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
/skript
command. - 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.
For "Player Related"
is there one for when a new player joins? ie first time server joiners?
@Njolbrim
What about the url issue?
I also use mycommand ..which does broadcast-text and the urls in that work just fine
also in broadcast "domain.com" in chat it comes out domain.Com where it capitalizes the letter after the <dot> still not the big issue.. its mainly having the links clickable which they aren't.
Hope you keep adding more to this plugins capabilities its very handy already.
@XeonG8
Thank you for finding this issue, it was caused by the last update which featured an 'at <time>' event and "improved" the 'every' event, also causing it to not unload with /skript reload anymore.
I'm already fixing this and will upload the fix it once I get the other issue I'm currently working on fixed as well.
So I tried the "every 60 real minutes: broadcast "blah blah..."
however on /skript reload
I can't adjust the time, as it keeps the original skript in memory and continues to spam it off at the original time.. it then also starts the updated script with whatever new time you set it to<sub>, how to stop that.. /skript reload ..doesn't unload whatever skripts are in memory or something...</sub>
basically in /skript updates.. and changing the minutes from 1,5 60 ... I now have a very spammy broadcast going until I restart the server it seems.
On top of that how do you urls to work when they are in a broadcast ...they don't work ie not clickable..... anyway to fix it pls
@Njolbrim
I would like to stop the snowstorm, but, whatever, if Skript can stop it. :) btw, thanks!
@xDaVeex
Depends on what you want to do - Do you want to disable snowstorms or the snow blocks that form due to it?
In any case you can take a look at this script: http://dev.bukkit.org/server-mods/skript/forum/scripts/replacers/37006-noweather-1-7-5-skript-v1-0/#p1
Please note that it's not possible to have rain but no snow other than by changing all snow biomes to desert which Skript can't do.
Hy. :D
Any help for stop snow falling??
@beastfeaster
Thank you for finding this mistake :)
fyi, in config.sk, line 224 says "block of bold" when it should be "block of gold"
@joeuguce99
No, not yet. It will likely be added in a future version though.
@TISSIN
This depends on what you want to do. You can e.g. make that when a player rightclicks a set block (the flag) he gets an item (e.g. a dye of the opposing team's colour), which he can then deliver to his team's flag block to give his team a point. When a team has enough points, broadcast a win message, reset the scores and teleport all players to a set lobby/spawn.
You can even make an automated lobby that, if no game is running, checks whether there are enough players in the lobby ands starts a new game by teleporting all players to the ctf area.
if script plugin is awesome give a cookie to the developer
Lol.
Dev has lots of cookies.
Would you be able to code a CTF plugin with this?
Interesting plugin idea ;)
@mvdhoning
No, you cannot change a world's spawn with Skript yet, but I might add this later.
Also maybe it's really not necessary to be able to hardcode blocks into scripts - but I already have so many new things to add that this will have to wait for the moment ;)
@njolbrim:
i like the way it works now even if it means i need to write my own block select command.
e.g. look a the signtravel script i initially had some problems with where i do something similar already like:
teleport player to {%player%.waypoint.%arg 1%.pos}
although in that case i stored only the position and not the block in the variable.
in your example i fail to see how the selected block wil be useable (and reuseable in other places) in the script. is the first user to execute the command able to choose a block / entity?
if you had an block array kind of variable you would be able to loop trough blocks and strip out the needed world and do some quick check on x needing to be bigger or equal to the player position x etc. The block array variable should then be sorted something like world, x, y, z . Dont know how other plugins do that kind of thing in an more or less optimized way.
i see you use the word spawn. can one use skript to change the world spawn?
@mvdhoning
My current plan for being able to add specific blocks or entites into scripts is that you can write <block> or <entity> anywhere in the line, and it will then ask you to select the block(s) and/or entity/ies by rightclicking them.
This works well for e.g. warps: Typing the following into the chat (I don't know how exactly this will work with indentation):
Will prompt the user to select a block, and it will then save that block directly in the script.
One will likely be able to later edit the script and select a different block, though for the purpose of warps using variables is likely a better idea.
The only issue is a 'walk on' event, i.e. 'on walk on <block>': In my current setup this will be very slow. I will likely hack around this issue, as blocks will be saved as <block:world_name:x,y,z>, and the 'walk on' event will then read that information directly and use it in an optimized move event listener to execute it's trigger.
The 'walk on' event will likely also be able to be used more generally - with 'walk on <item type>', e.g. 'on walk on an iron block: kill the player'.
@TheStriker095
The script would look a bit different, but yes, I will be using Vault for economy & advanced permissions.
Do you think adding Vault/Permissions would be good (Vault also for economy)?
Here is an example of both economy and permissions in a script.
on rightclick on an enderman:
# a condition:
is thundering
is in group vip
has permission enderman.diamond
# and some effects:
kill the enderman
give money 30
drop a diamond
Sound like a good idea? I think so :D
@Njolbrim:
with storing a block in a variable you skript can go a long way too on check if some does something with the blocks besides it.
and if you add a on player move event who knows what can be done with that :-)
in theory something like this could then be done
on player moved [to another block]:
distance between location of block above {blockinvariable} and location of player is smaller than 0.5:
drop diamond
only that requirers you as a skript write to make a on player move for every block you want to check.
[edit]changed move to moved to imply the even happens after the player moved to another block[/edit]