Whether living entities are able to pick up items off the ground or not.
In Skript since
2.8.0
ID
CondCanPickUpItems
View 2 examples
if player can pick items up:send"You can pick up items!"to player
on drop:if player can't pick up items:send"Be careful, you won't be able to pick that up!"to player
Can See
conditions
Skript 2.3, 2.10
%entities%(is|are)[visible|invisible] for %players%%players% can see %entities%%entities%(is|are)(n't| not)[visible|invisible] for %players%%players% can('t| not) see %entities%
Checks whether the given players can see the provided entities.
Requires
Minecraft 1.19+ (entities)
In Skript since
2.3, 2.10 (entities)
ID
CondCanSee
View 2 examples
if sender can't see the player-argument:
message "who dat?"
if the player can see the last spawned entity:
message "hello there!"
Can See Chat Colors
conditions
Skript 2.10
%players% can see chat colo[u]r[s|ing]%players%(can't|cannot|can not) see chat colo[u]r[s|ing]
Checks whether a player can see chat colors.
In Skript since
2.10
ID
CondChatColors
View example
if player can see chat colors:send"Find the red word in <red>this<reset> message."else:send"You cannot partake in finding the colored word."
Can See Messages
conditions
Skript 2.10
%player% can see all messages [in chat]%player% can only see (commands|system messages)[in chat]%player% can('t|[]not) see any (command[s]|message[s])[in chat]%player% can('t|[]not) see all messages [in chat]%player% can('t|[]not) only see (commands|system messages)[in chat]
Checks whether a player can see specific message types in chat.
In Skript since
2.10
ID
CondChatVisibility
View 3 examples
if player can see all messages:send"You can see all messages."
if player can only see commands:send"This game doesn't work with commands-only chat."
if player can't see any messages:send action bar "Server shutting down in 5 minutes!"
Chance
conditions
Skript 1.0, 2.14
chance of %number%(%|)[(fails|failed)]
A condition that randomly succeeds or fails.
Valid values are between 0% and 100%, or if the percent sign is omitted, between 0 and 1.
In Skript since
1.0, 2.14 (chance fails)
ID
CondChance
View 4 examples
chance of 50%:
drop a diamond at location(100, 100, 100,"world')
chance of {chance}% # {chance} between 0 and 100
chance of {chance} # {chance} between 0 and 1
if chance of 99% fails:broadcast"Haha loser! *points and laughs*"
Changed Sign Side
conditions
Skript 2.17
[the](front|back)[side](is|was) changed[the](front|back)[side](is not|isn't|was not|wasn't) changed[the] changed side (is|was)[the](front|back)[the] changed side (is not|isn't|was not|wasn't)[the](front|back)
Checks whether a side was changed in a sign change event.
In Skript since
2.17
ID
CondChangedSide
View example
on sign change:
the back side was changed
cancel the event
send"<red>It is not possible to change the back side of a sign!"to the player
Comparison
conditions
Skript 1.0
%objects%(is|are)[(n't| not)]((greater|more|higher|bigger|larger) than or (equal to|the same as)|(greater|more|higher|bigger|larger) than|above|(less|smaller|lower) than or (equal to|the same as)|(less|smaller|lower) than|below|[equal to|the same as])%objects%%objects%(>=|>|<=|<>|<|=|!=)%objects%%objects%(was|were)[(n't| not)]((greater|more|higher|bigger|larger|above)[than] or (equal to|the same as)|(greater|more|higher|bigger|larger) than|above|(less|smaller|lower|below)[than] or (equal to|the same as)|(less|smaller|lower) than|below|[equal to|the same as])%objects%%objects%(will be|will not be|won't be)((greater|more|higher|bigger|larger|above)[than] or (equal to|the same as)|(greater|more|higher|bigger|larger) than|above|(less|smaller|lower|below)[than] or (equal to|the same as)|(less|smaller|lower) than|below|[equal to|the same as])%objects%%objects%((is|are)|(isn't|aren't|is not|are not))(turning|changing)[in]to %objects%
A very general condition, it simply compares two values. Usually you can only compare for equality (e.g. block is/isn't of <type>), but some values can also be compared using greater than/less than. In that case you can also test for whether an object is between two others.
Note: This is the only element where not all patterns are shown. It has actually another two sets of similar patters, but with (was|were) or will be instead of (is|are) respectively, which check different time states of the first expression.
In Skript since
1.0
ID
CondCompare
View 3 examples
the clicked block is a stone slab or a double stone slab
time in the player's world is greater than 8:00
the creature isnot an enderman or an ender dragon
Contains (Property)
conditions
%objects% contain[s]%objects%%objects%((doesn't|does not|do not|don't) contain)%objects%contents of %objects% contain %objects%contents of %objects%((do not|don't)) contain %objects%
Checks whether a type or list contains certain elements.
When checking if a list contains a specific element, use '{list::*} contains {x}'.
When checking if a single type contains something, use `player's inventory contains {x}`.
When checking if many types contain something, use '{inventories::*} contain {x}` or `contents of {inventories::*} contain {x}`.
ID
CondContains
View 5 examples
block contains 20 cobblestone
player has 4 flint and 2 iron ingots
{list::*} contains 5
names of {list::*} contain "prefix"
contents of the inventories of all players contain 1 stick
Checks whether a type or list contains certain elements.
When checking if a list contains a specific element, use '{list::*} contains {x}'.
When checking if a single type contains something, use `player's inventory contains {x}`.
When checking if many types contain something, use '{inventories::*} contain {x}` or `contents of {inventories::*} contain {x}`.
ID
CondHasItems
View 5 examples
block contains 20 cobblestone
player has 4 flint and 2 iron ingots
{list::*} contains 5
names of {list::*} contain "prefix"
contents of the inventories of all players contain 1 stick
Damage Cause
conditions
Skript 2.0
[the] damage (was|is|has)(|n('|o)t)[been](caused|done|made) by %damage causes%
Tests what kind of damage caused a damage event. Refer to the Damage Cause type for a list of all possible causes.
In Skript since
2.0
ID
CondDamageCause
View 2 examples
# make players use their potions of fire resistance whenever they take any kind of fire damageon damage:
damage was caused by lava, fire or burning
victim is a player
victim has a potion of fire resistance
cancel event
apply fire resistance to the victim for 30 seconds
remove 1 potion of fire resistance from the victim
# prevent mobs from dropping items under certain circumstanceson death:
entity isnot a player
damage wasn't caused by a block explosion, an attack, a projectile, a potion, fire, burning, thorns or poison
clear drops
Damage Source - Does Scale With Difficulty
conditions
Skript 2.12
%damage sources%((does|do) scale|scales) damage with difficulty%damage sources%(do not|don't|does not|doesn't) scale damage with difficulty%damage sources%'[s] damage ((does|do) scale|scales) with difficulty%damage sources%'[s] damage (do not|don't|does not|doesn't) scale with difficulty
Whether the damage from a damage source scales with the difficulty of the server.
In Skript since
2.12
ID
CondScalesWithDifficulty
View example
on death:if event-damage source scales damage with difficulty:
Whether the damage from a damage source was indirectly caused.
Vanilla damage sources are considered indirect if the 'causing entity' and the 'direct entity' are not the same. For example, taking damage from an arrow that was shot by an entity.
In Skript since
2.12
ID
CondWasIndirect
View example
on damage:if event-damage source was indirectly caused:
Do Respawn Anchors Work
conditions
Skript 2.7
respawn anchors [do[(n't| not)]] work in %worlds%
Checks whether or not respawn anchors work in a world.
Requires
Minecraft 1.16+
In Skript since
2.7
ID
CondAnchorWorks
View example
respawn anchors work in world "world_nether"
Egg Will Hatch
conditions
Skript 2.7
[the] egg (will|will not|won't) hatch
Whether the egg will hatch in a Player Egg Throw event.
In Skript since
2.7
ID
CondWillHatch
View example
on player egg throw:if an entity won't hatch:send"Better luck next time!"to the player
Enderman Has Been Stared At
conditions
Skript 2.11
%living entities%(has|have) been stared at%living entities%(doesn't|does not|do not|don't) have been stared at
Checks to see if an enderman has been stared at.
This will return true as long as the entity that stared at the enderman is still alive.
In Skript since
2.11
ID
CondEndermanStaredAt
View example
if last spawned enderman has been stared at:
Entity is in Liquid
conditions
Skript 2.6.1
%entities%(is|are) in (water|lava|[a] bubble[]column|rain)%entities%(isn't|is not|aren't|are not) in (water|lava|[a] bubble[]column|rain)
Checks whether an entity is in rain, lava, water or a bubble column.
Checks whether an entity is wet or not (in water, rain or a bubble column).
In Skript since
2.6.1
ID
CondEntityIsWet
View example
if player is wet:
Entity Storage Is Full
conditions
Skript 2.11
[the] entity storage of %blocks%(is|are) full%blocks%'[s] entity storage (is|are) full[the] entity storage of %blocks%(isn't|is not|aren't|are not) full%blocks%'[s] entity storage (isn't|is not|aren't|are not) full
Checks to see if the an entity block storage (i.e beehive) is full.
In Skript since
2.11
ID
CondEntityStorageIsFull
View example
if the entity storage of {_beehive} is full:
release the entity storage of {_beehive}
Equippable Component - Can Be Dispensed
conditions
Skript 2.13
%equippable components% can be dispensed%equippable components%(can't|cannot|can not) be dispensed%equippable components%(is|are)(able to be dispensed|dispensable)%equippable components%(isn't|is not|aren't|are not)(able to be dispensed|dispensable)
Whether an item can be dispensed by a dispenser.
NOTE: Equippable component elements are experimental. Thus, they are subject to change and may not work as intended.
Requires
Minecraft 1.21.2+
In Skript since
2.13
ID
CondEquipCompDispensable
View 2 examples
if {_item} can be dispensed:add"Dispensable"to lore of {_item}
set {_component} to the equippable component of {_item}
if {_component} isnot able to be dispensed:
allow {_component} to be dispensed
Equippable Component - Can Be Sheared Off
conditions
Skript 2.13
%equippable components% can be sheared off [of entities]%equippable components%(can't|cannot|can not) be sheared off [of entities]
Whether an item can be sheared off of an entity.
NOTE: Equippable component elements are experimental. Thus, they are subject to change and may not work as intended.
Requires
Minecraft 1.21.6+
In Skript since
2.13
ID
CondEquipCompShearable
View 2 examples
if {_item} can be sheared off:add"Shearable"to lore of {_item}
set {_component} to the equippable component of {_item}
if {_component} can not be sheared off:
allow {_component} to be sheared off
Equippable Component - Can Equip On Entities
conditions
Skript 2.13
%equippable components% can be (equipped|put) on[to] entities%equippable components%(can't|cannot|can not) be (equipped|put) on[to] entities
Whether an entity should equip the item when right clicking on the entity with the item.
NOTE: Equippable component elements are experimental. Thus, they are subject to change and may not work as intended.
Requires
Minecraft 1.21.5+
In Skript since
2.13
ID
CondEquipCompInteract
View example
if {_item} can be equipped on entities:
Equippable Component - Can Swap Equipment
conditions
Skript 2.13
%equippable components% can swap equipment [on right click|when right clicked]%equippable components%(can't|cannot|can not) swap equipment [on right click|when right clicked]
Whether an item can swap equipment by right clicking with it in your hand.
The item will swap places of the set 'equipment slot' of the item. If an equipment slot is not set, defaults to helmet.
NOTE: Equippable component elements are experimental. Thus, they are subject to change and may not work aas intended.
Requires
Minecraft 1.21.2+
In Skript since
2.13
ID
CondEquipCompSwapEquipment
View 2 examples
if {_item} can swap equipment:add"Swappable"to lore of {_item}
set {_component} to the equippable component of {_item}
if {_component} can not be equipped when right clicked:
make {_component} swappable
Whether an item will be damaged when the wearer gets injured.
NOTE: Equippable component elements are experimental. Thus, they are subject to change and may not work as intended.
Requires
Minecraft 1.21.2+
In Skript since
2.13
ID
CondEquipCompDamage
View 2 examples
if {_item} will lose durability when hurt:add"Damageable on injury"to lore of {_item}
set {_component} to the equippable component of {_item}
if {_component} won't lose durability on injury:
make {_component} lose durability when injured
Event Cancelled
conditions
Skript 2.2-dev36
[the] event is cancel[l]ed[the] event (is not|isn't) cancel[l]ed
Checks whether or not the event is cancelled.
In Skript since
2.2-dev36
ID
CondCancelled
View example
on click:if event is cancelled:broadcast"no clicks allowed!"
Checks whether a given expression or variable is set.
In Skript since
1.2
ID
CondIsSet
View 2 examples
{teams::%player's uuid%::preferred-team} isnotset
on damage:
projectile exists
broadcast"%attacker% used a %projectile% to attack %victim%!"
Fishing Lure Applied
conditions
Skript 2.10
lure enchantment bonus is (applied|active)lure enchantment bonus is(n't| not)(applied|active)
Checks if the lure enchantment is applied to the current fishing event.
In Skript since
2.10
ID
CondFishingLure
View example
on fishing line cast:if lure enchantment bonus is applied:
cancel event
Goat Has Horns
conditions
Skript 2.11
%living entities%(has|have)((any|a) horn|[a] left horn|[a] right horn|both horns)%living entities%(doesn't|does not|do not|don't) have ((any|a) horn|[a] left horn|[a] right horn|both horns)
Checks to see if a goat has or does not have a left, right, or both horns.
In Skript since
2.11
ID
CondGoatHasHorns
View 2 examples
if last spawned goat does not have both horns:
make last spawned goat have both horns
if {_goat} has a right horn:
force {_goat} tonot have a right horn
Has AI
conditions
Skript 2.5
%living entities%(has|have)(ai|artificial intelligence)%living entities%(doesn't|does not|do not|don't) have (ai|artificial intelligence)
Checks whether an entity has AI.
In Skript since
2.5
ID
CondAI
View example
target entity has ai
Has Boss Bar Flag
conditions
Skript 2.16
%boss bars%[do[es]] darken[s] the sky%boss bars%(doesn't|does not|do not|don't) darken the sky%boss bars%[do[es]] create[s] fog%boss bars%(doesn't|does not|do not|don't) create fog%boss bars%[do[es]] play[s] boss music%boss bars%(doesn't|does not|do not|don't) play boss music
Checks whether a boss bar has a specific flag.
There are three flags:
- 'darken the sky'
- 'create fog'
- 'play boss music'
In Skript since
2.16
ID
CondHasBossBarFlag
View example
if {_mybar} does darken the sky:broadcast"It's getting dark around here.."
Has Chat Filtering
conditions
Skript 2.10
%players%(has|have)(chat|text) filtering (on|enabled)%players%(doesn't|does not|do not|don't) have (chat|text) filtering (on|enabled)
Checks whether a player has chat filtering enabled.
In Skript since
2.10
ID
CondChatFiltering
View example
if player doesn't have chat filtering enabled:send"<gray>This server may contain mature chat messages. You have been warned!"to player
Has Client Weather
conditions
Skript 2.3
%players%(has|have)[a](client|custom) weather [set]%players%(doesn't|does not|do not|don't) have [a](client|custom) weather [set]
Checks whether the given players have a custom client weather
In Skript since
2.3
ID
CondHasClientWeather
View example
if the player has custom weather:
message "Your custom weather is %player's weather%"
Has Custom Model Data
conditions
Skript 2.5, 2.12
%item types%(has|have)[custom] model data [floats|flags|strings|colo[u]rs]%item types%(doesn't|does not|do not|don't) have [custom] model data [floats|flags|strings|colo[u]rs]
Check if an item has a custom model data tag
Requires
Minecraft 1.21.4+ (floats/flags/strings/colours)
In Skript since
2.5, 2.12 (expanded data types)
ID
CondHasCustomModelData
View 3 examples
player's tool has custom model data
if player's tool has custom model data flags:loop custom model data flags of player's tool:send"Flag %loop-index%: %loop-value%"
set {_coloured} towhether player's tool has model data colours
Has Glowing Text
conditions
Skript 2.8.0
[[the](front|back)[side[s]] of]%blocks/item types%(has|have) glowing text[[the](front|back)[side[s]] of]%blocks/item types%(doesn't|does not|do not|don't) have glowing text
Checks whether a sign (either a block or an item) has glowing text. If a sign side is not specified, the front side will be used by default.
In Skript since
2.8.0, 2.17 (sign side support)
ID
CondGlowingText
View example
if target block has glowing text
Has Item Cooldown
conditions
Skript 2.8.0
%players%(has|have)[([an] item|a)] cooldown (on|for)%item types%%players%(has|have)%item types% on [(item|a)] cooldown%players%(doesn't|does not|do not|don't) have [([an] item|a)] cooldown (on|for)%item types%
Checks whether a cooldown is active on the specified item for a specific player.
If the provided item has a cooldown group component specified, the cooldown group will take priority.
Otherwise, the cooldown of the item material will be used.
Requires
MC 1.21.2 (cooldown group)
In Skript since
2.8.0, 2.12 (cooldown group)
ID
CondHasItemCooldown
View example
if player has player's tool on cooldown:send"You can't use this item right now. Wait %item cooldown of player's tool for player%"
Has Item Tooltips
conditions
Skript 2.9.0
[the][entire|additional] tool[]tip[s] of %item types%(is|are)(shown|hidden)[the][entire|additional] tool[]tip[s] of %item types%(isn't|is not|aren't|are not)(shown|hidden)%item types%'[s][entire|additional] tool[]tip[s](is|are)(shown|hidden)%item types%'[s][entire|additional] tool[]tip[s](isn't|is not|aren't|are not)(shown|hidden)
Whether the entire or additional tooltip of an item is shown or hidden.
The 'entire tooltip' is what shows to the player when they hover an item (i.e. name, lore, etc.).
The 'additional tooltip' hides certain information from certain items (potions, maps, books, fireworks, and banners).
Requires
Spigot 1.20.5+
In Skript since
2.9.0
ID
CondTooltip
View 2 examples
send true if entire tooltip of player's tool is shown
if additional tooltip of {_item} is hidden:
Has Line of Sight
conditions
Skript 2.8.0
%living entities%(has|have)[a][direct] line of sight to %entities/locations%%living entities%(doesn't|does not|do not|don't) have [a][direct] line of sight to %entities/locations%%living entities%(has|have) no [direct] line of sight to %entities/locations%
Checks whether living entities have an unobstructed line of sight to other entities or locations.
In Skript since
2.8.0
ID
CondHasLineOfSight
View 3 examples
player has direct line of sight to location 5 blocks to the right of player
victim has line of sight to attacker
player has no line of sight to location 100 blocks in front of player
Has Loot Table
conditions
Skript 2.10
%blocks/entities%(has|have)[a] loot[]table%blocks/entities%(doesn't|does not|do not|don't) have [a] loot[]table
Checks whether an entity or block has a loot table. The loot tables of chests will be deleted when the chest is opened or broken.
In Skript since
2.10
ID
CondHasLootTable
View example
set event-block to chest
if event-block has a loot table:# this will never happen, because it doesn't have a loot table.set loot table of event-block to"minecraft:chests/simple_dungeon"if event-block has a loot table:# this will happen, because it now has a loot table.
Has Metadata
conditions
Skript 2.2-dev36
%metadata holders%(has|have) metadata [(value|tag)[s]]%texts%%metadata holders%(doesn't|does not|do not|don't) have metadata [(value|tag)[s]]%texts%
Checks whether a metadata holder has a metadata tag.
In Skript since
2.2-dev36
ID
CondHasMetadata
View example
if player has metadata value "healer":
Has Permission
conditions
Skript 1.0
%command senders%(has|have)[the] permission[s]%texts%%command senders%(doesn't|does not|do not|don't) have [the] permission[s]%texts%
Test whether a player has a certain permission.
In Skript since
1.0
ID
CondPermission
View 2 examples
player has permission "skript.tree"
victim has the permission "admin":send"You're attacking an admin!"to attacker
Has Persistent Data Tag
conditions
Skript 2.15
%objects%(has|have)[persistent] data tag[s]%texts%%objects%(doesn't|does not|do not|don't) have [persistent] data tag[s]%texts%
Checks if the specified objects have persistent data tags with the given keys.
Keys should be in the format "namespace:key" or "key". If a namespace is omitted, "minecraft" will be used instead.
If a key is invalid, it will be ignored and a warning will be logged.
In Skript since
2.15
ID
CondHasPersistentDataTag
View 2 examples
if player has persistent data tag "koth:capturePoint":add 1 to {points::%{team::%player%}%}
if player's tool has persistent data tags "custom:damage"and"custom:owner":if data tag "custom:owner"of player's tool isnot player:broadcast"You are not the owner of this tool!"stopif data tag "custom:damage"of player's tool > 10:broadcast"Your tool is heavily damaged!"else:broadcast"Your tool is in good condition."
Checks whether the given players have a server resource pack loaded. Please note that this can't detect player's own resource pack, only the resource pack that sent by the server.
In Skript since
2.4
ID
CondHasResourcePack
View example
if the player has a resource pack loaded:
Has Saddle
conditions
%living entities%(has|have)[a] saddle[s]%living entities%(doesn't|does not|do not|don't) have [a] saddle[s]
No matching entry in Skript's documentation.
ID
CondHasSaddle
Has Scoreboard Tag
conditions
Skript 2.3
%entities%(has|have)[the] score[]board tag[s]%texts%%entities%(doesn't|does not|do not|don't) have [the] score[]board tag[s]%texts%
Checks whether the given entities has the given scoreboard tags.
In Skript since
2.3
ID
CondHasScoreboardTag
View example
if the targeted armor stand has the scoreboard tag "test tag":
Ignition Process
conditions
Skript 2.5
[creeper[s]]%living entities%(is|are) going to explode[creeper[s]]%living entities%(is|are) in the (ignition|explosion) processcreeper[s]%living entities%(is|are) ignited[creeper[s]]%living entities%(isn't|is not|aren't|are not) going to explode[creeper[s]]%living entities%(isn't|is not|aren't|are not) in the (ignition|explosion) processcreeper[s]%living entities%(isn't|is not|aren't|are not) ignited
Checks if a creeper is going to explode.
In Skript since
2.5
ID
CondIgnitionProcess
View example
if the last spawned creeper is going to explode:loop all players in radius 3 of the last spawned creeper
send"RUN!!!"to the loop-player
In The Past/Future
conditions
Skript 2.10
%dates%(is|are) in the (past|future)%dates%(isn't|is not|aren't|are not) in the (past|future)%dates% ha(s|ve) passed%dates% ha(s|ve)(n't| not) passed
Checks whether a date is in the past or future.
Note that using the 'now' expression will not be in the past or future when used directly in the condition.
In Skript since
2.10
ID
CondPastFuture
View 3 examples
set {_date} to now
wait 5 seconds
if {_date} is in the past:# this will be true
if now is in the future:# this will be false
set {_dates::*} to 1 day from now, 12 days from now,and 1 year from now
if {_dates::*} are in the future:# this will be trueif {_dates::*} have passed:# this will be false
Checks what the respawn location of a player in the respawn event is.
Requires
Minecraft 1.16+
In Skript since
2.7
ID
CondRespawnLocation
View example
on respawn:
the respawn location is a bed
broadcast"%player% is respawning in their bed! So cozy!"
Is Between
conditions
%objects%(is|are)[(n't| not)] between %objects% and %objects%%objects%(was|were)[(n't| not)] between %objects% and %objects%%objects%(will be|(will not be|won't be)) between %objects% and %objects%
Checks whether a command block is conditional or not.
In Skript since
2.10
ID
CondIsCommandBlockConditional
View example
if {_block} is conditional:
make {_block} unconditional
Is Custom Name Visible
conditions
Skript 2.10
%entities%'[s] custom name[s](is|are) visiblecustom name of %entities%(is|are) visible%entities%'[s] custom name[s](isn't|is not|are not|aren't) visiblecustom name of %entities%(isn't|is not|are not|aren't) visible
Checks whether an item is enchanted. Enchants must match the exact level by default, unless 'or better' or 'or worse' are used.
In Skript since
1.4.6, 2.12 ('or better')
ID
CondIsEnchanted
View 3 examples
tool of the player is enchanted with efficiency 2
if player's helmet or player's boots are enchanted with protection 3 or better:
if player's chestplate is enchanted with protection
Is Evenly Divisible By
conditions
Skript 2.10, 2.12
%numbers%(is|are) evenly divisible by %number%[with [a] tolerance [of]%number%]%numbers%(isn't|is not|aren't|are not) evenly divisible by %number%[with [a] tolerance [of]%number%]%numbers% can be [evenly] divided by %number%[with [a] tolerance [of]%number%]%numbers%(can't|cannot|can not) be [evenly] divided by %number%[with [a] tolerance [of]%number%]%numbers% can be evenly divided by %number%[with [a] tolerance [of]%number%]%numbers%(can't|can[]not) be evenly divided by %number%[with [a] tolerance [of]%number%]
Checks if a number is evenly divisible by another number.
An optional tolerance can be provided to counteract floating point error. The default tolerance is 1e-10.
Any input smaller than the tolerance is considered to be 0.
This means divisors that are too small will always return false, and dividends that are too small will always return true.
In Skript since
2.10, 2.12 (tolerance)
ID
CondIsDivisibleBy
View 3 examples
if 5 is evenly divisible by 5:
if 11 cannot be evenly divided by 10:
if 0.3 can be evenly divided by 0.1 with a tolerance of 0.0000001:
Is Fire Resistant
conditions
Skript 2.9.0
%item types%(is|are)(fire resistant|resistant to fire)%item types%(isn't|is not|aren't|are not)(fire resistant|resistant to fire)
Checks whether an item is fire resistant.
Requires
Spigot 1.20.5+
In Skript since
2.9.0
ID
CondIsFireResistant
View 2 examples
if player's tool is fire resistant:
if {_items::*} aren't resistant to fire:
Is Fish Hook in Open Water
conditions
Skript 2.10
%entities%(is|are) in open water[s]%entities%(isn't|is not|aren't|are not) in open water[s]
Checks whether the fish hook is in open water.
Open water is defined by a 5x4x5 area of water, air and lily pads. If in open water, treasure items may be caught.
In Skript since
2.10
ID
CondIsInOpenWater
View example
on fish catch:if fish hook is in open water:send"You will catch a shark soon!"
%entities%(is|are) from a [mob] spawner%entities%(was|were) spawned (from|by) a [mob] spawner%entities%(isn't|aren't|is not|are not) from a [mob] spawner%entities%(wasn't|weren't|was not|were not) spawned (from|by) a [mob] spawner
Checks if an entity was spawned from a mob spawner.
Checks whether an entity or block is lootable. Lootables are entities or blocks that can have a loot table.
In Skript since
2.10
ID
CondIsLootable
View 3 examples
spawn a pig at event-location
set {_pig} to last spawned entity
if {_pig} is lootable:set loot table of {_pig} to"minecraft:entities/cow"# the pig will now drop the loot of a cow when killed, because it is indeed a lootable entity.
set block at event-location to chest
if block at event-location is lootable:set loot table of block at event-location to"minecraft:chests/simple_dungeon"# the chest will now generate the loot of a simple dungeon when opened, because it is indeed a lootable block.
set block at event-location to white wool
if block at event-location is lootable:# uh oh, nothing will happen because a wool is not a lootable block.
Checks whether an item is a block and completely blocks vision.
In Skript since
2.5.1
ID
CondIsOccluding
View example
player's tool is occluding
Is of Type
conditions
Skript 1.4
%item types/items/entities%(is|are) of type[s]%item types/entity types%%item types/items/entities%(isn't|is not|aren't|are not) of type[s]%item types/entity types%
Checks whether an item or an entity is of the given type. This is mostly useful for variables, as you can use the general 'is' condition otherwise (e.g. 'victim is a creeper').
In Skript since
1.4
ID
CondIsOfType
View 2 examples
tool isof type {selected type}
victim isof type {villager type}
Is on Ground
conditions
Skript 2.2-dev26
%entities%(is|are) on [the] ground%entities%(isn't|is not|aren't|are not) on [the] ground
Checks whether a player is online. The 'connected' pattern will return false once this player leaves the server, even if they rejoin. Be aware that using the 'connected' pattern with a variable will not have this special behavior. Use the direct event-player or other non-variable expression for best results.
In Skript since
1.4
ID
CondIsOnline
View 4 examples
player is online
player-argument is offline
while player is connected:
wait 60 seconds
send"hello!"to player
# The following will act like `{_player} is online`.# Using variables with `is connected` will not behave the same as with non-variables.
while {_player} is connected:broadcast"online!"
wait 1 tick
A block is passable if it has no colliding parts that would prevent players from moving through it.
Blocks like tall grass, flowers, signs, etc. are passable, but open doors, fence gates, trap doors, etc. are not because they still have parts that can be collided with.
make {_entity} pathfind to {_location} at speed 2
while {_entity} is pathfinding
wait a second
launch flickering trailing burst firework colored red at location of {_entity}
subtract 10 from {defence::tower::health}
clear entity within {_entity}
Whether entities, players, or leaves are persistent.
Persistence of entities is whether they are retained through server restarts.
Persistence of leaves is whether they should decay when not connected to a log block within 6 meters.
Persistence of players is if the player's playerdata should be saved when they leave the server. Players' persistence is reset back to 'true' when they join the server.
Passengers inherit the persistence of their vehicle, meaning a persistent zombie put on a non-persistent chicken will become non-persistent. This does not apply to players.
By default, all entities are persistent.
In Skript since
2.11
ID
CondIsPersistent
View example
on spawn:if event-entity is persistent:
make event-entity not persistent
Is Playing Dead
conditions
Skript 2.11
%living entities%(is|are) playing dead%living entities%(isn't|is not|aren't|are not) playing dead
Checks to see if an axolotl is playing dead.
In Skript since
2.11
ID
CondIsPlayingDead
View example
if last spawned axolotl is playing dead:
make last spawned axolotl stop playing dead
Checks whether an item is the preferred tool for a block. A preferred tool is one that will drop the block's item when used. For example, a wooden pickaxe is a preferred tool for grass and stone blocks, but not for iron ore.
Requires
1.16.5+, Paper 1.19.2+ (blockdata)
In Skript since
2.7
ID
CondIsPreferredTool
View example
on left click:
event-block issetif player's tool is the preferred tool for event-block:
break event-block naturally using player's tool
else:
cancel event
# prevent mobs from seeing sneaking players if they are at least 4 meters aparton target:
target is sneaking
distance of target and the entity is bigger than 4
cancel the event
Checks whether an item is transparent. Note that this condition may not work for all blocks, due to the transparency list used by Spigot not being completely accurate.
Checks whether an entity is wearing some items (usually armor).
In Skript since
1.0
ID
CondIsWearing
View 2 examples
player is wearing an iron chestplate and iron leggings
target is wearing wolf armor
Is Whitelisted
conditions
Skript 2.5.2, 2.9.0
[the] server (is|is in)(white[]list mode|white[]listed)[the] server (isn't|is not)(in white[]list mode|white[]listed)[the] server white[]list (is|is being) enforced[the] server white[]list (isn't|is not) enforced%offline players%(is|are) white[]listed%offline players%(isn't|is not|aren't|are not) white[]listed
Whether or not the server or a player is whitelisted, or the server is whitelist enforced.
Requires
MC 1.17+ (enforce)
In Skript since
2.5.2, 2.9.0 (enforce, offline players)
ID
CondIsWhitelisted
View 3 examples
if the player is whitelisted:
if the server is whitelisted:
if the server whitelist is enforced:
Is Within
conditions
Skript 2.7, 2.11
%locations/entities/blocks%(is|are) within %object% and %object%%locations/entities/blocks%(isn't|is not|aren't|are not) within %object% and %object%%locations/entities/blocks%(is|are)(within|in[side [of]])%entities/chunks/worlds/world borders/blocks%%locations/entities/blocks%(isn't|is not|aren't|are not)(within|in[side [of]])%entities/chunks/worlds/world borders/blocks%
Whether a location is within something else. The "something" can be a block, an entity, a chunk, a world, or a cuboid formed by two other locations.
Note that using the is between condition will refer to a straight line between locations, while this condition will refer to the cuboid between locations.
Requires
MC 1.17+ (within block)
In Skript since
2.7, 2.11 (world borders)
ID
CondIsWithin
View 5 examples
if player's location is within {_loc1} and {_loc2}:send"You are in a PvP zone!"to player
if player is in world("world"):send"You are in the overworld!"to player
if attacker's location is inside of victim:
cancel event
send"Back up!"to attacker and victim
if player is in world "world1"or world "world2":
kill player
if player is in world "world"and chunk at location(0, 0, 0):
give player 1 diamond
Is Within Radius
conditions
Skript 2.7
%locations%(is|are) within %number%(block|metre|meter)[s](around|of)%locations%%locations%(isn't|is not|aren't|are not) within %number%(block|metre|meter)[s](around|of)%locations%
Checks whether a location is within a certain radius of another location.
In Skript since
2.7
ID
CondWithinRadius
View example
on damage:if attacker's location is within 10 blocks around {_spawn}:
cancel event
send"You can't PVP in spawn."
Item Has Enchantment Glint Override
conditions
Skript 2.10
%item types%(has|have) enchantment glint overrid(den|e)%item types%(doesn't|does not|do not|don't) have enchantment glint overrid(den|e)%item types%(is|are) forced to [not] glint%item types%(isn't|is not|aren't|are not) forced to [not] glint
Checks whether an item has the enchantment glint overridden, or is forced to glint or not.
In Skript since
2.10
ID
CondItemEnchantmentGlint
View 2 examples
if the player's tool has the enchantment glint override
send"Your tool has the enchantment glint override."to player
if {_item} is forced to glint:send"This item is forced to glint."to player
elseif {_item} is forced tonot glint:send"This item is forced to not glint."to player
else:send"This item does not have any glint override."to player
Checks whether the defined strings match the input regexes (Regular expressions).
In Skript since
2.5.2
ID
CondMatches
View example
on chat:if message partially matches"\d":send"Message contains a digit!"if message doesn't match "[A-Za-z]+":send"Message doesn't only contain letters!"
Panda Is On Its Back
conditions
Skript 2.11
%living entities%(is|are) on (its|their) back[s]%living entities%(isn't|is not|aren't|are not) on (its|their) back[s]
Whether a panda is on its back.
In Skript since
2.11
ID
CondPandaIsOnBack
View example
if last spawned panda ison its back:
make last spawned panda get off its back
Panda Is Rolling
conditions
Skript 2.11
%living entities%(is|are) rolling%living entities%(isn't|is not|aren't|are not) rolling
Whether a panda is rolling.
In Skript since
2.11
ID
CondPandaIsRolling
View example
if last spawned panda is rolling:
make last spawned panda stop rolling
if last spawned strider is shivering:
make last spawned strider stop shivering
Text Display Has Drop Shadow
conditions
Skript 2.10
[[the] text of]%entities%(has|have)[a](drop|text) shadow%entities%'[s] text (has|have)[a](drop|text) shadow[[the] text of]%entities%(doesn't|does not|do not|don't) have [a](drop|text) shadow%entities%'[s] text (doesn't|does not|do not|don't) have [a](drop|text) shadow
Returns whether the text of a display has drop shadow applied.
In Skript since
2.10
ID
CondTextDisplayHasDropShadow
View example
if {_display} has drop shadow:remove drop shadow from the text of {_display}
Text Display Visible Through Blocks
conditions
Skript 2.10
%entities%(is|are) visible through (blocks|walls)%entities%(isn't|is not|aren't|are not) visible through (blocks|walls)
Returns whether text displays can be seen through blocks or not.
In Skript since
2.10
ID
CondTextDisplaySeeThroughBlocks
View example
if last spawned text display is visible through walls:
prevent last spawned text display from being visible through walls
Time
conditions
Skript 2.0
%date%(was|were)( more|(n't| not) less) than %time span%[ago]%date%(was|were)((n't| not) more| less) than %time span%[ago]
Tests whether a given real time was more or less than some time span ago.
In Skript since
2.0
ID
CondDate
View example
command /command-with-cooldown:
trigger:
{command::%player's uuid%::last-usage} was less than a minute ago:
message "Please wait a minute between uses of this command."stopset {command::%player's uuid%::last-usage} to now
# ... actual command trigger here ...
Will Consume Boosting Firework
conditions
Skript 2.10
[the](boosting|used) firework will be consumed[the](boosting|used) firework (will not|won't) be consumed
Checks to see if the firework used in an 'elytra boost' event will be consumed.
In Skript since
2.10
ID
CondElytraBoostConsume
View example
on elytra boost:if the used firework will be consumed:
prevent the used firework from being consumed
Will Despawn
conditions
Skript 2.11
%entities% will (despawn naturally|naturally despawn)%entities% can (despawn naturally|naturally despawn)%entities%(will not|won't)(despawn naturally|naturally despawn)%entities%(can't|cannot|can not)(despawn naturally|naturally despawn)
Checks if the dropped item will be despawned naturally through Minecraft's timer.
In Skript since
2.11
ID
CondItemDespawn
View example
if all dropped items can despawn naturally:
prevent all dropped items from naturally despawning
Generated from NeoSkript 0.1.0-SNAPSHOT's registry on Paper 26.3. Descriptions and examples from Skript's documentation (Skript 2.17.0), GPL-3.0. 1172 of 1205 entries matched one of its entries by id, event name or pattern; the rest show only their patterns.