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 7, 2012Or do any /skript commands for that matter
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Posted Aug 7, 2012What's the permission to reload?
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Posted Aug 7, 2012@OrbisGaming
You can use broadcast "messagehere" and it will display to the entire server :D
on mine of stone:
broadcast "%player% just mined stone!"
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Posted Aug 7, 2012Works! how do i get it to say that "Kingstarwest just mined stone!" to all players?
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Posted Aug 7, 2012I'm not even joking, This is probably the best plugin I have actually ever seen... There is probably a million features to do for your minecraft server because of the coding skript offers you... It will replace loads of plugins and make it lag less (I'm not even surprised if someone only has 1 plugin and that's skript) Once i can get this working I'm going to do exactly that. :]
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Posted Aug 7, 2012@Njolbrim
Hey there, if you'd like an icon, I have a good 1.5 ~ 2 years experience in photoshop working with pixel art and vector based imagery!
Do you like matte-style icons? :D
This is a recent icon I made for my minecraft server, it turned out pretty good actually.. http://localhostr.com/file/Pr1mnijaVjWp/TV-Citron-Logo-Mtns.png
The mountain in the background is actually a real minecraft mountain, I just took a picture of one that my friend and I made against the sky, used the wand tool to properly crop it out, added a pixel filter to it and changed it's colour properties to overlay the already minty-green background! It's surprising the kind of stuff you can do in photoshop now-a-days...
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Posted Aug 7, 2012@fattredd
I like the concept of an 'S' on a roll of paper :)
BTW: MegaNarwhal randomly made a signature already:
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Posted Aug 7, 2012This is awesome. Great idea Njol! This needs more publicity. You need an icon that people can put in their signatures. I was bored, so I make a quick sketch up of what it might look like. Excuse the crappy quality, all I had to work with was MS paint.
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Posted Aug 7, 2012One things for sure, the chatting can be done with another plugin (pex), skript simply needs to give them the item, doesn't matter which slot; they can move it around. Maybe have it so players can drop it, but can only get it back if they sleep in their bed or make one.
The main feature that skript would need to perform is the whole run a command when the potion is "eaten", and if possible soon, some sort of timer that checks if a player has been damaged within 15 seconds of trying to drink the potion and if so, cancel the event.
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Posted Aug 7, 2012@TerraVale
This is definitely not yet possible and I doubt that it will be possible soon, as it would require quite some features, e.g. inventory events (to prevent the item from being moved around), being able to place an item at a specific position in a player's inventory (e.g. the rightmost hotbar slot), chat events and being able to set a radius (or a set of players who will recieve the message in general), etc.
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Posted Aug 7, 2012@Njolbrim
Thank you tons!
I was also wondering something else before I go throw my laptop two stories to the ground because this piece continuously invades my personal hearing space with constant rattling and buzzing noises coming from the fan. (It's a dell computer, so it's okay to throw off of a building XD).
Another feature I'm wanting to implement is one where the users on my server will always have an item. i.e. a mundane potion. They cannot drop it, they cannot place it in chests, it's stuck in their inventory permanently! The potion will be acting as a command free way to head to the spawn, and when held, you can talk to the entire server. When not holding it, your chat radius is (X) amount. There also needs to be a way to prevent the use of this item from fleeing from battles, so essentially prevent use of the potion if you have been hurt or damaged within 15 seconds of use!
I'm not sure if Skript would be capable of doing this, but if it is, please say so! If not, well, I'll need to go make my own plugin (which really isn't that much of a problem, but I lack intermediate knowledge - as required to make such a plugin, even if eclipse can tell me what events exist and whatnot!)
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Posted Aug 7, 2012@TerraVale
You should be able to use 'player's world is "worldname"' currently, and the next release will feature a '<entity> is in <world>' condition.
For the second question you need to use a loop:
on join: loop all players: distance between loop-player and event-player is smaller than 15 send "§cYou can hear someone nearby" to loop-playerYou don't have to apologize for any questions as they help me to improve Skript :)
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Posted Aug 6, 2012@Njolbrim
Edited material: I'll be posting in the help forums from now on, I'm not sure why I haven't been!
A few more questions, because I can't find all of the existing conditions and such >.<
First question: How do you write a world condition? If player is in world (world): I can't find anything that really works, unfortunately!
Second question: How do you set a condition that checks the distance between two players? on join: distance between the player and victim is smaller than 15: send victim "§cYou can hear someone nearby." I'd like it to send a message to a currently online player when someone logs in within 15 blocks away :)
I also sincerely apologize with all of the requests and questions, I'm practically building an entire minecraft server from the ground up using Skript!
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Posted Aug 6, 2012@DemonPenguin
Actually Skript should take care of data values...
I will look at this and fix the issue if I can find the cause.
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Posted Aug 6, 2012@Njolbrim
I'm just wondering if there is a way to get Skript to check the sub-data of blocks. So you could display the different wool colors when doing the default /id command. The block head script accepts values like 35:9 for cyan wool but doesn't check that value when looking for wool in your inventory. I had a light gray wool and it still let me equip a cyan wool.
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Posted Aug 6, 2012@TerraVale
Sorry, I do not even know exactly how an enderdragon breaks blocks. I heard that he uses explosions, but in this case it's not possible with 1.3.7 as there's no way to get the entity that exploded.
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Posted Aug 6, 2012@Njolbrim
Do you think you could provide the skript to prevent only an enderdragon from breaking blocks? :O
I can't seem to get it to work!
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Posted Aug 5, 2012@TerraVale
Could it be that you used 'message "message"' and not 'send "message" to the attacker'? The 'message' effect sends the message to the default player of the event, but there's no default player in a damage event as two players could be involved. Skript should actually print an error message stating this, but I might have messed this up in some update.
To delete a variable simply use 'delete/clear {variable}'. This completely removes the variable, thus e.g. '{variable} is set' will be false.
edit: I just found out why the error isn't printed: I merged all 'player'/'entity'/etc. expressions into a single one but made a small mistake - It will be fixed in 1.4.
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Posted Aug 5, 2012@Njolbrim
... LOL. I suppose the more logical method would work too... xD
EDIT: I've also been having problems with on damage :( I've been trying to make it so hitting a giant will spawn 2 zombies 1 meter above the creature, but nothing works! The only script I've gotten to work is an on damage poison victim script, and even then it's weird. For example. I set up the on damage script to poison the victim if player is using a gold sword, and has at least 1 red mushroom. On attack, 1 red mushroom is removed, and at a 75% chance, the victim gets poisoned. So for testing purposes, I placed a broadcast effect into the mix so that when the victim gets poisoned it will broadcast text. The giant got poisoned, and the broadcast text never happened.
I'm also wondering how to prevent explosions on just an enderdragon! I have a script that cancels explosions nicely, I think the event is "on explosion:" and I just tell it to cancel the event. However when adding more conditionals to the mix i.e. "on explosion:" "creature is ender dragon:" "cancel event" the ender dragon still completely demolishes blocks!
I hope these are errors on my part, and if they're not, there's a few more kinks that need working out ;)
Another edit: I feel like a big pain in the butt asking all these questions, but here goes! If I want to remove any values from a variable, how would one accomplish this?
command /none: trigger: set {%player%.bound commands.%tool%} ...?
set {variable} to nothing? remove {variable}? I'm not sure :S
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Posted Aug 5, 2012@TerraVale
You could simply make a variable {firstspawn} (which you can set with a custom command) where all new player are teleported (using the 'first spawn' event)