Conditions

Checks, for if lines and on their own to stop a trigger.

Allay Can Duplicate

  • conditions
  • Skript 2.11
%living entities% can (duplicate|clone)%living entities% (can't|cannot|can not) (duplicate|clone)

Checks to see if an allay is able to duplicate naturally.

In Skript since
2.11
ID
CondAllayCanDuplicate
View example
if last spawned allay can duplicate:
	disallow last spawned to duplicate

Alphanumeric

  • conditions
  • Skript 2.4
%texts% (is|are) alphanumeric%texts% (isn't|is not|aren't|are not) alphanumeric

Checks if the given string is alphanumeric.

In Skript since
2.4
ID
CondAlphanumeric
View example
if the argument is not alphanumeric:
	send "Invalid name!"

Beehive Is Sedated

  • conditions
  • Skript 2.11
%blocks% (is|are) sedated%blocks% (isn't|is not|aren't|are not) sedated

Checks if a beehive is sedated from a nearby campfire.

In Skript since
2.11
ID
CondIsSedated
View example
if {_beehive} is sedated:

Bell Is Resonating

  • conditions
  • Skript 2.9.0
%blocks% (is|are) resonating%blocks% (isn't|is not|aren't|are not) resonating

Checks to see if a bell is currently resonating.

A bell will start resonating five game ticks after being rung, and will continue to resonate for 40 game ticks.

In Skript since
2.9.0
ID
CondIsResonating
View example
target block is resonating

Bell Is Ringing

  • conditions
  • Skript 2.9.0
%blocks% (is|are) ringing%blocks% (isn't|is not|aren't|are not) ringing

Checks to see if a bell is currently ringing. A bell typically rings for 50 game ticks.

In Skript since
2.9.0
ID
CondIsRinging
View example
target block is ringing

Brewing Will Consume Fuel

  • conditions
  • Skript 2.13
[the] brewing stand will consume [the] fuel[the] brewing stand (will not|won't) consume [the] fuel

Checks if the 'brewing fuel' event will consume fuel.

Preventing the fuel from being consumed will keep the fuel item and still add to the fuel level of the brewing stand.

In Skript since
2.13
ID
CondBrewingConsume
View example
on brewing fuel:
	if the brewing stand will consume the fuel:
		prevent the brewing stand from consuming the fuel

Camel Is Dashing

  • conditions
  • Skript 2.11
%living entities% (is|are) dashing%living entities% (isn't|is not|aren't|are not) dashing

Checks whether a camel is currently using its dash ability.

In Skript since
2.11
ID
CondIsDashing
View example
if last spawned camel is dashing:
	kill last spawned camel

Can Age

  • conditions
  • Skript 2.10
%living entities% can (age|grow (up|old[er]))%living entities% (can't|cannot|can not) (age|grow (up|old[er]))

Checks whether or not an entity will be able to age/grow up.

In Skript since
2.10
ID
CondCanAge
View example
on breeding:
	entity can't age
	broadcast "An immortal has been born!" to player

Can Breed

  • conditions
  • Skript 2.10
%living entities% can (breed|be bred)%living entities% (can't|cannot|can not) (breed|be bred)

Checks whether or not a living entity can be bred.

In Skript since
2.10
ID
CondCanBreed
View example
on right click on living entity:
	event-entity can't breed
	send "Turns out %event-entity% is not breedable. Must be a Skript user!" to player

Can Despawn

  • conditions
  • Skript 2.11
%living entities% can despawn (on chunk unload|when far away)%living entities% (can't|cannot|can not) despawn (on chunk unload|when far away)

Check if an entity can despawn when the chunk they're located at is unloaded.

More information on what and when entities despawn can be found at reference.

In Skript since
2.11
ID
CondEntityUnload
View example
if last spawned entity can despawn on chunk unload:
	make last spawned entity not despawn on chunk unload

Can Fly

  • conditions
  • Skript 2.3
%players% can fly%players% (can't|cannot|can not) fly

Whether a player is allowed to fly.

In Skript since
2.3
ID
CondCanFly
View example
player can fly

Can Hold

  • conditions
  • Skript 1.0
%inventories% (can hold|ha(s|ve) [enough] space (for|to hold)) %item types%%inventories% (can(no|')t hold|(ha(s|ve) not|ha(s|ve)n't|do[es]n't have) [enough] space (for|to hold)) %item types%

Tests whether a player or a chest can hold the given item.

In Skript since
1.0
ID
CondCanHold
View 2 examples
block can hold 200 cobblestone
player has enough space for 64 feathers

Can Pick Up Items

  • conditions
  • Skript 2.8.0
%living entities% can pick([ ]up items| items up)%living entities% (can't|cannot|can not) pick([ ]up items| items up)

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 is not 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

Contains (Property)

  • conditions
%inventory holders/inventories% (has|have) %item types% [in [(the[ir]|his|her|its)] inventory]%inventory holders/inventories% (doesn't|does not|do not|don't) have %item types% [in [(the[ir]|his|her|its)] inventory]

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 damage
on 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 circumstances
on death:
	entity is not 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:

Damage Source - Was Indirectly Caused

  • conditions
  • Skript 2.12
%damage sources% (was|were) ([in]directly caused|caused [in]directly)%damage sources% (was not|wasn't|were not|weren't) ([in]directly caused|caused [in]directly)

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.

In Skript since
2.6.1
ID
CondEntityIsInLiquid
View 4 examples
if player is in rain:
if player is in water:
player is in lava:
player is in bubble column

Entity Is Sheared

  • conditions
  • Skript 2.8.0
%living entities% (is|are) (sheared|shorn)%living entities% (isn't|is not|aren't|are not) (sheared|shorn)

Checks whether entities are sheared.

In Skript since
2.8.0
ID
CondIsSheared
View example
if targeted entity of player is sheared:
	send "This entity has nothing left to shear!" to player

Entity is Wet

  • conditions
  • Skript 2.6.1
%entities% (is|are) wet%entities% (isn't|is not|aren't|are not) wet

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} is not 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

Equippable Component - Will Lose Durability

  • conditions
  • Skript 2.13
%equippable components% will (lose durability|be damaged) (on [wearer['s]] injury|when [[the] wearer [is]] (hurt|injured|damaged))%equippable components% (will not|won't) (lose durability|be damaged) (on [wearer['s]] injury|when [[the] wearer [is]] (hurt|injured|damaged))

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!"

Exists/Is Set

  • conditions
  • Skript 1.2
%objects% (exist[s]|(is|are) set)%objects% (do[es](n't| not) exist|(is|are)(n't| not) set)

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} is not set
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} to not 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} to whether 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 is not player:
		broadcast "You are not the owner of this tool!"
		stop
	if data tag "custom:damage" of player's tool > 10:
		broadcast "Your tool is heavily damaged!"
	else:
		broadcast "Your tool is in good condition."

Has Played Before

  • conditions
  • Skript 1.4, 2.7
%offline players% [(has|have|did)] [already] play[ed] [on (this|the) server] (before|already)%offline players% (has not|hasn't|have not|haven't|did not|didn't) [(already|yet)] play[ed] [on (this|the) server] (before|already|yet)

Checks whether a player has played on this server before. You can also use on first join if you want to make triggers for new players.

In Skript since
1.4, 2.7 (multiple players)
ID
CondPlayedBefore
View 2 examples
player has played on this server before
player hasn't played before

Has Potion Effect

  • conditions
  • Skript 2.6.1
%living entities% (has|have) ([any|a[n]] [active] potion effect[s]|[any|a] potion effect[s] active)%living entities% (doesn't|does not|do not|don't) have ([any|a[n]] [active] potion effect[s]|[any|a] potion effect[s] active)%living entities% (has|have) %potion effects% [active]%living entities% (doesn't|does not|do not|don't) have %potion effects% [active]

Checks whether an entity has a potion effect with certain properties.

An entity is considered having a potion effect if it has a potion effect with at least the specified properties.

For example, if an entity has an 'ambient speed 5' effect, they would be considered as having 'speed 5'.

For exact comparisons, consider using the Potion Effect of Entity/Item expression in an 'is' comparison.

In Skript since
2.6.1, 2.14 (support for potion effects)
ID
CondHasPotion
View 2 examples
if the player has a potion effect of speed:
	message "You are sonic!"
if all players have speed and haste active:
	broadcast "This server is ready to mine!"

Has Resource Pack

  • conditions
  • Skript 2.4
%players% (has|have) [a] resource pack [(loaded|installed)]%players% (doesn't|does not|do not|don't) have [a] resource pack [(loaded|installed)]

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 true
if {_dates::*} have passed:
	# this will be false

Is a Script Command

  • conditions
  • Skript 2.6
%text% (is|are) [a] s(c|k)ript (command|cmd)%text% (isn't|is not|aren't|are not) [a] s(c|k)ript (command|cmd)

Checks whether a command (string label) is a script command (one registered in a script).

In Skript since
2.6
ID
CondIsScriptCommand
View example
on command:
	command is not a script command
	# do something only for non-custom commands

Is Adult

  • conditions
  • Skript 2.10
%living entities% (is|are) [an] adult%living entities% (isn't|is not|aren't|are not) [an] adult

Checks whether or not a living entity is an adult.

In Skript since
2.10
ID
CondIsAdult
View example
on drink:
	event-entity is not an adult
	kill event-entity

Is Alive

  • conditions
  • Skript 2.0, 2.4-alpha4
%entities% (is|are) (alive|dead)%entities% (isn't|is not|aren't|are not) (alive|dead)

Checks whether an entity is alive. Works for non-living entities too.

In Skript since
2.0, 2.4-alpha4 (non-living entity support)
ID
CondIsAlive
View 2 examples
if {villager-buddy::%player's uuid%} is not dead:
on shoot:
	while the projectile is alive:

Is Baby

  • conditions
  • Skript 2.10
%living entities% (is|are) a (child|baby)%living entities% (isn't|is not|aren't|are not) a (child|baby)

Checks whether or not a living entity is a baby.

In Skript since
2.10
ID
CondIsBaby
View example
on drink:
	event-entity is a baby
	kill event-entity

Is Banned

  • conditions
  • Skript 1.4
%offline players/texts% (is|are) banned%players/texts% (is|are) IP(-| |)banned%offline players/texts% (isn't|is not|aren't|are not) banned%players/texts% (isn't|is not|aren't|are not) IP(-| |)banned

Checks whether a player or IP is banned.

In Skript since
1.4
ID
CondIsBanned
View 3 examples
player is banned
victim is not IP-banned
"127.0.0.1" is banned

Is Bed/Anchor Spawn

  • conditions
  • Skript 2.7
[the] respawn location (was|is)[(n'| no)t] [a] (bed|respawn anchor)

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%

No matching entry in Skript's documentation.

ID
CondIsBetween

Is Block

  • conditions
  • Skript 2.4
%item types% (is|are) ([a] block|blocks)%item types% (isn't|is not|aren't|are not) ([a] block|blocks)

Checks whether an item is a block.

In Skript since
2.4
ID
CondIsBlock
View 2 examples
player's held item is a block
{list::*} are blocks

Is Block Redstone Powered

  • conditions
  • Skript 2.5
%blocks% (is|are) redstone powered%blocks% (is|are) indirectly redstone powered%blocks% (is|are)(n't| not) redstone powered%blocks% (is|are)(n't| not) indirectly redstone powered

Checks if a block is indirectly or directly powered by redstone

In Skript since
2.5
ID
CondIsBlockRedstonePowered
View 2 examples
if clicked block is redstone powered:
	send "This block is well-powered by redstone!"
if clicked block is indirectly redstone powered:
	send "This block is indirectly redstone powered."

Is Blocking

  • conditions
%players% (is|are) (blocking|defending) [with [a] shield]%players% (isn't|is not|aren't|are not) (blocking|defending) [with [a] shield]

Checks whether a player is blocking with their shield.

In Skript since
unknown (before 2.1)
ID
CondIsBlocking
View example
on damage of player:
	victim is blocking
	damage attacker by 0.5 hearts

Is Burning

  • conditions
  • Skript 1.4.4
%entities% (is|are) (burning|ignited|on fire)%entities% (isn't|is not|aren't|are not) (burning|ignited|on fire)

Checks whether an entity is on fire, e.g. a zombie due to being in sunlight, or any entity after falling into lava.

In Skript since
1.4.4
ID
CondIsBurning
View example
# increased attack against burning targets
victim is burning:
	increase damage by 2

Is Charged

  • conditions
  • Skript 2.5, 2.10
%entities% (is|are) (charged|powered)%entities% (isn't|is not|aren't|are not) (charged|powered)

Checks if a creeper, wither, or wither skull is charged (powered).

Please note that it is not possible to change whether a wither is charged.

In Skript since
2.5, 2.10 (withers, wither skulls)
ID
CondIsCharged
View example
if the last spawned creeper is charged:
	broadcast "A charged creeper is at %location of last spawned creeper%"

Is Charging Fireball

  • conditions
  • Skript 2.11
%living entities% (is|are) charging [a] fireball%living entities% (isn't|is not|aren't|are not) charging [a] fireball

Check whether a ghast is charging a fireball.

In Skript since
2.11
ID
CondIsChargingFireball
View example
if last spawned ghast is charging fireball:
	kill last spawned ghast

Is Climbing

  • conditions
  • Skript 2.8.0
%living entities% (is|are) climbing%living entities% (isn't|is not|aren't|are not) climbing

Whether a living entity is climbing, such as a spider up a wall or a player on a ladder.

Requires
Minecraft 1.17+
In Skript since
2.8.0
ID
CondIsClimbing
View example
spawn a spider at location of spawn
wait a second
if the last spawned spider is climbing:
	message "The spider is now climbing!"

Is Conditional

  • conditions
  • Skript 2.10
%blocks% (is|are) [un]conditional%blocks% (isn't|is not|aren't|are not) [un]conditional

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 if an entity's custom name is visible.

In Skript since
2.10
ID
CondIsCustomNameVisible
View example
send true if target's custom name is visible

Is Dancing

  • conditions
  • Skript 2.11
%living entities% (is|are) dancing%living entities% (isn't|is not|aren't|are not) dancing

Checks to see if an entity is dancing, such as allays, parrots, or piglins.

Please note that it is not possible to change whether a parrot is dancing.

In Skript since
2.11
ID
CondIsDancing
View example
if last spawned allay is dancing:
	broadcast "Dance Party!"

Is Eating

  • conditions
  • Skript 2.11
%living entities% (is|are) eating%living entities% (isn't|is not|aren't|are not) eating

Whether a panda or horse type (horse, camel, donkey, llama, mule) is eating.

In Skript since
2.11
ID
CondIsEating
View example
if last spawned panda is eating:
	force last spawned panda to stop eating

Is Edible

  • conditions
  • Skript 2.2-dev36
%item types% (is|are) edible%item types% (isn't|is not|aren't|are not) edible

Checks whether an item is edible.

In Skript since
2.2-dev36
ID
CondIsEdible
View 2 examples
cooked beef is edible
player's tool is edible

Is Empty

  • conditions
%objects% (is|are) empty%objects% (isn't|is not|aren't|are not) empty

Checks whether something is empty.

In Skript since
unknown (before 2.1)
ID
CondIsEmpty
View example
player's inventory is empty

Is Enchanted

  • conditions
  • Skript 1.4.6, 2.12
%item types% (is|are) enchanted [with %enchantment types% [(or (greater|better)|or (lesser|worse))]]%item types% (isn't|is not|aren't|are not) enchanted [with %enchantment types% [(or (greater|better)|or (lesser|worse))]]

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!"

Is Flammable

  • conditions
  • Skript 2.2-dev36
%item types% (is|are) flammable%item types% (isn't|is not|aren't|are not) flammable

Checks whether an item is flammable.

In Skript since
2.2-dev36
ID
CondIsFlammable
View 2 examples
send whether the tag contents of minecraft tag "planks" are flammable
player's tool is flammable

Is Flying

  • conditions
  • Skript 1.4.4
%players% (is|are) flying%players% (isn't|is not|aren't|are not) flying

Checks whether a player is flying.

In Skript since
1.4.4
ID
CondIsFlying
View example
player is not flying

Is From A Mob Spawner

  • conditions
  • Skript 2.10
%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.

In Skript since
2.10
ID
CondFromMobSpawner
View example
send whether target is from a mob spawner

Is Frozen

  • conditions
  • Skript 2.7
%entities% (is|are) frozen%entities% (isn't|is not|aren't|are not) frozen

Checks whether an entity is frozen.

In Skript since
2.7
ID
CondIsFrozen
View example
if player is frozen:
	kill player

Is Fuel

  • conditions
  • Skript 2.5.1
%item types% (is|are) [furnace] fuel%item types% (isn't|is not|aren't|are not) [furnace] fuel

Checks whether an item can be used as fuel in a furnace.

In Skript since
2.5.1
ID
CondIsFuel
View example
on right click on furnace:
	if player's tool is not fuel:
		send "Please hold a valid fuel item in your hand"
		cancel event

Is Gliding

  • conditions
  • Skript 2.7
%living entities% (is|are) gliding%living entities% (isn't|is not|aren't|are not) gliding

Checks whether a living entity is gliding.

In Skript since
2.7
ID
CondIsGliding
View example
if player is gliding

Is Hand Raised

  • conditions
  • Skript 2.8.0
%living entities%'[s] [main] hand[s] (is|are) raised%living entities%'[s] [main] hand[s] (isn't|is not|aren't|are not) raised[main] hand[s] of %living entities% (is|are) raised[main] hand[s] of %living entities% (isn't|is not|aren't|are not) raised%living entities%'[s] off[ |-]hand[s] (is|are) raised%living entities%'[s] off[ |-]hand[s] (isn't|is not|aren't|are not) raisedoff[ |-]hand[s] of %living entities% (is|are) raisedoff[ |-]hand[s] of %living entities% (isn't|is not|aren't|are not) raised

Checks whether an entity has one or both of their hands raised.

Hands are raised when an entity is using an item (eg: blocking, drawing a bow, eating).

In Skript since
2.8.0
ID
CondIsHandRaised
View example
on damage of player:
	if victim's main hand is raised:
		drop player's tool at player
		set player's tool to air

Is Holding

  • conditions
  • Skript 1.0
[%living entities%] ha(s|ve) %item types% in [main] hand[%living entities%] (is|are) holding %item types% [in main hand][%living entities%] ha(s|ve) %item types% in off[(-| )]hand[%living entities%] (is|are) holding %item types% in off[(-| )]hand[%living entities%] (ha(s|ve) not|do[es]n't have) %item types% in [main] hand[%living entities%] (is not|isn't) holding %item types% [in main hand][%living entities%] (ha(s|ve) not|do[es]n't have) %item types% in off[(-| )]hand[%living entities%] (is not|isn't) holding %item types% in off[(-| )]hand

Checks whether a player is holding a specific item. Cannot be used with endermen, use 'entity is [not] an enderman holding <item type>' instead.

In Skript since
1.0
ID
CondItemInHand
View 2 examples
player is holding a stick
victim isn't holding a diamond sword of sharpness

Is In Love

  • conditions
  • Skript 2.10
%living entities% (is|are) in lov(e|ing) [state|mode]%living entities% (isn't|is not|aren't|are not) in lov(e|ing) [state|mode]

Checks whether or not a living entity is in love.

In Skript since
2.10
ID
CondIsInLove
View example
on spawn of living entity:
	if entity is in love:
		broadcast "That was quick!"

Is Incendiary

  • conditions
  • Skript 2.5
%entities% ((is|are) incendiary|cause[s] a[n] (incendiary|fiery) explosion)%entities% ((is not|are not|isn't|aren't) incendiary|(does not|do not|doesn't|don't) cause[s] a[n] (incendiary|fiery) explosion)

Checks if an entity will create fire when it explodes. This condition is also usable in an explosion prime event.

In Skript since
2.5
ID
CondIncendiary
View example
on explosion prime:
	if the explosion is fiery:
		broadcast "A fiery explosive has been ignited!"

Is Incendiary

  • conditions
  • Skript 2.5
the [event(-| )]explosion (is|(is not|isn't)) (incendiary|fiery)

Checks if an entity will create fire when it explodes. This condition is also usable in an explosion prime event.

In Skript since
2.5
ID
CondIncendiary-event
View example
on explosion prime:
	if the explosion is fiery:
		broadcast "A fiery explosive has been ignited!"

Is Infinite

  • conditions
  • Skript 2.7
%time spans/potion effects% (is|are) infinite%time spans/potion effects% (isn't|is not|aren't|are not) infinite

Checks whether potion effects or timespans are infinite.

In Skript since
2.7
ID
CondIsInfinite
View 2 examples
all of the active potion effects of the player are infinite
if timespan argument is infinite:

Is Infinite

  • conditions
  • Skript 2.7
%potion effects% (is|are) infinite%potion effects% (isn't|is not|aren't|are not) infinite

Checks whether potion effects or timespans are infinite.

In Skript since
2.7
ID
CondIsPotionInfinite
View 2 examples
all of the active potion effects of the player are infinite
if timespan argument is infinite:

Is Interactable

  • conditions
  • Skript 2.5.2
%item types% (is|are) interactable%item types% (isn't|is not|aren't|are not) interactable

Checks wether or not a block is interactable.

In Skript since
2.5.2
ID
CondIsInteractable
View example
on block break:
	if event-block is interactable:
		cancel event
		send "You cannot break interactable blocks!"

Is Invisible

  • conditions
  • Skript 2.7
%living entities% (is|are) (invisible|visible)%living entities% (isn't|is not|aren't|are not) (invisible|visible)

Checks whether a living entity is invisible.

In Skript since
2.7
ID
CondIsInvisible
View example
target entity is invisible

Is Invulnerable

  • conditions
  • Skript 2.5, 2.10
%entities/game modes% (is|are) (invulnerable|invincible)%entities/game modes% (isn't|is not|aren't|are not) (invulnerable|invincible)

Checks whether an entity or a gamemode is invulnerable.

For gamemodes, Paper and Minecraft 1.20.6 are required

In Skript since
2.5, 2.10 (gamemode)
ID
CondIsInvulnerable
View 2 examples
target entity is invulnerable
loop all gamemodes:
	if loop-value is not invulnerable:
		broadcast "the gamemode %loop-value% is vulnerable!"

Is Jumping

  • conditions
  • Skript 2.8.0
%living entities% (is|are) jumping%living entities% (isn't|is not|aren't|are not) jumping

Checks whether a living entity is jumping. This condition does not work on players.

In Skript since
2.8.0
ID
CondIsJumping
View example
on spawn of zombie:
	while event-entity is not jumping:
		wait 5 ticks
	push event-entity upwards

Is Leashed

  • conditions
  • Skript 2.5, 2.16
%entities% (is|are) leashed%entities% (isn't|is not|aren't|are not) leashed

Checks to see if an entity is currently leashed.

In Skript since
2.5, 2.16 (all leashable entities)
ID
CondLeashed
View example
target entity is leashed

Is Loaded

  • conditions
  • Skript 2.3, 2.5
chunk[s] %directions% [%locations%] (is|are)[(n't| not)] loaded%chunks/worlds% (is|are)[(n't| not)] loadedworld[s] %worlds% (is|are)[(n't| not)] loaded

Checks whether a world, chunk or script is loaded.

'chunk at 1, 1' uses chunk coordinates, which are location coords divided by 16.

In Skript since
2.3, 2.5 (revamp with chunk at location/coords), 2.10 (Scripts)
ID
CondIsLoaded
View 4 examples
if chunk at {home::%player's uuid%} is loaded:
if chunk 1, 10 in world "world" is loaded:
if world("lobby") is loaded:
if script named "MyScript.sk" is loaded:

Is Loaded

  • conditions
  • Skript 2.3, 2.5
%scripts% (is|are)[(n't| not)] loadedscript[s] %scripts% (is|are)[(n't| not)] loaded

Checks whether a world, chunk or script is loaded.

'chunk at 1, 1' uses chunk coordinates, which are location coords divided by 16.

In Skript since
2.3, 2.5 (revamp with chunk at location/coords), 2.10 (Scripts)
ID
CondIsScriptLoaded
View 4 examples
if chunk at {home::%player's uuid%} is loaded:
if chunk 1, 10 in world "world" is loaded:
if world("lobby") is loaded:
if script named "MyScript.sk" is loaded:

Is Lootable

  • conditions
  • Skript 2.10
%blocks/entities% (is|are) lootable%blocks/entities% (isn't|is not|aren't|are not) lootable

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.

Is Normalized

  • conditions
  • Skript 2.5.1
%vectors% (is|are) normali(z|s)ed%vectors% (isn't|is not|aren't|are not) normali(z|s)ed

Checks whether a vector is normalized i.e. length of 1

In Skript since
2.5.1
ID
CondIsVectorNormalized
View 2 examples
vector of player's location is normalized
vector in direction of player is normalised

Is Occluding

  • conditions
  • Skript 2.5.1
%item types% (is|are) occluding%item types% (isn't|is not|aren't|are not) occluding

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 is of type {selected type}
victim is of 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 an entity is on ground.

In Skript since
2.2-dev26
ID
CondIsOnGround
View example
player is not on ground

Is Online

  • conditions
  • Skript 1.4
%offline players% (is|are) (online|offline|connected)%offline players% (isn't|is not|aren't|are not) (online|offline|connected)

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

Is Operator

  • conditions
  • Skript 2.7
%offline players% (is|are) [[a] server|an] op[erator][s]%offline players% (isn't|is not|aren't|are not) [[a] server|an] op[erator][s]

Checks whether a player is a server operator.

In Skript since
2.7
ID
CondIsOp
View example
player is an operator

Is Passable

  • conditions
  • Skript 2.5.1
%blocks% (is|are) passable%blocks% (isn't|is not|aren't|are not) passable

Checks whether a block is passable.

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.

In Skript since
2.5.1
ID
CondIsPassable
View example
if player's targeted block is passable

Is Pathfinding

  • conditions
  • Skript 2.9.0
%living entities% (is|are) pathfinding [to[wards] %living entity/location%]%living entities% (isn't|is not|aren't|are not) pathfinding [to[wards] %living entity/location%]

Checks whether living entities are pathfinding.

Can only be a living entity that is a Mob.

In Skript since
2.9.0
ID
CondIsPathfinding
View example
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}

Is Persistent

  • conditions
  • Skript 2.11
%entities/blocks% (is|are) persistent%entities/blocks% (isn't|is not|aren't|are not) persistent

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

Is Plugin Enabled

  • conditions
  • Skript 2.6
plugin[s] %texts% (is|are) enabledplugin[s] %texts% (is|are)(n't| not) enabledplugin[s] %texts% (is|are) disabled

Check if a plugin is enabled/disabled on the server.

Plugin names can be found in the plugin's 'plugin.yml' file or by using the '/plugins' command, they are NOT the name of the plugin's jar file.

When checking if a plugin is not enabled, this will return true if the plugin is either disabled or not on the server.

When checking if a plugin is disabled, this will return true if the plugin is on the server and is disabled.

In Skript since
2.6
ID
CondIsPluginEnabled
View 4 examples
if plugin "Vault" is enabled:
if plugin "WorldGuard" is not enabled:
if plugins "Essentials" and "Vault" are enabled:
if plugin "MyBrokenPlugin" is disabled:

Is Poisoned

  • conditions
  • Skript 1.4.4
%living entities% (is|are) poisoned%living entities% (isn't|is not|aren't|are not) poisoned

Checks whether an entity is poisoned.

In Skript since
1.4.4
ID
CondIsPoisoned
View example
if the player is poisoned:
	cure the player from poison
	message "You have been cured!" to the player

Is Preferred Tool

  • conditions
  • Skript 2.7
%item types% (is|are) %blocks/block datas%'s preferred tool[s]%item types% (is|are) [the|a] preferred tool[s] (for|of) %blocks/block datas%%item types% (is|are)(n't| not) %blocks/block datas%'s preferred tool[s]%item types% (is|are)(n't| not) [the|a] preferred tool[s] (for|of) %blocks/block datas%

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 is set
	if player's tool is the preferred tool for event-block:
		break event-block naturally using player's tool
	else:
		cancel event

Is Pressing Key

  • conditions
  • Skript 2.10
%players% (is|are) pressing %input keys%%players% (isn't|is not|aren't|are not) pressing %input keys%%players% (was|were) pressing %input keys%%players% (wasn't|was not|weren't|were not) pressing %input keys%

Checks if a player is pressing a certain input key.

Requires
Minecraft 1.21.2+
In Skript since
2.10
ID
CondIsPressingKey
View example
on player input:
	if player is pressing forward movement key:
		send "You are moving forward!"

Is Responsive

  • conditions
  • Skript 2.14
%entities% (is|are) (responsive|unresponsive)%entities% (isn't|is not|aren't|are not) (responsive|unresponsive)

Checks whether an interaction is responsive or not. Responsiveness determines whether clicking the entity will cause the clicker's arm to swing.

In Skript since
2.14
ID
CondIsResponsive
View 2 examples
if last spawned interaction is responsive:
if last spawned interaction is unresponsive:

Is Riding

  • conditions
  • Skript 2.0, 2.11
%entities% (is|are) riding [%entity types/entities%]%entities% (isn't|is not|aren't|are not) riding [%entity types/entities%]

Tests whether an entity is riding any entity, a specific entity type, or a specific entity.

In Skript since
2.0, 2.11 (entities)
ID
CondIsRiding
View 4 examples
if player is riding:
if player is riding an entity:
if player is riding a saddled pig:
if player is riding last spawned horse:

Is Riptiding

  • conditions
  • Skript 2.5
%living entities% (is|are) riptiding%living entities% (isn't|is not|aren't|are not) riptiding

Checks to see if an entity is currently using the Riptide enchantment.

In Skript since
2.5
ID
CondIsRiptiding
View example
target entity is riptiding

Is Saddled

  • conditions
  • Skript 2.10
%living entities% (is|are) [properly] saddled%living entities% (isn't|is not|aren't|are not) [properly] saddled

Checks whether a given entity (horse or steerable) is saddled.

If 'properly' is used, this will only return true if the entity is wearing specifically a saddle item.

In Skript since
2.10
ID
CondIsSaddled
View example
send whether {_horse} is saddled

Is Screaming

  • conditions
  • Skript 2.11
%living entities% (is|are) screaming%living entities% (isn't|is not|aren't|are not) screaming

Check whether a goat or enderman is screaming.

In Skript since
2.11
ID
CondIsScreaming
View 2 examples
	if last spawned goat is not screaming:
		make last spawned goat scream
	if {_enderman} is screaming:
		force {_enderman} to stop screaming

Is Script Loaded

  • conditions
  • Skript 2.2-dev31
script[s] [%texts%] (is|are) loadedscript[s] [%texts%] (isn't|is not|aren't|are not) loaded

Check if the current script, or another script, is currently loaded.

In Skript since
2.2-dev31
ID
CondScriptLoaded
View 2 examples
script is loaded
script "example.sk" is loaded

Is Silent

  • conditions
  • Skript 2.5
%entities% (is|are) silent%entities% (isn't|is not|aren't|are not) silent

Checks whether an entity is silent i.e. its sounds are disabled.

In Skript since
2.5
ID
CondIsSilent
View example
target entity is silent

Is Sleeping

  • conditions
  • Skript 1.4.4, 2.11
%living entities% (is|are) sleeping%living entities% (isn't|is not|aren't|are not) sleeping

Checks whether an entity is sleeping.

In Skript since
1.4.4, 2.11 (living entities)
ID
CondIsSleeping
View 2 examples
if player is sleeping:
	make player wake up without spawn location update
if last spawned fox is sleeping:
	make last spawned fox stop sleeping

Is Slime Chunk

  • conditions
  • Skript 2.3
%chunk% (is|are) ([a] slime chunk|slime chunks|slimey)%chunk% (isn't|is not|aren't|are not) ([a] slime chunk|slime chunks|slimey)

Tests whether a chunk is a so-called slime chunk.

Slimes can generally spawn in the swamp biome and in slime chunks.

For more info, see the Minecraft wiki.

In Skript since
2.3
ID
CondIsSlimeChunk
View example
command /slimey:
	trigger:
		if chunk at player is a slime chunk:
			send "Yeah, it is!"
		else:
			send "Nope, it isn't"

Is Sneaking

  • conditions
  • Skript 1.4.4
%players% (is|are) sneaking%players% (isn't|is not|aren't|are not) sneaking

Checks whether a player is sneaking.

In Skript since
1.4.4
ID
CondIsSneaking
View example
# prevent mobs from seeing sneaking players if they are at least 4 meters apart
on target:
	target is sneaking
	distance of target and the entity is bigger than 4
	cancel the event

Is Solid

  • conditions
  • Skript 2.2-dev36
%item types% (is|are) solid%item types% (isn't|is not|aren't|are not) solid

Checks whether an item is solid.

In Skript since
2.2-dev36
ID
CondIsSolid
View 2 examples
grass block is solid
player's tool isn't solid

Is Spawnable

  • conditions
  • Skript 2.13
%entity types% (is|are) spawnable [in [the [world]] %world%]%entity types% can be spawned [in [the [world]] %world%]%entity types% (isn't|is not|aren't|are not) spawnable [in [the [world]] %world%]%entity types% (can't|can not|cannot) be spawned [in [the [world]] %world%]

Whether an entity type can be spawned in a world.

Any general types such as 'monster, mob, entity, living entity' etc. will never be spawnable.

In Skript since
2.13
ID
CondIsSpawnable
View example
if a pig is spawnable in world "world": # true
if a monster can be spawned in {_world}: # false

Is Sprinting

  • conditions
  • Skript 1.4.4
%players% (is|are) sprinting%players% (isn't|is not|aren't|are not) sprinting

Checks whether a player is sprinting.

In Skript since
1.4.4
ID
CondIsSprinting
View example
player is not sprinting

Is Stackable

  • conditions
  • Skript 2.7
%items/item types% (is|are) stackable%items/item types% (isn't|is not|aren't|are not) stackable

Checks whether an item is stackable.

In Skript since
2.7
ID
CondIsStackable
View 3 examples
diamond axe is stackable
birch wood is stackable
torch is stackable

Is Swimming

  • conditions
  • Skript 2.3
%living entities% (is|are) swimming%living entities% (isn't|is not|aren't|are not) swimming

Checks whether a living entity is swimming.

In Skript since
2.3
ID
CondIsSwimming
View example
player is swimming

Is Tagged

  • conditions
  • Skript 2.10
%item types/blocks/block datas/entities/entity types% (is|are) tagged (as|with) %minecraft tags%%item types/blocks/block datas/entities/entity types% (isn't|is not|aren't|are not) tagged (as|with) %minecraft tags%

Checks whether an item, block, entity, or entitydata is tagged with the given tag.

In Skript since
2.10
ID
CondIsTagged
View 2 examples
if player's tool is tagged with minecraft tag "enchantable/sharp_weapon":
	enchant player's tool with sharpness 1
if all logs are tagged with tag "minecraft:logs"

Is Tameable

  • conditions
  • Skript 2.5
%living entities% (is|are) tameable%living entities% (isn't|is not|aren't|are not) tameable

Check if an entity is tameable.

In Skript since
2.5
ID
CondIsTameable
View example
on damage:
	if victim is tameable:
		cancel event

Is Tamed

  • conditions
  • Skript 2.10
%entities% (is|are) (tamed|domesticated)%entities% (isn't|is not|aren't|are not) (tamed|domesticated)

Check if a tameable entity is tamed (horse, parrot, cat, etc.).

In Skript since
2.10
ID
CondIsTamed
View 2 examples
send true if {_horse} is tamed
tame {_horse} if {_horse} is untamed

Is Ticking

  • conditions
  • Skript 2.10
%entities% (is|are) ticking%entities% (isn't|is not|aren't|are not) ticking

Checks if an entity is ticking.

In Skript since
2.10
ID
CondIsTicking
View example
send true if target is ticking

Is Transparent

  • conditions
  • Skript 2.2-dev36
%item types% (is|are) transparent%item types% (isn't|is not|aren't|are not) transparent

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.

In Skript since
2.2-dev36
ID
CondIsTransparent
View example
player's tool is transparent.

Is Unbreakable

  • conditions
  • Skript 2.5.1, 2.9.0
%item types% (is|are) (unbreakable|breakable)%item types% (isn't|is not|aren't|are not) (unbreakable|breakable)

Checks whether an item is unbreakable.

In Skript since
2.5.1, 2.9.0 (breakable)
ID
CondIsUnbreakable
View 2 examples
if event-item is unbreakable:
	send "This item is unbreakable!" to player
if tool of {_p} is breakable:
	send "Your tool is breakable!" to {_p}

Is Using Experimental Feature

  • conditions
  • Skript 2.9.0
%script% is using %texts%%scripts% are using %texts%%script% is(n't| not) using %texts%%scripts% are(n't| not) using %texts%

Checks whether a script is using an experimental feature by name.

In Skript since
2.9.0
ID
CondIsUsingFeature
View 2 examples
the script is using "example feature"
on load:
	if the script is using "example feature":
		broadcast "You're using an experimental feature!"

Is Valid

  • conditions
  • Skript 2.7, 2.10
%entities/scripts% (is|are) valid%entities/scripts% (isn't|is not|aren't|are not) valid

Checks whether something (an entity, a script, a config, etc.) is valid.

An invalid entity may have died or de-spawned for some other reason.

An invalid script reference may have been reloaded, moved or disabled since.

In Skript since
2.7, 2.10 (Scripts & Configs)
ID
CondIsValid
View example
if event-entity is valid

Is Wearing

  • conditions
  • Skript 1.0
%living entities% (is|are) wearing %item types%%living entities% (isn't|is not|aren't|are not) wearing %item types%

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
else if {_item} is forced to not glint:
	send "This item is forced to not glint." to player
else:
	send "This item does not have any glint override." to player

Leash Will Drop

  • conditions
  • Skript 2.10
[the] (lead|leash) [item] (will|(won't|will not)) (drop|be dropped)

Checks whether the leash item will drop during the leash detaching in an unleash event.

In Skript since
2.10
ID
CondLeashWillDrop
View example
on unleash:
	if the leash will drop:
		prevent the leash from dropping
	else:
		allow the leash to drop

Left Handed

  • conditions
  • Skript 2.8.0
%living entities% (is|are) (left|right)( |-)handed%living entities% (isn't|is not|aren't|are not) (left|right)( |-)handed

Checks if living entities or players are left or right-handed. Armor stands are neither right nor left-handed.

In Skript since
2.8.0
ID
CondIsLeftHanded
View example
on damage of player:
	if victim is left handed:
		cancel event

Lid Is Open/Closed

  • conditions
  • Skript 2.10
[the] lid[s] of %blocks% (is|are) (open[ed]|closed)%blocks%'[s] lid[s] (is|are) (open[ed]|closed)[the] lid[s] of %blocks% (isn't|is not|aren't|are not) (open[ed]|closed)%blocks%'[s] lid[s] (isn't|is not|aren't|are not) (open[ed]|closed)

Check to see whether lidded blocks (chests, shulkers, etc.) are open or closed.

In Skript since
2.10
ID
CondLidState
View example
if the lid of {_chest} is closed:
	open the lid of {_block}

Matches

  • conditions
  • Skript 2.5.2
%texts% (match[es]|do[es](n't| not) match) %texts%%texts% (partially match[es]|do[es](n't| not) partially match) %texts%

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 is on 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

Panda Is Scared

  • conditions
  • Skript 2.11
%living entities% (is|are) scared%living entities% (isn't|is not|aren't|are not) scared

Whether a panda is scared.

In Skript since
2.11
ID
CondPandaIsScared
View example
if last spawned panda is scared:

Panda Is Sneezing

  • conditions
  • Skript 2.11
%living entities% (is|are) sneezing%living entities% (isn't|is not|aren't|are not) sneezing

Whether a panda is sneezing.

In Skript since
2.11
ID
CondPandaIsSneezing
View example
if last spawned panda is sneezing:
	make last spawned panda stop sneezing

Potion Effect - Has Icon

  • conditions
  • Skript 2.14
%potion effects% (has|have) [an|the] icon%potion effects% (doesn't|does not|do not|don't) have [an|the] icon

Checks whether a potion effect has an icon.

In Skript since
2.14
ID
CondPotionHasIcon
View example
on entity potion effect modification:
	if the potion effect has an icon:
		hide the icon of event-potioneffecttype for event-entity

Potion Effect - Has Particles

  • conditions
  • Skript 2.14
%potion effects% (has|have) [an|the] particles%potion effects% (doesn't|does not|do not|don't) have [an|the] particles

Checks whether a potion effect has particles.

In Skript since
2.14
ID
CondPotionHasParticles
View example
on entity potion effect modification:
	if the potion effect has particles:
		 hide the particles of event-potioneffecttype for event-entity

Potion Effect - Is Ambient

  • conditions
  • Skript 2.14
%potion effects% (is|are) ambient%potion effects% (isn't|is not|aren't|are not) ambient

Checks whether a potion effect is ambient.

That is, whether the potion effect produces more, translucent, particles.

In Skript since
2.14
ID
CondIsPotionAmbient
View example
on entity potion effect modification:
	if the potion effect is ambient:
		message "It's particle time!"

Potion Effect Type - Is Instant

  • conditions
  • Skript 2.14
%potion effect types% (is|are) instant%potion effect types% (isn't|is not|aren't|are not) instant

Checks whether a potion effect type is instant.

That is, whether the effect happens once/immediately.

In Skript since
2.14
ID
CondIsPotionInstant
View example
if any of the potion effects of the player's tool are instant:
	message "Use your tool for immediate benefits!"

PvP

  • conditions
  • Skript 1.3.4
(is PvP|PvP is) enabled [in %worlds%](is PvP|PvP is) disabled [in %worlds%]

Checks the PvP state of a world.

In Skript since
1.3.4
ID
CondPvP
View 2 examples
PvP is enabled
PvP is disabled in "world"

Resource Pack

  • conditions
  • Skript 2.4
[the] resource pack (was|is|has) [been] %resource pack state%[the] resource pack (was|is|has)(n't| not) [been] %resource pack state%

Checks state of the resource pack in a resource pack request response event.

In Skript since
2.4
ID
CondResourcePack
View example
on resource pack response:
	if the resource pack wasn't accepted:
		kick the player due to "You have to install the resource pack to play in this server!"

Running Minecraft

  • conditions
  • Skript 2.5
running [below] minecraft %text%

Checks if current Minecraft version is given version or newer.

In Skript since
2.5
ID
CondMinecraftVersion
View example
running minecraft "1.14"

Starts/Ends With

  • conditions
  • Skript 2.2-dev36, 2.5.1
%texts% (start|end)[s] with %texts%%texts% (doesn't|does not|do not|don't) (start|end) with %texts%

Checks if a text starts or ends with another.

In Skript since
2.2-dev36, 2.5.1 (multiple strings support)
ID
CondStartsEndsWith
View example
if the argument starts with "test" or "debug":
	send "Stop!"

Strider Is Shivering

  • conditions
  • Skript 2.12
%living entities% (is|are) shivering%living entities% (isn't|is not|aren't|are not) shivering

Whether a strider is shivering.

In Skript since
2.12
ID
CondStriderIsShivering
View example
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."
			stop
		set {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.