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 26, 2012@DemonPenguin
Here is what my script looks like now.
It is still broken, BUT when someone dies, the Broadcast works.
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Posted Aug 26, 2012@Njolbrim
I've tried to make the autoharvest script again but I still can't figure it out :/
When I right click, sometimes it breaks a few crops, but most of the time it doesn't do anything :/
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Posted Aug 26, 2012You just need a colon after "on death of player" and you have an extra indentation on the last line. You should also tell Skript where you want the zombie to spawn. For example "spawn a zombie at location of player" You could also try "at event-location"
If you want the message to be broadcast to everyone on the server you need to use the broadcast event:
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Posted Aug 26, 2012Can someone help me with this, I am trying to make a zombie spawn in the place of a dead player, but I'm having no luck.
Any help will be appreciated.
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Posted Aug 26, 2012@Pippiter69
Played a lot of MineZ I see ;)
I'm assuming you have this already: http://dev.bukkit.org/server-mods/minez-plugin-package/ and that is why you want the custom healing from MineZ...
Without actually coding your own plugin, this is pretty much as close as you're going to get with a bandaging system: http://dev.bukkit.org/server-mods/bandages/
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Posted Aug 26, 2012Can I request that the documentation be updated with all the expressions/conditions that go along with a certain event?
Certain expressions won't work (such as block expressions in an entity event).
After every event it should have all the expressions/conditions that will work and what they retrieve (like location of spider in on spawn of spider will retrieve its location).
EX:
on spawn
Expressions/Conditions:
Location of, health of, speed of, is poisoned, is burning, is dead, is entityname, block above, block below
etc
This would make writing Skripts so much easier, for example I am currently having trouble writing a script that gives skeletons a 70% chance of taking no damage from arrows.
In the on projectile hit part, you say use the damage event and check for a projectile, but I don't know how to check for a projectile!
The effects part also needs updating, you say you can delete entities in the changelog but there is no delete effect for entities (or it doesn't say so)
I'm also requesting more conditions/expressions. For example the "on spawn of ..." event needs a check if it was spawned by a spawn egg or naturally. I'm sure you are adding these things as you go along, keep up the good work.
Thanks for reading, please consider.
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Posted Aug 26, 2012@GramKunG
Depends on what you want to do, e.g. to heal yourself when rightclicking with sugar use this:
@Pippiter69
This is only partly possible: removing potions effects and applying a regenerative effect are not yet possible, but the rest could be done though it would require a quite complex script.
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Posted Aug 26, 2012can someone code something with this? Plugin category: Roleplay/Mechanics
Suggested name: BanditsAndHealers
What I want: I'd like a plugin the allows a new form of gameplay. What I want is...
BANDITS: If you kill x amount of non-bandits in 1 life you will become a bandit, when you are a bandit your name will be red until you die, when you die it will be reset.
HEALING: To Heal Yourself: When you right click yourself with paper you are healed half a heart. This will turn off any potion effects except for hunger (the zombie flesh effect). This will consume the paper. It will then say "You have been bandaged" in red text. To Heal Others: When you left click a player with shears it does not attack them, it will tell you how much health they have in chat. If you want to heal them 2 hearts then left click them with paper (it won't hurt them) and then left click them with shears. (When you begin healing them (clicking with paper) it will say "You Begin Bandaging [Player]'s wounds. These messages will be in red text. If you want to heal them 2 hearts, and remove there potion effects (including hunger) then left click them with paper, then lime dye, then shears. It will have the same messages as the ones above, in red text. If you want to heal them 2 hearts plus a 5 second regeneration buff, then left click them with paper, then rose red dye, then shears.
HEALERS: To become a healer heal x amount of people in one life. Healing yourself with a bandage does not count as healing someone. When you are a healer you will have a green name, this will reset when you die.
EXCEPTIONS: Healing Exceptions: You can not attack people with a piece of paper, shears, lime dye or rose red dye. You can become a bandit if you are already a healer (kill x people). Bandit Exceptions: You can not become a healer if you are already a bandit. Both: When you die you healer/bandit progress is reset, and you are no longer one if you were one before.
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Posted Aug 26, 2012This plugin can heal player with item? (Sry.I'm not good at english)
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Posted Aug 26, 2012@ablac
Do you get any error with '/rule <integer> <player>'?
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Posted Aug 26, 2012Is there away to accomplish this command?
/rule (Rulenumber) (PlayerName)
Basicly if a player breaks a command i would like staff to be able to do /rule 2 ablac
This is all i have so far cause if i make it /rule <integer> <player> it doesn't load and i don't know if theirs a way to call them separately.
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Posted Aug 26, 2012@Greenturds
Are you using the latest version of Skript?
@ben1996123
Actually 'block above loop-block' works, I use this in the 'teleport with compass' script that's also included as an example in the default download.
About continuing the loop if the next block is farmland: You can simply loop blocks north/east/south/west of some start block and simply stop once you hit a non-farmland block ;)
loop blocks north of <start block>: loop-block is not farmland: stop # do your stuffWorldGuard support is planned but may take a while as I have many things still to add...
@verbul
I will think about adding parsing to script, but I have no idea how long it will take until I can even start implementing it.
@IdealIdeas
I would really like to have a script editor but unfortunately I don't have enough time to create one :/
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Posted Aug 26, 2012Suggestion: Make a program that can work along side this that would simplify the plugin even more.
The program would allow u to open, save, and start new skripts. Instead of typing out all the commands and such, it would all be in easy, neatly sorted lists. (like there would be a list for Conditions, events and such)
I would say make it work like how Starcraft 1's Triggers works but I cant assume you have played starcraft 1 nor tried the map editor. If you have then most of what im asking can be explained there.
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Posted Aug 26, 2012This is what i have already working
This is what i am trying to get to work: With the possibility of a 2 line name (diamond chestplate doesnt fit on one line)
ideal 4 lines of sign//
item
item
cos
cost
the economy skript i wrote uses diamonds, emeralds, and gold nuggets hence the 2 lines of cost.
example//
diamond
chestplate
3 diamond
15 nuggets
also, how do i make a block type (buttons) unbreakable?
Any help would be greatly appreciated
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Posted Aug 25, 2012@GooseMonkey97
o that's interesting, didn't know that.
Edit: Could you make it so that it's possible to check the block above/below/etc. the loop block? I tried "block above loop-block" but it doesn't work.
Also, is it possible to make a loop like this:
I'm trying to make a script to autoharvest and replant my farms (that's why I need to check above the loop block). Is it possible to make it continuously check if the block next to the loop block is farmland and if it is, continue the loop to that block?
Edit: moar questions :D
Is it possible to check if a player has permission to build at a certain block (worldguard)?
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Posted Aug 25, 2012@Njolbrim
Don't worry about it, apparently one of our mods had the .sk file open, so i was saving it, but my changes were getting overwritten or something.
When he closed his copy and reloaded Skript, it worked perfectly.
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Posted Aug 25, 2012@GooseMonkey97
In recent updates they added something along the lines of using tools to break 1hit-able blocks will not damage your tool. Maybe this applies to objects that don't give extra damage when hitting mobs?
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Posted Aug 25, 2012@ben1996123
I don't think hoes are normally damaged when hitting a mob.
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Posted Aug 25, 2012The messages about right clicking and clicking are back.
Verbose is set to medium, but I get 5-10 messages every second in console.
fix pl0x
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Posted Aug 25, 2012@Njolbrim
Thanks :D
edit: I've got this plant with hoe script, but now if I attack a mob with a hoe, it doesn't change the durability of the hoe.