Skript
This version of Skript is not maintained any more (since 2014).
Please download new releases from the SkriptLang fork.
Updated documentation can be found on SkriptLang.org. Docs for Skript and Addons can be found on skUnity.
More resources may be found on skUnity. Need help with Skript? Join the skUnity Discord.
Skript is a plugin that allows you to customize Minecraft's mechanics with simple scripts written in plain English sentences. You can easily create complex custom commands, triggers that execute effects under certain conditions, and scripts that just run periodically - all without having to know even the slightest bit about programming! The (hopefully) intuitive language has the advantage that you don't even need to learn much to be able to use Skript.
To get an idea of what is possible with Skript consider taking a look at the scripts forum where users of this plugin share the scripts they have written themselves, improving their servers without the need for a plugin developer. Skript can also be used to replace smaller plugins, allowing you to shorten your likely long plugin list. An incomplete list of replaceable plugins can be found on the replacers forum.
- The latest version of Skript is 2.1.1 (11 March 2014)
Notice
I'm back from my hiatus, but I will likely not be able to update Skript until I can download a recent build of CraftBukkit to fix new bugs. Also, with the future of Bukkit uncertain and no official Minecraft API in sight, I don't know how actively I'll update this plugin.
Introduction
To write a script you simply have to write down what you want Skript to do when some conditions are met. This is a simple 'event → condition(s) → effect(s)' syntax, which could look like the following example:
# This example informs the player when he mines stone on mine of stone: send "You just mined stone!" to player
Each script can contain many so-called triggers which each start with an event and have a list of as many conditions and effects as you want. The event determines when the conditions are checked, and if all are met, the effects are executed in order. Take a look at the following example which has everything:
# A simple lightning strike/smite/Thor's hammer script: # the trigger has an event: on leftclick with a golden axe: # a condition: player has the permission "thor" # and some effects: strike lightning at the targeted block broadcast "Fear the mighty Thor!"
Custom commands can be defined similarly, e.g. the following defines a powerful '/item' command that can be used like '/item 5 diamond swords of sharpness 5 and a cake':
command /item <items>:
description: Spawn yourself some items
permission: skript.item
trigger:
give argument to the player
Furthermore Skript also features more complex script elements like loops and conditional statements, which are described in the documentation. Skript also supports variables that can persistently store information globally, per player, per block, etc., and has a wide range of expressions that you can use in conditions, effects, messages and variable names.
A notable feature of Skript are aliases, which are names for Minecraft's items and blocks. Each alias can consist of multiple IDs and data values and allow you to use any item's or block's name in scripts instead of having to use their IDs like many plugins force you to. Along with the ability to define enchanted items you can create some of the possibly most powerful '/item' commands for Bukkit with just a few lines! (two example commands are included in the download)
Need help?
You can always ask for help on the forums, though it can be faster for you and easier for me if you first look through the available tutorials and examples.
If you get many "indentation error"s or "invalid line" errors you should read this explanation to understand what indentation is all about.
Tutorials
If you're new to Skript you should read the basic tutorial. It explains how to write a new script step by step.
In the likely case that the basic tutorial was too short you can read the more exhaustive tutorial by DemonPenguin.
There are also some more official tutorials as well as user-created ones on the tutorials forum.
Documentation
To learn more about writing scripts please read the documentation on my website. There are also lists of all possible events, conditions, effects, expressions and types with examples for each of them.
The Team
- Njol: Manager & programmer of Skript
- joeuguce99: Helps programming by adding new features
- DemonPenguin: Wrote some tutorials and moderates the forums
- mazius123: Submits tons of bug reports
- MegaNarwhal: Made the old Skript banner and a signature image
- MostFunGuy: Expert in Skript and Skript accessories. The glue that holds everyone together
Features
- Natural syntax
- As you might already have noticed writing scripts is not very difficult. You can write (almost) normal english sentences and Skript will try to interpret them. If Skript doesn't understand something, please check your spelling and/or refer to the documentation to find out how to write your sentence to make Skript understand it.
- Custom Commands
- Skript can be used to define custom commands. These commands can use Skript's syntax which allows to make very user-friendly commands, like one of the most powerful /item commands available, and any other command you or others come up with. Skript also has a setting to try to interpret all unknown commands as effects. This basically allows to use any effects you can put into triggers as a command.
- A short introdution on how to create custom commands can be found on my website.
- Please note that Skript is not well suited for creating aliases of other plugins' commands or for creating a command that executes multiple other commands. I suggest to use Commander or some other plugin for this purpose.
- Inventory Menus
- Using SkQuery (An addon for Skript), you can create dynamic inventory menus found in many popular plugins. Want a couple items to display that will do different things such as warps and console commands? This becomes an easy task. Slots can be formatted to do nothing, run a console command and close the menu, or even run a console command and keep the menu open (Usefull for dynamic updating menus that change based on selections)
- Chat Formatting/Json Capability
- Again, using SkQuery (An addon for Skript), you can completely customize how your chat looks from prefix to suffix to player's name to the actual message itself.
- In addition, you can add JSON formatting to your chat in game... Want to highlight a player's name and display a location? A rank? A specific class they have selected? Want to click someones name and have kick/ban/mute/message inventory menu to appear? Easy!
- Independent Scripts
- Triggers can be put into multiple files, and each file is treated independently. This means that you can easily use triggers made by other people by simply copy&pasting their files into the scripts directory. Scripts are thus like small plugins for Skript with the advantage of being able to edit them easily.
- You can find some scripts on the forums, and you can also post your own. Please read the Guidelines before posting a file.
- Item and Block Aliases
- Aliases help to make the config more user-friendly by using comprehensive names for items and blocks, e.g. you can write '
bonemeal' instead of '351:15', or 'any hoe' instead of listing all hoe types. Aliases support data value ranges and can even consist of multiple types. You can easily define your own aliases, e.g. 'blacklisted = TNT, bedrock, obsidian, monster spawner, lava, lava bucket' and there are also many useful predefined aliases in the main config.
- Error Handling
- Skript automatically logs errors in the scripts to the console, e.g. if it can't understand a line of a trigger. It will not cease operation, but simply skip the invalid parts of the scripts, be it a whole trigger (e.g. if the event is invalid) or just a single condition (e.g. if there's a typo in the condition's name). This might lead to unexpected behaviour, so always check for errors in the console after you have changed something.
- If you use the '
/skript reload' command all errors will be sent to the player who used the command (or printed to the console if the command was used from there).
- Automatic Update
- Skript can detect new versions and update itself, either by a command (
/skript update) or automatically when the server starts. You can turn the automatic check on or off, configure whether to check for updates only, and choose whether to download them as well in the config file. If a new version is found, all players with the permission 'skript.admin' will get notified of the new version.
- As Simple or as Complicated as You Want To Go
- Want to create a message that displays after the player logs in? Sure, easy, 2 lines, done in a flash. Want to create a completely custom, unique experience that will WOW your users and astound them? Sure, it's more complex, but it's all worth it to see your users blown away by the customizability of your creations.
- See a user complain that something doesn't work right? Fix the code, reload the skript (Without restarting the server) and watch them be so confused as to how it was already fixed.
- Extensible
- Java developers can add their own conditions, effects and variables using a provided API.
- Many users have completed addons, and these addons contribute IMMENSE amounts of conditions, expressions and triggers. Some give you access to items in item frames, some let you create scoreboards, and some even let you send resource packs to players.
- These are just some of the addons available
Future Features
- More events/effects/conditions/expressions/loops/etc.
- I'm always looking for ideas ;)
- Triggers which are executed when a player presses a specific button, steps on a predefined pressure plate, etc.
- This sounds awesome but will definitely take a while.
- Full list of planned features:
- https://github.com/Njol/Skript/issues?labels=new+feature&state=open
- What I'm currently working on:
- https://github.com/Njol/Skript/issues/assigned/Njol?state=open
Permissions
Skript works without permissions plugins, but It also provides some permission in case you use one:
- skript.admin
- Grants access to the
/skriptcommand. - skript.effectcommands
- Allows to use effects as commands if effect commands are enabled in the config.
You can also use the '<player> has/doesn't have the permission "permission.here"' condition in scripts to check whether a player has/doesn't have a certain permission. You can even create your own permissions this way, but you should note that "mypermissions.*" does not give all permission that start with "mypermissions." (The exception to this rule are other plugins' "*" permissions and any permissions starting with "skript.").
Download
To install or update Skript, download the latest Skript.jar and save it in your server's plugin directory. If you're installing Skript for the first time, start & stop your server once to generate the config files and some example scripts.
- Please read the changelog when updating, and create a backup of your database(s) just to play it safe.
You can also download the newest aliases-english.sk and aliases-german.sk (updated to Minecraft 1.7.2).
The source code can be found on github.
Donations
If you like the plugin feel free to make a donation :)
Changelog
v2.1.1 (11 March 2014)
- Main Change
- Fixed most (if not all) database issues.
- Please still create a backup of the old variables table just to play it safe.
- Part of the fix required to save and load all variables on the main server thread, i.e. performance may suffer.
- Improvements
- Changed the updater to adhere to the new Bukkit guidelines
- Improved the automatic config updating
- Should be compatible with Java 6 again
- Decreased chances of errors due to improved automatic code analysis
- Added a workaround to be able to remove a player's tool in a click event
- Added workaround to make Skript more compatible with mods that dynamically change enums via reflection. If they do this improperly Skript will still not be compatible with them however.
- Added some 1.7 block to the code
- Improved/fixed visual effects
- Improved expression lists
- Added an error on an unsuccessful hook into another plugin
- Improved regions support
- Added expression 'me' that can only be used in effect commands
- Improved documentation generation
- Improved effect commands
- Added 'luck' and 'lure' enchantments now that Bukkit supports them
- Fixes
- Fixed configs only working with tabs. You can now use any indentation again, and even use different types in one file.
- Fixed some other minor config related issues
- Fixed error reporting not reporting the whole error
- Fixed the pressure plate event to also fire for golden and iron pressure plates
- Fixed a few issues with custom language files
- Fixed "neither ... nor ..." not working as expected
- Fixed some log-related errors and fixed some log messages that didn't appear at all
- Fixed not complaining about storing an entity or other non-serialisable data in list variables
- Fixed the Bukkit command registration hack to work in 1.7.2 R0.4 as well
- Fixed effect command to use english
- Code Related
- Slightly improved directions
- Minor performance improvements
- Added draft for sound support
- Removed script caching completely, as it never worked anyway. This might break addons.
- Added some more comments to the API
2.1 (17 December 2013)
- Note
- this release includes two changes to how variables are saved, thus please test saving and loading variables on a test server before updating Skript on your main server (especially if you're using a database - but make sure to configure the test server to access a different database!)
- added support for multiple databases (this also allows to define variables that won't be saved at all)
- variables are no longer saved as text but in binary
- Improved support for regions plugins:
- supported plugins: WorldGuard, Factions, PreciousStones, and GriefPrevention
- new expressions: members/owner(s) of %region%, regions at %location%, block in %region%, the region
- new event: on region enter/exit
- new condition: %player% is member/owner of %region%, %region% contains %location%
- use regions in scripts like 'region "region name", or save them to variables and use the variables instead
- New Expressions
- experience, index of %text% in %text%, join/split %text% by/at %text%, length of %text%, subtext of %text% between %number% and %number%, first/last %number% characters of %text%, max stack size of %item%, line %number% of lore of %item%
- New Effects
- play effect (plays entity and particle effects), force %entity% to dismount
- Fixes and Improvements
- dropped items, falling blocks, and thrown potions can now have item types (e.g. falling dirt, dropped arrow)
- horse variants (mules, donkeys, etc.) can now be distinguished. colours and decorations are not supported yet.
- pigs can now be equipped with saddles, and horses can be equipped with saddles, horse armour, and chests
- added ability to shoot projectiles from any location, not just from entities
- added ability to directly change the id of an item or block
- added warning when using 'items in {var::*}'
- added ability to change the passenger of a vehicle and vice versa
- 'on experience spawn' is now called when fishing as well
- the shooter of a projectile can now be changed
- biomes can now be changed
- added a warning if a variable is assigned a value that cannot be saved
- 'colour of ...' might now work with more items (e.g. stained glass), but this depends on Bukkit
- improved localisation, mostly in regards to aliases
- improved changing expressions
- improved all expressions that have multiple time states when used with expression lists to return the expected value
- improved the 'parse' expression
- several small improvements to parsing
- fixed "<%color expressions%>" in text not working
- and many bug fixes
Older changelog can be found in the respective files.
Comments
Please don't use the comments to ask questions, report a bug or issue, or suggest a new feature, as comments can get extremely unorganized very quickly.
Use the help forum instead if you have a question, the suggestions forum for feature requests, or create a ticket to submit a bug report.
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Posted Jun 20, 2013@xlii1356
That doesn't work because player isn't defined, this is why I used a loop. I rewrote the script and tested it for you to make sure it works.
This will give the player permanent water breathing. If you don't want that then I have a second one here for you. Water breathing lasts for 20 seconds I think, then the player will use their oxygen. Using the variables and the wait makes it so the potion effect doesn't constantly reapply.
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Posted Jun 20, 2013@DemonPenguin
I really appreciate the attention, by the way.
compiles fine and gives no errors, but also doesn't do anything. I stand in water and just drown like normal, no potion effect
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Posted Jun 20, 2013@xlii1356
That first line you have is just a condition. First what you need to do is define an event. When should this code be run? When should Skript check if the player's head is in water? You can find a complete list of all the events here: http://njol.ch/projects/skript/doc/events/
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Posted Jun 20, 2013@DemonPenguin
Thanks for the reply,
I still get "2013-06-20 18:03:57 [SEVERE] can't understand this event: 'if block at player's head is water' (waterdweller.sk, line 1: 'if block at player's head is water:')"
If it helps, I'm using the latest beta build, redownloaded about 20 minutes ago
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Posted Jun 20, 2013@xlii1356
Well looping is for systematically going through multiple values. 'block at player's head' is just one block. In other words, there is no need for the loop in the first place. Simply deleting that line, removing the extra indents, and changing 'loop-block' to 'block at player's head' in the condition should make it work perfectly.
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Posted Jun 20, 2013@Tsugaga
I hate to be whiny, but It looks like the looping does quite work? I'm getting this error: http://pastebin.com/3hg35q1E and the script is underneath that. Any ideas?
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Posted Jun 20, 2013@Mirreducki
@Tsugaga
Perfect, thank you both!
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Posted Jun 20, 2013@Tsugaga
There is a water breathing potion effect.
http://njol.ch/projects/skript/doc/classes/#potioneffecttype
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Posted Jun 20, 2013@xlii1356
There is no water breathing potion. if you don't want the player to die then just make them invulnerable to drowning. Though here are some helpful scripts of what you asked.
Oh btw this is the documentation for potion effects-> http:njol.ch/projects/skript/doc/effects/#EffPotion
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Posted Jun 20, 2013Is there anyway currently to run a command if a player is in water? Like if in water, give water breathing potion effect?
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Posted Jun 20, 2013Could use some piston help. I give players rewards for doing things like mining and what not. I use
This way if a player mines that block it checks if it was placed by a player. This can be bypassed if a player changes the block location with a piston. I need the variable to be deleted and a new one set when a block is pushed/pulled by a piston, but not sure how to write it.
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Posted Jun 20, 2013@Tsugaga
Actuall all versions of Skript except for beta 9 change %player% to %name of player% in the 'execute command' effect. I changed how text is displayed though and accidentally disabled this feature. beta 10 will work correctly again.
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Posted Jun 19, 2013@Maffinator
I never use %player% and never recommend it. %player% uses the chat name so if you have a nickname or prefix/suffix or other things then it includes that in the name. %name of player% uses the player minecraft username.
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Posted Jun 19, 2013@DemonPenguin
Am I going to have to replace %player% to %name of player% as well?
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Posted Jun 19, 2013@Maffinator
Use "%name of loop-player%" to get their actual name and not the display name
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Posted Jun 19, 2013execute console command in beta 9 seems to be very intermittent. It refuses to work in a player loop and in some long pieces of code. In the loop I run a command that gives the players items through Essentials, but it just says "Player not found". I'm using %loop-player% to get the player.
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Posted Jun 19, 2013@Tsugaga
I should actually have fixed this issue long ago o_O
I'll take another look at my fix and improve it if possible as I might have forgotten chicken and slimes (there are many other entites that have items as well, e.g. paintings, item frames, arrows, minecarts, wither skulls, fishes, snowballs, TNT, etc.)
edit: yes, those two were missing. The next version will include the fix.
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Posted Jun 18, 2013I figured out the problem. Using chicken and slime in any living entity/creature/victim/etc condition doesn't work because the item names are the same as the creature name due to aliases. I changed the chicken and slime aliases to be unique from "chicken" and "slime".
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Posted Jun 18, 2013@Tsugaga
Would be nice if u post the ticket.
Btw, i tested it it too, and seems it not work for me also.
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Posted Jun 18, 2013@SuperMinecraftBrosMC
Doesn't work. Tested with other mobs and works fine, doesn't work for chickens.