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.
@TheStriker095
Thank you :)
@PoorBoyDrew
Maybe he just thinks that my plugin is better ;)
I also know of VariableTriggers, and it's currently the plugin of choice if you want scripts that execute if someone clicks on/walks over a specific block, or if you prefer to write scripts in-game.
@mvdhoning
I will never force anyone to install another plugin to be able to use Skript. All hooks into other plugins will be optional, e.g. if you don't have WorldGuard installed the events 'on enter/leave of <region>' will simply not work.
@mvdhoning
They might still be cuboids, but they are not defined using Skript but with some other plugin ;)
@thestriker095: i should have used a ;-) after my remark about me not liking worldguard.
if worldguard support is added i do hope it is optional and it does not force me to install it. e.g. like a plugin to skript as an example of using the skript api.
PS i think skript is/can be powerfull enough to be worldguard/griefprevention !
@TheStriker095
You havent seen variabletriggers yet have you?
@mvdhoning
That’s ridiculous WorldGuard is the #1 used region protection system. Just because you do not used WorldGuard does not mean this plugin should not support it. PS: WorldGuard can do both cuboids and polygons…
Also @Njolbrim this is by far the best plugin I’ve seen since… forever!
dont add worldguard support i dont really like it. Since i replaced it with griefprevention my server is much more stable.
btw worldguard area's are all about cuboid's.
i park the idea of using skript for using with something like regions as i do not yet see a way to store them in variables and browse through a list of them. Say for a fasttravel plugin i need a list of coordinates where a player can teleport to so even if with a player move event i would need to check the player's position agains every place if a player would be near enough.
maybe a system with sign could work though. When a player click on a sign a waypoint could be enabled as player variable. much simpler :-)
@mvdhoning
I expect a loop between two blocks to be a line ;)
I might add WorldGuard support in the future to be able to have events when leaving or entering an area, and maybe the possibility too loop through all blocks of an area. But I will likely not add an expression to loop blocks in a coboid as I don't really like them.
@njolbrim:
i made a typo in one of the variables name leading to something similar as to looking into the sky namely nothing.
is looping suposed to go in a line between 2 blocks? I expected it loop as a square
on the lever thing can something be done like furnaces chests etc but then with state.
block is lever:
set state of lever to off
@mvdhoning
Well you're setting the variables to the targeted block, but you send a message stating it was set to where you're standing... Maybe you were looking at the sky, which would result in the variable being set to nothing.
OOPS i made a typo in a variable name ...
Now it works but the end result is not quite what i expected it made a line of dirt and did not fill it as a square what i expected.
somehow i dont get the parser error anymore but it does not work either.
here it is:
command /setpos1:
permission: skript.blockreplacer
description: set the first position
trigger:
set {%player%.blockreplacer.pos1} to targeted block
message "The first position is set at <dark grey>%location of player%<reset>"
command /setpos2:
permission: skript.blockreplacer
description: set the second position
trigger:
set {%player%.blockreplacer.pos2} to targeted block
message "The second position is set at <dark grey>%location of player%<reset>"
command /replace <material>:
permission: skript.blockreplacer
description: Replace all blocks in selected area with given block
trigger:
loop blocks between {%player%.blockreplacer.pos1} and {%player%.blockreplacers.pos2}:
set loop-block to arg 1
message "test"
and yes i know for this i should use worldedit :-)
@mvdhoning
"Next i felt lucky and tried using that variable in the loop blocks between but the command does not agree with that."
Can you please post the exact line you were trying? I might be able to find an error (either in your line or my code ;) )
I tried storing a block in a variable and it even somewhat worked as i get a line like this in the variables.csv
<player:mvdhoning>.blockreplacer.pos2 block, "world:35,73,167"
Next i felt lucky and tried using that variable in the loop blocks between but the command does not agree with that. But then again how is loop blocks between to know if a variable is going to hold a block or not.
Hmm your example could make a nice path making skript :-)
on the lever thing can something be done like furnaces chests etc but then with state.
block is lever:
set state of lever to off
@mvdhoning
Placing levers, doors, ladders, etc. (i.e. blocks which need a supporting block, are actually more than one block, or otherwise depend on their surroundings) is currently not working very well. Improving this is already planned but it will take a while.
You can loop thourgh blocks in a line with 'loop blocks between <start block> and <end block>'. You can also directly use this in effects, e.g. 'set blocks between the block below the player and the player's targeted block to dirt'.
Just found out that with set block you can place a lever in a on or off state :-)
Sometimes it behaves a bit wierd though. I also see some aliases for levers on wall or floors but do not yet know how to combine it. Maybe i could also just change the state of redstone from on to off.
So when in the future a block can be retrieved from a coordinate i can make a command that can be executed by a citizen (from the citizens plugin) to open or close a steel door.
set block at <coordinate> to <blockid>
But maybe in the future i wont need the citizens plugin anymore as skript can do it all ...
Also i discovered an option that allows to loop blocks between a start and end block? Can you give an example on how to use that?
I know it can be timeconsuming but could there be an even like on player move? It would allow for checking if a player is near enough to the healer villager and have the healer village speak some words like "i will heal you for your gold".
@surfarcher
Yes, something like:
Also thank you for your input, I really appreciate it :) . And i don't mind if we discuss this here or on the forums, though the 'suggestions' forum could use some threads ;)
I just thought about persistence as well: what if the server restarts while the timer is running? If the delay is just stopped players could stay in creative mode forever. To prevent this, ALL values regarding the event would have to be saved, and reloaded after the server restarts. This would require some validate(event) method that e.g. loads the chunk the event happened in and the entity associated with the event. A similar method would also be called once the delay is over, as chunks can be unloaded while the timer is running.
@Njolbrim
Another idea which might even be better...
It still relies on timers being named, but is probably a better solution.
If I knew java I'd offer to help out... But my coding skills lie in other directions (c#, php, perl, etc). I did work as a dev team lead/solution designer for many years tho. So happy to help brainstorm or advise if you like...
Hhmm... I started this discussion... But maybe I should have started it on the Skript forums?
@surfarcher
I have never thought about creating scripts for entities, especially since selecting an entity is as easy as selecting a block. I just have to find a nice way to write such scripts. I would like to use commands or Bukkit's conversations API to write these script directly in-game, as it would give immediate feedback if Skript can't understand a condition/effect, and it would be easy to select the block (or entity) the script belongs to.
This will be the next big update (1.4), and may take even longer than 1.3 (which took exactly one month). I will try to make small releases in between with new effects, though I can't guarantee it.
Delays will have to wait (i.e. are delayed - how ironic =P) until I find a good way to deal with them. I really like your idea, though maybe it's easier to add conditions to the delay: e.g. a condition to stop if player changes gamemode, or to not even start the delay if this exact delay is already counting down (this could be checked per player/block/entity/whatever), etc.
On a second thought it might be the easiest to do it your way: I only need a way to reference a certain delay effect by name, then each delay could be checked if it is running, it could be cancelled, etc.
edit: delay names could be like variables, i.e. they could include %player% to make the delay player-dependent.
@Njolbrim Yes, true. What about...
I too am interested in whether skript will allow scripting on specific locations and am glad to hear the answer is yes :D Will this include scripting instances of objects (e.g., specific chests, doors, levers, etc) and, more interestingly, instances of entities (e.g., villagers, monsters, etc)?
@mvdhoning
VariableTriggers is another plugin: http://dev.bukkit.org/server-mods/variabletriggers/
Any by 'Skript can currently not be used for ...' I mean that it will be possible in the future ;)
@Njolbrim:
where can i find info on VariableTriggers to create a trigger for a specific block in the world?
or do you mean certain types of blocks?
But not possible, is that as in not possible in this version or as in not going to happen.