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.
@mvdhoning
I'm actually mostly finished with 1.3, but the changes caused some bugs which I'm still trying to fix as well as a bug from 1.2. I expect to be able to fix the bugs within a week, but I do not know whether I'll find more bugs which will delay the release.
The main features of 1.3 are better commands and more control over entities, but I also added new expressions and improved existing ones. Another 'feature' is that I fixed variables, which basically makes most of your existing variables invalid, and it's impossible to automatically convert the variables. If you want to keep your variables please tell me and I'll explain how to do it.
Reading text from signs is much easier than writing on them, thus you can expect a simple 'line # of <sign>' expression in 1.3 which can be read and cleared, but not set.
Do you have a planned release date for 1.3?
And give you a small heads up what is expected to be in 1.3 for new features?
Also will it be possible to read text from sign in the future? As i see a planned feature for writing on signs.
A 5th generation language for minecraft? Brilliant....
@codezombie13
'on door open' is simply 'on right/leftclick on door', except if it's triggered by redstone, but redstone support is very minimal and will not be extended in the near future. Remember that witing a trigger that automatically closes doors is not easy, as such a trigger likely look like this:
If a door is opened multiple times within these 2 minutes, the trigger will be executed several times simultaneously for the same door. Thus if someone opens the door 1 minute and 59 seconds after someone else opened it the door will close for no apparent reason. You would also have to add a check whether the block is still a door if you use a simple "set the block to <closed door>" (which is currently the only way to close a door, as there's no effect for that specific purpose).
Delays are a planned feature and will likely be added in 1.4 or earlier. Also there's a list of planned features on github: https://github.com/Njol/Skript/issues?labels=new+feature&page=1&state=open
Ah, here's a suggestion. I didn't see this in the events list.
1) on door open
2) add a delay, in addition to time looping. e.g. after 5 seconds.
The idea I'm going for here is the ability to automatically close doors/fences/trapdoors after a set time.
This in fact works, thanks for the assist.
@mvdhoning
'on projectile hit' is currently a stub event, i.e. it has no special expressions other than 'projectile'. There is also no victim as projectile hit events are called regardless of what the projectile hits or whether it does damage. You will likely be able to get the damage cause of attack events in the future and get the projectile from there as well.
Getting the block where an arrow hit will require the addition of delays, as it's not possible to get the hit block during the event, only afterwards.
I think it's not possible to distinguish projectiles in 1.2, but in 1.3 you'll certainly be able to do it with "projectile is an egg/an arrow/a snowball/etc."
@codezombie13
I looked at my code again and saw that I actually already included a way to specify world by simply putting their names into double quotes, e.g. "world_creative". I guess I changed this in 1.1 or 1.2 but didn't realize that it changed the event as well. Try to put the world name into quotes and test whether this works.
@Njolbrim
This doesn't work, this actually provides the same error as before:
every minecraft hour in world_creative:
time is between 17:00 and 18:00
set time in the world to 06:00
[SEVERE] [Skript] 'world_creative' is not a world
It appears the trigger is not recognizing world_creative as a world. My world list, does in fact have a world named, world_creative, and I should probably mention that I only want the time to be day in that particular world.
Can you give some more info on projectile hit?
on projectile hit:
projectile is a snowball
victim is a player
#is that a correct check?
how do i find out if it hit a player or an entity or an block?
how do i find out what the projectile was arrow, snowball, egg?
e.g. i want to find out if an player was hit by an snowball for a snowball arena
for a future i would like to make a shooting range to practice shooting arrows and giving points according to the block hit.
But for now i am puzzled.
@dillyg10
You can already create addons for Skript, but you'll have to use the Javadocs to figure out how to do this as I didn't write any documentation on the API yet.
Hey, It would be really nice if you could open up an API to devs so that we can make our own little commands/plugins for skript!
@mvdhoning
I already added a world parameter to the time event as a workaround for this issue:
I have yet to find a good way to specify worlds and aplayers in triggers, but the'll likely be in double quotes.
A separate variables file for every trigger file is a good idea, especially since you likely don't need to access variables of other trigger files.
As for the loops: If you loop players it's loop-player, for worlds it's loop-world, for ids it's loop-id, etc. Also if you have two loops which loop through worlds you can access the first with loop-world-1 and the second with loop-world-2.
Err, how would you check for a specific world than? I am now lost a bit.
every mc hour:
loop worlds:
loop-world name is 'creative_world'
time of loop-world is between 17:00 and 18:00
set time of loop-world to 6 am
Is adding quotes enough of will checking for a specific world only be possible in a future version of skript?
What is the problem with storing variables in a flat file? Suggested feature variables file on my end would be to give each trigger its own variables file.
Also can you give a bit more expanation on the loop variable names that are auto made? like for loop worlds you get loop-world, but how and why?
@codezombie13
Let's say you have a world named "player". How is Skript supposed to be able to distinguish that world form a player? The same applies to player names as well.
In your example you can simply replace 'world_creative' with 'world', as you already stated the world in the event. Your trigger will not work though, as 1) it checks the time every real hour (i.e. not every minecraft hour - i changed that in 1.2), and it is very unlikely that the trigger will execute exactly when the world's time is exactly 18:00. On my test server I use the following trigger to make eternal day on all worlds:
BTW: This is the oldest unsolved issue: https://github.com/Njol/Skript/issues?state=open
@codezombie13
Redis looks cool, I think I'll look further into it.
Something I ran across tonight:
every hour in world_creative:
time is 18:00
set time in world_creative to 06:00
I get the following:
[SEVERE] [Skript] 'world_creative' is not a world
Great plugin, I've got a hundred cool ideas for our server. However, the flat file seems to have issues w/ resetting variables. I was wondering, have you thought about support for something like sqlite, or even better redis?
@mvdhoning
That trigger is mostly valid, but there's one main issue which is a bug in 1.0-1.2.1: Who is the "player"? Is it the attacker or the victim? From 1.3 on you'll have to either use 'attacker' or 'victim' to specify this difference.
You also have to check whether the villager is actually attacked by a player with "attacker is a player", or the trigger will partly work for other mobs attacking villagers. You could alternatively use a rightclick instead of an attack/leftclick as event of the trigger.
As for the questions in the trigger:
1) "goldbar" is not a predefined alias, you can either create it or use the default "gold ingot", otherwise that condition is valid
2) You can simply heal the player: heal the attacker by 5 hearts
Also you should probably remove the gold bar from the player if you want the healing to cost something ;)
@Njolbrim:
Oh, nice that could turn out to be very powerfull. Nice :-)
With that i think i can even introduce a healer villager that can heal a player when given a gold bar. And not just give healing powers to all villagers.
on damage of villager:
player is holding goldbar #can i check this way for the item in hand for a player?
{%victim%.healer} is true
damage player by -5 hearts #dont know if i can heal with negative damage?
cancel event
@mvdhoning
I could easily add a way to store variables for entities, e.g. the following could mark a villager as invulnerable:
you could then use this information to identify your villagers in events, e.g. in order to make them invulnerable:
@Njolbrim:
Could you make an optional way of a mob that does get stored?
spawn villager at targeted block as {villagerlist.villager1}