a player event, it can be omitted and will default to event-player./docs?id=Skript-ExprSaturation
Save Slime World
EffectSlimeLink
Save a Slime World with a specified name./docs?id=d3o5i
Save Slime World By Object
EffectSlimeLink
Save a Slime World using a Bukkit World object./docs?id=6kk5k
Save World
EffectSkript
Save all worlds or a given world manually. Note: saving many worlds at once may possibly cause the server to freeze./docs?id=Skript-EffWorldSave
Save YAML
Effectskript-yaml
Saves the current cached YAML elements to file. - Using the `[with an indentation of %-number%]` option allows you to save the file with a different amount of spacing between 1 and 10 - Option to remove extra lines between nodes - Use `to %string%` or `as %string%` to save to a different file path/docs?id=skript-yaml-EffSaveYaml
Saved Group
TypeDisplayEntityUtils
Represents a saved Display Entity Group/Model/docs?id=DisplayEntityUtils-savedgroup
Scalable Particle Effect
TypeSkript
A particle effect which can be scaled up or down./docs?id=Skript-scalableparticle
Scale
ExpressionSkript
Represents the physical size/scale of something. For example, the scale of a display entity would be a vector containing multipliers on its size in the x, y, and z axis. For a particle effect like the sweeping edge particle, scale is a number determining how large the particle should be./docs?id=Skript-PropExprScale
Scanned List
ExpressionskLambda
Like `reduced`, but keeps every intermediate result instead of just the final one, so it's handy for cumulative totals. The list is combined pairwise left-to-right with a two-argument lambda (accumulator, next element), and each running result is emitted. For `3, 5, 2` and an adding lambda this yields `3, 8, 10`. Without a seed, a one-element list scans to that element and an empty list scans to nothing. With `from %object%`, that value seeds the accumulator and is itself the first result, so `3, 5, 2` from 100 yields `100, 103, 108, 110` and an empty list scans to just the seed./docs?id=skLambda-ExprScanned
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
Script Command Cooldown Information
ExpressionSkript
Only usable in script commands. Represents the cooldown time, the cooldown bypass permission, the remaining cooldown time, the elapsed cooldown time./docs?id=Skript-ExprCmdCooldownInfo
Script Command Suggestion Filtering Mode
EffectSkript
Controls how suggestions are filtered for script commands. With no filtering, suggestions are simply displayed as set. With 'starts with' filtering, only suggestions that start with the current input are displayed. With 'contains' filtering, only suggestions that contain the current input are displayed./docs?id=Skript-EffSuggestionFilteringMode
Script Command Suggestion Input
ExpressionSkript
Usable in a script command's "suggestions" entry. This provides information including the full content of what the player has typed so far, what they have typed as part of the current argument, and at what position within the full content the current argument starts (starting from 1)./docs?id=Skript-ExprCommandInput
Script Command Suggestions
ExpressionSkript
Usable in a script command's "suggestions" entry. Allows modifying the suggestions displayed while a command is being typed./docs?id=Skript-ExprCommandSuggestions
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 - Profiler Marker
SectionSkCheese
/docs?id=SkCheese-SecProfilerMarker
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
Self
ExpressionClassySK
Only available in non-static methods. Refers to the current class instance from whatever method is running it, Allowing your code to behave differently depending on what instance is running it./docs?id=ClassySK-ExprSelf
Self
ExpressionTesttySK
Only available in non-static methods. Refers to the current class instance from whatever method is running it, Allowing your code to behave differently depending on what instance is running it./docs?id=ClassySK-ExprSelf
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 - 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 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 GUI
Effectskript-gui
Shows a GUI to a player. This effect must be used for the experimental menu GUIs created using the 'Menu Inventory' expression./docs?id=skript-gui-EffShowGUI
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. If a sign side is not specified, the front side will be used by default, unless in a sign change event and a block is not explicitly specified./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
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
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
Skull Texture
ExpressionSkript
The skull texture of a player head. This allows you to give a skull a custom texture (e.g. instead of it being a Steve head, it's Notch's head). The texture input is a base64 string containing the texture data to use (https://minecraft-heads.com is one site that provides easy access to base64 texture strings). Resetting the texture of a skull will make it look like a Steve/Alex head./docs?id=Skript-ExprSkullTexture
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
Expressionskript-luckperms
Represents the source of something./docs?id=skript-luckperms-PropExprSource
Source Block
ExpressionSkript
The source block in a spread event./docs?id=Skript-ExprSourceBlock
Spawn
ExpressionSkript
The spawn point of a world./docs?id=Skript-ExprSpawn
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 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 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 - Allows Persistence Override
ConditionDisplayEntityUtils
Check if a spawned group allows chunk loading to override its persistence/docs?id=DisplayEntityUtils-CondSpawnedGroupAllowsPersistenceOverride
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 Near Location
ExpressionDisplayEntityUtils
Get, and optionally register, the nearest or all nearby non-packet groups within a location/docs?id=DisplayEntityUtils-ExprSpawnedGroupNearLocation
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
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
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 26.3./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 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
Stored Enchantments
ExpressionSkript
The enchantments stored inside an enchanted book. This is different from enchanting the book, as for example a book of sharpness does not deal more damage when used as a weapon. Corresponds to the <code>minecraft:stored_enchantments</code> data component. Note that for example resetting the stored enchantments of an enchanted book of Sharpness III removes the sharpness enchantment, since it is impossible to know what the original enchantments of the item were. Note also that only one entry can exist per enchantment type; adding Sharpness III to a book with Sharpness V will convert it to a book of Sharpness III./docs?id=Skript-ExprStoredEnchantments
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 26.3./docs?id=SkBee-structure
Structure - Structure Type
TypeSkBee
Represents the different types of structures that can be found in the world, such as mineshafts, jigsaw, and swamp huts. Requires Skript 2.16+ NOTE: These are auto-generated and may differ between server versions, currently generated for Minecraft 26.3./docs?id=SkBee-structuretype
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
Style
ExpressionSkript
Represents the style of something./docs?id=Skript-PropExprStyle
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 `priority of..` 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)
SectionSkript
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-EffSecSuppressTypeHints
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, as it waits for the chunk of the location to be loaded before teleporting. The keyword 'force' may be used to bypass this behavior (preventing the delay), but note that it may cause lag spikes or other server performance issues when teleporting to unloaded chunks. Teleport flags are properties to retain during a teleport, such as direction, passengers, and velocities./docs?id=Skript-EffTeleport
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 Duration
ExpressionDisplayEntityUtils
Get/Set the teleportation duration of an active group, part or parts in a part filter. Get the duration on an active group/part./docs?id=DisplayEntityUtils-ExprActiveTeleportDuration
Teleport Flag
TypeSkript
Teleport Flags are settings to retain during a teleport./docs?id=Skript-teleportflag
Teleport Id Of Playerpositionpackets
ExpressionLuskv2
/docs?id=3a74i
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 - Has Shadows
ConditionDisplayEntityUtils
Check if an text display part's text has shadows/docs?id=DisplayEntityUtils-CondTextDisplayIsShadowed
Text Display Part - Line Width
ExpressionDisplayEntityUtils
Set the line width of a text display part./docs?id=DisplayEntityUtils-ExprTextDisplayLineWidth
Text Display Part - Opacity
ExpressionDisplayEntityUtils
Set the opacity of a text display part./docs?id=DisplayEntityUtils-ExprTextDisplayOpacity
Text Display Part - Shadow
EffectDisplayEntityUtils
Set whether a text display part's text should have a shadow/docs?id=DisplayEntityUtils-EffTextDisplayShadow