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 Aug 5, 2012Oh, for the spawn there doesn't really need to be multiple values unless that's the only way of storing coordinates! The first spawn is a one time thing, nobody can get back to that location again :o
Hell, I could even cheat your plugin ;)
Use an on respawn event to define the location of a variable, then delete the skript and use that variable for the on first join event, then set up the rest of the spawning system with its own set of variables :D
This would probably work, considering I've seen that the file that stores that stuff doesn't wipe entries
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Posted Aug 5, 2012@TerraVale
To bind a command to a certain item you could use something like this:
command /bind <text>: trigger: set {%player%.bound commands.%tool%} to argument on rightclick: {%player%.bound commands.%tool%} is set let the player execute command {%player%.bound commands.%tool%}Please note that such bindings will be sensitive on the amount of the item you're holding and can currently randomly be lost if you change any aliases in the config. I will fix the latter issue in the next release, but I won't change the former as it's not an issue actually (you will be able to use 'type of tool' if you're only interested in the id/data and not amount and enchantments)
As for the spawns: It's not yet possible to store multiple values in one variable, thus you can either wait for it to be implemented of create multiple variables (which would require to have a set amount of spawns which all have to be set)
@XeonG8
I guess that a colon was missing at the end of some line (colons indicate that a new section starts like in YAML) or you mixed spaces and tabs in the config (if you use spaces once you have to always use spaces and vice versa)
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Posted Aug 5, 2012@mvdhoning
I think that is to do with priority stuff, so either plugin could need tweaking D:
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Posted Aug 5, 2012@TerraVale
Oh nice :-)
on respawn behaves a bit wierd though
- with multiverse enabled multiverse gets to do the spawn thing
- without multiverse some axis seems to be inverted as i land on another side of a wall i was facing.
Could be due to dev version of bukkit and mc 1.3.1 also.
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Posted Aug 5, 2012@mvdhoning
Unless you need it for exactly what I'm talking about, this is a pre-made one for /setspawn and /spawn alike!
http://dev.bukkit.org/server-mods/skript/forum/scripts/replacers/40567-replacer-for-setspawn-and-spawn-plugins-skript-1-3/#p3
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Posted Aug 5, 2012@Njolbrim:
Skript seems to work fine with 1.3.1 :-) But i did not expect otherwise ;-)
Only villagers now behave differently due to the trading menu to pop up.
But are you saying that if i cancel the rightclick event it could work again without a new version of Skript?
[Edit] After killing the villager and spawning a new priest it does work :-) But cancel event has to be on the first line not after an condition, otherwise the menu shows [/Edit]
Oh replacing essestials with this would be awesome, looking at the things i use from essentials als i mis is a setspawn replacement like the person below me here.
PS i believe i saw i a disable trading with villagers plugins somewhere here on the server mod list ... i say no need we have Skript.
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Posted Aug 4, 2012@Njolbrim
Hey there! So far I've been able to simulate quite a few commands from essentials, and practically replace it completely with just the fundamentals :)
However, there are a few I need your help with, if you don't mind. These few would include /powertool (/pt) and a nice spawning system script!
Next comes the powertool. Using 'id of <> is less than 255:' stop trigger will prevent use of this command on anything other than items. There needs to be a way to bind commands to the tools though, a method I do not know of, but it'd be a nice addition to your replacement forum! If you can think of a way, It's much appreciated.
Last comes the spawning system! This one should be relatively easy. Users on my server start out in a question-type maze, and after which, cannot get back into that maze. This is where I wish them to first spawn, and therefor, the event on first join: is used, which triggers a broadcast to the server saying there's a new user, it will hand them some tools for a start kit, and the part I don't know how to do, warp them to a predefined set of coordinates!
Later on in the same .sk file there will be a command /spawn: which takes them to the actual spawn on the server. Whilst in the maze, world guard flags prevents them from using /spawn.
Big thanks in the mean time :)
EDIT: I got my /back command working! For some reason it refused to set a location variable when a person died, so replacing the event with an on respawn worked mighty fine :3
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Posted Aug 4, 2012@Njolbrim
haha lol.. I gave up, wrote that script up on here.. I should have tested it better.. it did work when I pasted it back in :D
these were the errors i was getting before
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Posted Aug 4, 2012@xereeto
I just replied to your forum post a few minutes before you posted this ;)
To everyone else who reads this: No, it is not yet possible, but I will try to add it to 1.4 which I'm currently working on.
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Posted Aug 4, 2012Is there any way to use enchantments, such as
Thanks
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Posted Aug 4, 2012@mvdhoning
I guess that you can simply cancel the rightclick event for healers and the trade window will not show.
BTW: So does Skript work in 1.3.1 without problems? That's one problem less to worry about ^^
@XeonG8
You could simply 'set the player's gamemode to creative/survival', but the way you do it should actually work. Do you get any errors on server start or does it simply not do anything when you type /g?
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Posted Aug 4, 2012With 1.3.1 villagers give an trading menu that seems to break the healing skript :-(
Dont know if you can 'fix' it.
On the other hand i for non healers i would like to keep the trading option. Could skript control what trading options a villager can offer?
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Posted Aug 4, 2012@TerraVale
update essentials.. it no longer works as a toggle command on its own anymore, requires args
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Posted Aug 4, 2012@XeonG8
Essentials gamemode works completely fine for me, and it is toggleable, however I am currently trying to replace a lot of essential's functions using skript right now as well!
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Posted Aug 4, 2012Noticed the essentials /gamemode has become useless in some update made in the last month. The command is no longer a toggle command.. which means my /g toggle gamemode alias is broken... I give up trying to find a way to get skript to work... the documentation needs more examples and what is possible. I've put it how I think it would work... however it doesn't
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Posted Aug 3, 2012I love you. No homo.
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Posted Aug 3, 2012Random update: I'm currently working on 1.4 which will feature delays. This means that I will likely not be able to fix errors quickly as I want to concentrate on adding new features and fixing issues with those first.
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Posted Aug 3, 2012@TerraVale
One of the next features I will implement are dates which can be used to create cooldowns for commands. Your command could then look like this:
command /claim: permission: donator # I suggest a shared permission for all donator ranks, but you could manually check all different ranks as well. trigger: difference between {%player%.last used claim command} and now is smaller than 12 hours: message "You have to wait %difference between {%player%.last used claim command} and now% before using this command again!" stop player has the permission "donator1": give 1 emerald to the player player has the permission "donator2": give 2 emeralds to the player set {%player%.last used claim command} to now-
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Posted Aug 3, 2012@I can't get a simple join and give a dirt block. Essentials kits provide that if you really need it at the minute
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Posted Aug 3, 2012What would the easiest way be to accomplish something such as follows: (I will be using diamonds as the example item, emeralds are supposed to be the actual item this command gives).
I have three donator groups, and wish for them to be able to run a command such as /claim to claim some diamonds. I also need this command only permitted to be run every 12 hours from the moment a player uses it (or maybe in intervals, player uses it and cannot use it until the next day I.E. server date changes August first to August second).
Each individual group will be getting different amounts, so it could run through an "if" cycle of permission nodes, else it will return a null value and tell the user they don't have permission.
When cycling through if statements and the player has the node, it would simply give the emeralds, display a message, then stop. I just really don't know how one would perform a check so that the command could only be run once every < > interval.