Effects

Lines that do something: send, give, teleport.

Action Bar

  • effects
  • Skript 2.3
send [the] action[ ]bar [with text] %object% [to %audiences%]

Sends an action bar message to an audience.

In Skript since
2.3, 2.15 (support for sending anything)
ID
EffActionBar
View example
send action bar "Hello player!" to player

Allay Duplicate

  • effects
  • Skript 2.11
allow %living entities% to (duplicate|clone)prevent %living entities% from (duplicating|cloning)

Set whether an allay can or cannot duplicate itself.

This is not the same as breeding allays.

In Skript since
2.11
ID
EffAllayCanDuplicate
View 2 examples
allow all allays to duplicate
prevent all allays from duplicating

Allow / Prevent Leash Drop

  • effects
  • Skript 2.10
(force|allow) [the] (lead|leash) [item] to drop(block|disallow|prevent) [the] (lead|leash) [item] from dropping

Allows or prevents the leash from being dropped in an unleash event.

In Skript since
2.10
ID
EffDropLeash
View example
on unleash:
	if player is not set:
		prevent the leash from dropping
	else if player is op:
		allow the leash to drop

Allow Aging

  • effects
  • Skript 2.10
lock age of %living entities%prevent aging of %living entities%prevent %living entities% from agingunlock age of %living entities%allow aging of %living entities%allow %living entities% to age

Sets whether or not living entities will be able to age.

In Skript since
2.10
ID
EffAllowAging
View example
on spawn of animal:
	allow aging of entity

Apply Bone Meal

  • effects
  • Skript 2.8.0
apply [%number%] bone[ ]meal[s] [to %blocks%]

Applies bone meal to a crop, sapling, or composter

Requires
MC 1.16.2+
In Skript since
2.8.0
ID
EffApplyBoneMeal
View example
apply 3 bone meal to event-block

Apply Fishing Lure

  • effects
  • Skript 2.10
apply [the] lure enchantment bonusremove [the] lure enchantment bonus(reel|pull) in [the] hook[ed] entity

Sets whether the lure enchantment should be applied, which reduces the wait time.

In Skript since
2.10
ID
EffFishingLure
View example
on fishing line cast:
	apply lure enchantment bonus

Apply Potion Effect

  • effects
  • Skript 2.0
(apply|grant) %potion effects% to %living entities% [for %time span%](affect|afflict) %living entities% with %potion effects% [for %time span%]

Applies a potion effect to an entity.

In Skript since
2.0, 2.14 (syntax rework)
ID
EffApplyPotionEffect
View 3 examples
apply swiftness 2 to the player
command /strengthboost:
	trigger:
		apply strength 10 to the player for 5 minutes
apply the potion effects of the player's tool to the player

Ban

  • effects
  • Skript 1.4, 2.1.1
ban [and kick] %texts/offline players% [(by reason of|because [of]|on account of|due to) %text%] [for %time span%]unban %texts/offline players%ban [and kick] %players% by IP [(by reason of|because [of]|on account of|due to) %text%] [for %time span%]unban %players% by IPIP(-| )ban [and kick] %players% [(by reason of|because [of]|on account of|due to) %text%] [for %time span%](IP(-| )unban|un[-]IP[-]ban) %players%

Bans or unbans a player or an IP address.

If a reason is given, it will be shown to the player when they try to join the server while banned.

A length of ban may also be given to apply a temporary ban. If it is absent for any reason, a permanent ban will be used instead.

We recommend that you test your scripts so that no accidental permanent bans are applied.

Note that banning people does not kick them from the server.

You can optionally use 'and kick' or consider using the kick effect after applying a ban.

In Skript since
1.4, 2.1.1 (ban reason), 2.5 (timespan), 2.9.0 (kick)
ID
EffBan
View 5 examples
unban player
ban "127.0.0.1"
IP-ban the player because "he is an idiot"
ban player due to "inappropriate language" for 2 days
ban and kick player due to "inappropriate language" for 2 days

Boss Bar Flags

  • effects
  • Skript 2.16
make %boss bars% [(not|no longer)] darken the skystop %boss bar% from darkening the skymake %boss bars% [(not|no longer)] create fogstop %boss bar% from creating fogmake %boss bars% [(not|no longer)] play boss musicstop %boss bar% from playing [the] boss music

Makes a boss bar have or not have a flag.

The `play boss music` flag does not actually play any sound or do anything.

However you can use a resource pack to play your own custom sound.

In Skript since
2.16
ID
EffBossBarFlags
View example
broadcast "The boss has entered a new phase! Watch out for the fog..."
make {_bossbar} create fog
wait 30 seconds
broadcast "The fog has subsided... for now"
make {_bossbar} no longer create fog

Break Block

  • effects
  • Skript 2.4
break %blocks% [naturally] [using %item type%]

Breaks the block and spawns items as if a player had mined it

You can add a tool, which will spawn items based on how that tool would break the block

(ie: When using a hand to break stone, it drops nothing, whereas with a pickaxe it drops cobblestone)

In Skript since
2.4
ID
EffBreakNaturally
View 3 examples
on right click:
	break clicked block naturally
loop blocks in radius 10 around player:
	break loop-block using player's tool
loop blocks in radius 10 around player:
	break loop-block naturally using diamond pickaxe

Broadcast

  • effects
  • Skript 1.0
broadcast %objects% [(to|in) %worlds%]

Broadcasts a message to the server.

In Skript since
1.0, 2.6 (support for broadcasting anything), 2.6.1 (using advanced formatting)
ID
EffBroadcast
View 2 examples
broadcast "Welcome %player% to the server!"
broadcast "Woah! It's a message!"

Cancel Active Item

  • effects
  • Skript 2.8.0
(cancel|interrupt) [the] us[ag]e of %living entities%'[s] [active|current] item

Interrupts the action entities may be trying to complete.

For example, interrupting eating, or drawing back a bow.

In Skript since
2.8.0
ID
EffCancelItemUse
View example
on damage of player:
	if the victim's active tool is a bow:
		interrupt the usage of the player's active item

Cancel Command Cooldown

  • effects
  • Skript 2.2-dev34
[un](cancel|ignore) [the] [current] [command] cooldown

Only usable in commands. Makes it so the current command usage isn't counted towards the cooldown.

In Skript since
2.2-dev34
ID
EffCancelCooldown
View example
command /nick <text>:
	executable by: players
	cooldown: 10 seconds
	trigger:
		if length of arg-1 is more than 16:
			# Makes it so that invalid arguments don't make you wait for the cooldown again
			cancel the cooldown
			send "Your nickname may be at most 16 characters."
			stop
		set the player's display name to arg-1

Cancel Drops

  • effects
  • Skript 2.4, 2.12
(cancel|clear|delete) [the] drops [of (items|[e]xp[erience][s])](cancel|clear|delete) [the] (item|[e]xp[erience]) drops

Cancels drops of items in a death, block break, block drop, and block harvest events.

The dropped experience can be cancelled in a death and block break events.

Please note that using this in a death event doesn't keep items or experience of a dead player. If you want to do that, use the Keep Inventory / Experience effect.

Requires
1.12.2 or newer (cancelling item drops of blocks)
In Skript since
2.4, 2.12 (harvest event)
ID
EffCancelDrops
View 3 examples
on death of a zombie:
	if name of the entity is "&cSpecial":
		cancel drops of items
on break of a coal ore:
	cancel the experience drops
on player block harvest:
	cancel the item drops

Cancel Event

  • effects
  • Skript 1.0
cancel [the] eventuncancel [the] event

Cancels the event (e.g. prevent blocks from being placed, or damage being taken).

In Skript since
1.0
ID
EffCancelEvent
View example
on damage:
	victim is a player
	victim has the permission "skript.god"
	cancel the event

Change: Set/Add/Remove/Remove All/Delete/Reset

  • effects
  • Skript 1.0
set %objects% to %objects%(add|give) %objects% to %objects%increase %objects% by %objects%remove (all|every) %objects% from %objects%(remove|subtract) %objects% from %objects%(reduce|decrease) %objects% by %objects%(delete|clear|reset) %objects%give %objects% %objects%

A general effect that can be used for changing many expressions.

Some expressions can only be set and/or deleted, while others can also have things added to or removed from them.

In Skript since
1.0 (set, add, remove, delete), 2.0 (remove all)
ID
EffChange
View 6 examples
set the player's display name to "<red>%name of player%"
set the block above the victim to lava
add 2 to the player's health # preferably use '<a href='#EffHealth'>heal</a>' for this
add argument to {blacklist::*}
give a diamond pickaxe of efficiency 5 to the player
increase the data value of the clicked block by 1
remove 2 pickaxes from the victim
subtract 2.5 from {points::%uuid of player%}
remove every iron tool from the player
remove all minecarts from {entitylist::*}
delete the block below the player
clear drops
delete {variable}
reset walk speed of player
reset chunk at the targeted block

Charge Entity

  • effects
  • Skript 2.5, 2.10
make %entities% (charged|(uncharged|not charged))[un]charge %entities%

Charges or uncharges a creeper or wither skull. A creeper is charged when it has been struck by lightning.

In Skript since
2.5, 2.10 (wither skulls)
ID
EffCharge
View example
on spawn of creeper:
	charge the event-entity

Clear Entity Storage

  • effects
  • Skript 2.11
(clear|empty) the (stored entities|entity storage) of %blocks%

Clear the stored entities of an entity block storage (i.e. beehive).

In Skript since
2.11
ID
EffClearEntityStorage
View example
clear the stored entities of {_beehive}

Color Items

  • effects
  • Skript 2.0, 2.2-dev26
(dye|colo[u]r|paint) %item types% %colour%(dye|colo[u]r|paint) %item types% (%number%, %number%, %number%)

Colors items in a given color. You can also use RGB codes if you feel limited with the 16 default colors. RGB codes are three numbers from 0 to 255 in the order (red, green, blue), where (0,0,0) is black and (255,255,255) is white. Armor is colorable for all Minecraft versions. With Minecraft 1.11 or newer you can also color potions and maps. Note that the colors might not look exactly how you'd expect.

In Skript since
2.0, 2.2-dev26 (maps and potions)
ID
EffColorItems
View 2 examples
dye player's helmet blue
color the player's tool red

Command

  • effects
  • Skript 1.0, 2.8.0
execute [the] [bungee[cord]] command[s] %texts% [by %command senders%]execute [the] %command senders% [bungee[cord]] command[s] %texts%(let|make) %command senders% execute [[the] [bungee[cord]] command[s]] %texts%

Executes a command. This can be useful to use other plugin in triggers.

If the command is a BungeeCord side command, you can use the '[bungeecord]' keyword option to execute the command on the proxy.

In Skript since
1.0, 2.8.0 (BungeeCord command)
ID
EffCommand
View 3 examples
make player execute command "/home"
execute console command "/say Hello everyone!"
execute player bungeecord command "/alert &6Testing Announcement!"

Conditional / Unconditional

  • effects
  • Skript 2.10
make command block[s] %blocks% [un]conditional

Sets whether the provided command blocks are conditional or not.

In Skript since
2.10
ID
EffCommandBlockConditional
View 2 examples
make command block {_block} conditional
make command block {_block} unconditional if {_block} is conditional

Connect

  • effects
  • Skript 2.3, 2.10
connect %players% to [proxy|bungeecord] [server] %text%send %players% to [proxy|bungeecord] server %text%transfer %players% to server %text% [on port %number%]

Connect a player to a server running on your proxy, or any server supporting transfers. Read below for more information.

If the server is running Minecraft 1.20.5 or above, you may specify an IP and Port to transfer a player over to that server.

When transferring players using an IP, the transfer will not complete if the `accepts-transfers` option isn't enabled in `server.properties` for the server specified.

If the port is not provided, it will default to `25565`.

In Skript since
2.3, 2.10 (transfer)
ID
EffConnect
View 3 examples
connect all players to proxy server "hub"
transfer player to server "my.server.com"
transfer player to server "localhost" on port 25566

Consume Boosting Firework

  • effects
  • Skript 2.10
(prevent|disallow) [the] (boosting|used) firework from being consumedallow [the] (boosting|used) firework to be consumed

Prevent the firework used in an 'elytra boost' event to be consumed.

In Skript since
2.10
ID
EffElytraBoostConsume
View example
on elytra boost:
	if the used firework will be consumed:
		prevent the used firework from being consume

Consume Brewing Fuel

  • effects
  • Skript 2.13
make [the] brewing stand consume [its|the] fuelprevent [the] brewing stand from consuming [its|the] fuel

Makes the brewing stand in a brewing fuel event consume its 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
EffBrewingConsume
View example
on brewing fuel consumption:
	prevent the brewing stand from consuming the fuel

Continue

  • effects
  • Skript 2.2-dev37, 2.7
continue [this loop|[the] [current] loop]continue [the] <\d+>(st|nd|rd|th) loop

Moves the loop to the next iteration. You may also continue an outer loop from an inner one. The loops are labelled from 1 until the current loop, starting with the outermost one.

In Skript since
2.2-dev37, 2.7 (while loops), 2.8.0 (outer loops)
ID
EffContinue
View 2 examples
# Broadcast online moderators
loop all players:
	if loop-value does not have permission "moderator":
		continue # filter out non moderators
	broadcast "%loop-player% is a moderator!" # Only moderators get broadcast
# Game starting counter
set {_counter} to 11
while {_counter} > 0:
	remove 1 from {_counter}
	wait a second
	if {_counter} != 1, 2, 3, 5 or 10:
		continue # only print when counter is 1, 2, 3, 5 or 10
	broadcast "Game starting in %{_counter}% second(s)"

Copy Into Variable

  • effects
  • Skript 2.8.0
copy %objects% [in]to %objects%

Copies objects into a variable. When copying a list over to another list, the source list and its sublists are also copied over.

Note: Copying a value into a variable/list will overwrite the existing data.

In Skript since
2.8.0
ID
EffCopy
View example
set {_foo::bar} to 1
set {_foo::sublist::foobar} to "hey"
copy {_foo::*} to {_copy::*}
broadcast indices of {_copy::*} # bar, sublist
broadcast {_copy::bar} # 1
broadcast {_copy::sublist::foobar} # "hey!"

Damage/Heal/Repair

  • effects
  • Skript 1.0, 2.10
damage %living entities/item types% by %number% [heart[s]]heal %living entities% [by %number% [heart[s]]]repair %item types% [by %number%]damage %living entities% by %number% [heart[s]] with [fake] [damage] cause %damage cause%damage %living entities% by %number% [heart[s]] (using|with) %damage source% [as the source]

Damage, heal, or repair an entity or item.

Servers running Spigot 1.20.4+ can optionally choose to specify a fake damage cause.

Requires
Spigot 1.20.4+ (for damage cause)
In Skript since
1.0, 2.10 (damage cause)
ID
EffHealth
View 4 examples
damage player by 5 hearts
damage player by 3 hearts with fake cause fall
heal the player
repair tool of player

Dance

  • effects
  • Skript 2.11
make %living entities% (start dancing|dance) [%direction% %location%] [for %time span%]make %living entities% (stop dancing|not dance)

Make an allay or piglin start or stop dancing.

Providing a location only applies to allays. They will check to see if the the block at the location is a jukebox and playing music. If it isn't, they will stop dancing. If no location is provided, the allay will dance indefinitely.

Providing a timespan only applies for piglins. It determines the length of time they will dance for. If no timespan is provided, they will dance indefinitely.

In Skript since
2.11
ID
EffDancing
View 4 examples
if last spawned allay is not dancing:
	make last spawned allay start dancing
if block at location(0, 0, 0) is a jukebox:
	make all allays dance at location(0, 0, 0)
make last spawned piglin start dancing
make all piglins dance for 5 hours

Delay

  • effects
  • Skript 1.4, 2.16
(wait|halt) [for] %time span%

Delays the script's execution by a given timespan.

When used as an effect, all code after the wait runs once the delay elapses. The whole trigger pauses until the wait finishes.

When used as a section, only the code within the section is deferred. Code after the section continues immediately, and the body runs on the same event once the delay elapses. This is useful for scheduling follow-up work without blocking the rest of the trigger.

Note that delays are not persistent. For example, ban player โ†’ wait 7 days โ†’ unban player will not resume if the server restarts during the delay.

Inside a section body, outer loop-values are not available because the body is parsed as a separate trigger. Event values (like player) still work. If you need a value from before the delay, copy it to a local variable. Local variables are snapshotted when the section is scheduled, so subsequent changes aren't reflected.

In Skript since
1.4, 2.16 (Delayed Sections)
ID
Delay
View 5 examples
wait 2 minutes
halt for 5 minecraft hours
wait a tick
# Section form: outer continues immediately, body runs 3 seconds later.
send "hello" to player
wait 3 seconds:
	send "...and goodbye" to player
send "This runs first!" to player
wait 1 seconds:
	send "This runs third! (one second later)" to player
send "This runs second!" to player

Detonate Entities

  • effects
  • Skript 2.10
detonate %entities%

Immediately detonates an entity. Accepted entities are fireworks, TNT minecarts, primed TNT, wind charges and creepers.

In Skript since
2.10
ID
EffDetonate
View example
detonate last launched firework

Do If

  • effects
  • Skript 2.3
<.+> if <.+>

Execute an effect if a condition is true.

In Skript since
2.3
ID
EffDoIf
View example
on join:
	give a diamond to the player if the player has permission "rank.vip"

Drop

  • effects
  • Skript 1.0
drop %item types/experiences% [%directions% %locations%] [(without velocity)]

Drops one or more items.

In Skript since
1.0
ID
EffDrop
View example
on death of creeper:
	drop 1 TNT

Enable/Disable/Unload/Reload Script

  • effects
  • Skript 2.4, 2.10
(enable|load|reload|unload|disable) [script] [file] [named] %scripts/texts% [with errors](enable|load|reload|unload|disable) skript file %text% [with errors]

Enables, disables, unloads, or reloads a script.

Disabling a script unloads it and prepends - to its name so it will not be loaded the next time the server restarts.

If the script reflection experiment is enabled: unloading a script terminates it and removes it from memory, but does not alter the file.

In Skript since
2.4, 2.10 (unloading)
ID
EffScriptFile
View 4 examples
reload script "test"
enable script file "testing"
unload script file "script.sk"
set {_script} to the script "MyScript.sk"
reload {_script}

Enchant/Disenchant

  • effects
  • Skript 2.0, 2.13
enchant %objects% with %enchantment types%[naturally|randomly] enchant %objects% at level %number%[[,] allowing treasure enchant[ment]s]disenchant %objects%

Enchant or disenchant an existing item. Enchanting at a specific level will act as if an enchanting table was used, and will apply the enchantments randomly chosen at that level. Treasure enchantments, like mending, can optionally be allowed. Note that enchanting a book at a specific level will turn it into an enchanted book, rather than a book with enchantments.

In Skript since
2.0, 2.13 (at level)
ID
EffEnchant
View 3 examples
enchant the player's tool with sharpness 5
enchant the player's tool at level 30
disenchant the player's tool

Enderman Teleport

  • effects
  • Skript 2.11
make %living entities% (randomly teleport|teleport randomly)force %living entities% to (randomly teleport|teleport randomly)make %living entities% teleport [randomly] towards %entity%force %living entities% to teleport [randomly] towards %entity%

Make an enderman teleport randomly or towards an entity.

Teleporting towards an entity teleports in the direction to the entity and not to them.

Requires
Minecraft 1.20.1+
In Skript since
2.11
ID
EffEndermanTeleport
View 2 examples
make last spawned enderman teleport randomly
loop 10 times:
	make all endermen teleport towards player

Enforce Whitelist

  • effects
  • Skript 2.9.0
[un]enforce [the] [server] white[ ]list

Enforces or un-enforce a server's whitelist.

All non-whitelisted players will be kicked upon enforcing the whitelist.

Requires
MC 1.17+
In Skript since
2.9.0
ID
EffEnforceWhitelist
View 2 examples
enforce the whitelist
unenforce the whitelist

Entity Despawn

  • effects
  • Skript 2.11
make %living entities% despawn[able] (on chunk unload|when far away)force %living entities% to despawn (on chunk unload|when far away)prevent %living entities% from despawning [on chunk unload|when far away]

Make a living entity despawn when the chunk they're located at is unloaded.

Setting a custom name on a living entity automatically makes it not despawnable.

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

In Skript since
2.11
ID
EffEntityUnload
View 2 examples
make all entities not despawnable on chunk unload
spawn zombie at location(0, 0, 0):
	force event-entity to not despawn when far away

Entity Visibility

  • effects
  • Skript 2.3, 2.10
hide %entities% [(from|for) %players%]reveal %entities% [(to|for|from) %players%]

Change visibility of the given entities for the given players.

If no players are given, will hide the entities from all online players.

When reveal is used in combination of the hidden players expression and the viewers are not specified, this will default it to the given player in the hidden players expression.

Note: all previously hidden entities (including players) will be visible when a player leaves and rejoins.

Requires
Minecraft 1.19+ (entities)
In Skript since
2.3, 2.10 (entities)
ID
EffEntityVisibility
View 2 examples
on spawn:
	if event-entity is a chicken:
		hide event-entity
reveal hidden players of players

Equip

  • effects
  • Skript 1.0
equip [%living entities%] with %item types%make %living entities% wear %item types%unequip %living entities%'[s] (armo[u]r|equipment)unequip %item types% [from %living entities%]

Equips or unequips an entity with the given itemtypes (usually armor).

This effect will replace any armor that the entity is already wearing.

In Skript since
1.0, 2.7 (multiple entities, unequip)
ID
EffEquip
View 4 examples
equip player with diamond helmet
equip player with diamond leggings, diamond chestplate, and diamond boots
unequip diamond chestplate from player
unequip player's armor

Equippable Component - Dispense

  • effects
  • Skript 2.13
allow %equippable components% to be dispensedmake %equippable components% dispensablelet %equippable components% be dispensed(block|prevent|disallow) %equippable components% from being dispensedmake %equippable components% not dispensable

Whether the 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
EffEquipCompDispensable
View 2 examples
allow {_item} to be dispensed
set {_component} to the equippable component of {_item}
prevent {_component} from being dispensed

Equippable Component - Equip On Entities

  • effects
  • Skript 2.13
allow %equippable components% to be equipped on[to] entitiesmake %equippable components% equippable on[to] entitieslet %equippable components% be equipped on[to] entities(block|prevent|disallow) %equippable components% from being equipped on[to] entitiesmake %equippable components% not equippable 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
EffEquipCompInteract
View example
allow {_item} to be equipped onto entities

Equippable Component - Lose Durability

  • effects
  • Skript 2.13
(make|let) %equippable components% (lose durability|be damaged) (on [wearer['s]] injury|when [[the] wearer [is]] (hurt|injured|damaged))(allow|force) %equippable components% to (lose durability|be damaged) (on [wearer['s]] injury|when [[the] wearer [is]] (hurt|injured|damaged))make %equippable components% not (lose durability|be damaged) (on [wearer['s]] injury|when [[the] wearer [is]] (hurt|injured|damaged))(disallow|prevent) %equippable components% from (lose durability|being damaged) (on [wearer['s]] injury|when [[the] wearer [is]] (hurt|injured|damaged))

Whether the item should take damage 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
EffEquipCompDamageable
View 2 examples
make {_item} lose durability when hurt
set {_component} to the equippable component of {_item}
if {_component} will lose durability when injured:
	make {_component} lose durability on injury

Equippable Component - Shear Off

  • effects
  • Skript 2.13
allow %equippable components% to be sheared off [of entities](disallow|prevent) %equippable components% from being sheared off [of entities]

Whether the item can be sheared off of entities.

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
EffEquipCompShearable
View 2 examples
allow {_item} to be sheared off
set {_component} to the equippable component of {_item}
if {_component} can be sheared off of entities:
	prevent {_component} from being sheared off of entities

Equippable Component - Swap Equipment

  • effects
  • Skript 2.13
(allow|force) %equippable components% to swap equipment [on right click|when right clicked](make|let) %equippable components% swap equipment [on right click|when right clicked](block|prevent|disallow) %equippable components% from swapping equipment [on right click|when right clicked]make %equippable components% not swap equipment [on right click|when right clicked]

Whether the item can be swapped by right clicking with it in your hand.

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
EffEquipCompSwapEquipment
View 2 examples
allow {_item} to swap equipment
set {_component} to the equippable component of {_item}
prevent {_component} from swapping equipment on right click

Exit

  • effects
(exit|stop) [[the] trigger](exit|stop) [1|a|the|this] (section|loop|conditional)(exit|stop) <0*[1-9]\d*(_\d+)*> (section|loop|conditional)s(exit|stop) all (section|loop|conditional)s

Exits a given amount of loops and conditionals, or the entire trigger.

In Skript since
unknown (before 2.1)
ID
EffExit
View example
loop blocks above the player:
	loop-block is not air:
		exit 2 sections
	set loop-block to water

Expand/Shrink World Border

  • effects
  • Skript 2.11
(expand|grow) [[the] (diameter|radius) of] %world borders% (by|to) %number% [over [a period of] %time span%](expand|grow) %world borders%['s (diameter|radius)] (by|to) %number% [over [a period of] %time span%](contract|shrink) [[the] (diameter|radius) of] %world borders% (by|to) %number% [over [a period of] %time span%](contract|shrink) %world borders%['s (diameter|radius)] (by|to) %number% [over [a period of] %time span%]

Expand or shrink the size of a world border.

Using `by` adds/subtracts from the current size of the world border.

Using `to` sets to the specified size.

In Skript since
2.11
ID
EffWorldBorderExpand
View 2 examples
expand world border of player by 100 over 5 seconds
shrink world border of world "world" to 100 over 10 seconds

Explode Creeper

  • effects
  • Skript 2.5
instantly explode [creeper[s]] %living entities%explode [creeper[s]] %living entities% instantlyignite creeper[s] %living entities%start (ignition|explosion) [process] of [creeper[s]] %living entities%stop (ignition|explosion) [process] of [creeper[s]] %living entities%

Starts the explosion process of a creeper or instantly explodes it.

In Skript since
2.5
ID
EffExplodeCreeper
View 2 examples
start explosion of the last spawned creeper
stop ignition of the last spawned creeper

Explosion

  • effects
  • Skript 1.0
[(create|make)] [an] explosion (of|with) (force|strength|power) %number% [%directions% %locations%] [(with fire)][(create|make)] [a] safe explosion (of|with) (force|strength|power) %number% [%directions% %locations%][(create|make)] [a] fake explosion [%directions% %locations%][(create|make)] [an] explosion[ ]effect [%directions% %locations%]

Creates an explosion of a given force. The Minecraft Wiki has an article on explosions which lists the explosion forces of TNT, creepers, etc.

Hint: use a force of 0 to create a fake explosion that does no damage whatsoever, or use the explosion effect introduced in Skript 2.0.

Starting with Bukkit 1.4.5 and Skript 2.0 you can use safe explosions which will damage entities but won't destroy any blocks.

In Skript since
1.0
ID
EffExplosion
View 2 examples
create an explosion of force 10 at the player
create an explosion of force 0 at the victim

Fail Command Execution

  • effects
  • Skript 2.17
fail [the] command execution with [the] error [message] %text component%

Causes a command to fail execution with an error message displayed to the executor.

In Skript since
2.17
ID
EffFailExecution
View example
command /withdraw <number>:
	trigger:
		if the number argument is greater than the player's balance:
			fail the command execution with the error message "Your balance is less than $%number argument%!"

Feed

  • effects
  • Skript 2.2-dev34
feed [the] %players% [by %number% [beef[s]]]

Feeds the specified players.

In Skript since
2.2-dev34
ID
EffFeed
View 2 examples
feed all players
feed the player by 5 beefs

Force Attack

  • effects
  • Skript 2.5.1, 2.13
make %living entities% attack %entities%force %living entities% to attack %entities%make %living entities% damage %entities% by %number% [heart[s]]force %living entities% to damage %entities% by %number% [heart[s]]

Makes a living entity attack an entity with a melee attack.

Using 'attack' will make the attacker use the item in their main hand and will apply extra data from the item, including enchantments and attributes.

Using 'damage' with a number of hearts will not account for the item in the main hand and will always be the number provided.

Requires
Minecraft 1.15.2+
In Skript since
2.5.1, 2.13 (multiple, amount)
ID
EffForceAttack
View 2 examples
spawn a wolf at location(0, 0, 0)
make last spawned wolf attack all players
spawn a zombie at location(0, 0, 0)
make player damage last spawned zombie by 2

Force Eating

  • effects
  • Skript 2.11
make %living entities% (start|stop) eatingforce %living entities% to (start|stop) eating

Make a panda or horse type (horse, camel, donkey, llama, mule) start/stop eating.

In Skript since
2.11
ID
EffEating
View example
if last spawned panda is eating:
	make last spawned panda stop eating

Force Enchantment Glint

  • effects
  • Skript 2.10
(force|make) %item types% [to] [start] glint[ing](force|make) %item types% [to] (not|stop) glint[ing](clear|delete|reset) [the] enchantment glint override of %item types%(clear|delete|reset) %item types%'[s] enchantment glint override

Forces the items to glint or not, or removes its existing enchantment glint enforcement.

In Skript since
2.10
ID
EffForceEnchantmentGlint
View 2 examples
force {_items::*} to glint
force the player's tool to stop glinting

Force Panda On Back

  • effects
  • Skript 2.11
make %living entities% get (on|off) (its|their) back[s]force %living entities% to get (on|off) (its|their) back[s]

Make a panda get on/off its back.

In Skript since
2.11
ID
EffPandaOnBack
View example
if last spawned panda is on its back:
	make last spawned panda get off its back

Force Respawn

  • effects
  • Skript 2.2-dev21
force %players% to respawn

Forces player(s) to respawn if they are dead. If this is called without delay from death event, one tick is waited before respawn attempt.

In Skript since
2.2-dev21
ID
EffRespawn
View example
on death of player:
	force event-player to respawn

Generate Loot

  • effects
  • Skript 2.10
generate [the] loot (of|using) %loot table% [(with|using) %loot context%] in %inventories%

Generates the loot in the specified inventories from a loot table using a loot context. Not specifying a loot context will use a loot context with a location at the world's origin.

Note that if the inventory is full, it will cause warnings in the console due to over-filling the inventory.

In Skript since
2.10
ID
EffGenerateLoot
View 2 examples
generate loot of loot table "minecraft:chests/simple_dungeon" using loot context at player in {_inventory}
generate loot using "minecraft:chests/shipwreck_supply" in {_inventory}

Goat Horns

  • effects
  • Skript 2.11
remove [the] (left horn[s]|right horn[s]|both horns) of %living entities%remove %living entities%'[s] (left horn[s]|right horn[s]|horns)(regrow|replace) [the] (left horn[s]|right horn[s]|both horns) of %living entities%(regrow|replace) %living entities%'[s] (left horn[s]|right horn[s]|horns)

Make a goat have or not have a left, right, or both horns.

In Skript since
2.11
ID
EffGoatHorns
View 3 examples
remove the left horn of last spawned goat
regrow {_goat}'s horns
remove both horns of all goats

Handedness

  • effects
  • Skript 2.8.0
make %living entities% (left|right)( |-)handed

Make mobs left or right-handed. This does not affect players.

In Skript since
2.8.0
ID
EffHandedness
View 2 examples
spawn skeleton at spawn of world "world":
	make entity left handed
make all zombies in radius 10 of player right handed

Hide Player from Server List

  • effects
  • Skript 2.3
hide %players% (in|on|from) [the] server listhide %players%'[s] info[rmation] (in|on|from) [the] server list

Hides a player from the hover list and decreases the online players count (only if the player count wasn't changed before).

In Skript since
2.3
ID
EffHidePlayerFromServerList
View example
on server list ping:
	hide {vanished::*} from the server list

Ignite/Extinguish

  • effects
  • Skript 1.4
(ignite|set fire to) %entities% [for %time span%](set|light) %entities% on fire [for %time span%]extinguish %entities%

Lights entities on fire or extinguishes them.

In Skript since
1.4
ID
EffIgnite
View 2 examples
ignite the player
extinguish the player

Insert Entity Storage

  • effects
  • Skript 2.11
(add|insert) %living entities% [in[ ]]to [the] (stored entities|entity storage) of %block%

Add an entity into the entity storage of a block (e.g. beehive).

The entity must be of the right type for the block (e.g. bee for beehive).

Due to unstable behavior on older versions, adding entities to an entity storage requires Minecraft version 1.21+.

Requires
Minecraft 1.21+
In Skript since
2.11
ID
EffInsertEntityStorage
View example
add last spawned bee into the entity storage of {_beehive}

Item Despawn

  • effects
  • Skript 2.11
(prevent|disallow) %entities% from (naturally despawning|despawning naturally)allow natural despawning of %entities%allow %entities% to (naturally despawn|despawn naturally)

Prevent a dropped item from naturally despawning through Minecraft's timer.

In Skript since
2.11
ID
EffItemDespawn
View 2 examples
prevent all dropped items from naturally despawning
allow all dropped items to naturally despawn

Item Tooltips

  • effects
  • Skript 2.9.0
(show|hide) [the] [entire|additional] tool[ ]tip[s] of %item types%(show|hide) %item types%'[s] [entire|additional] tool[ ]tip[s]

Show or hide the tooltip of an item.

If changing the 'entire' tooltip of an item, nothing will show up when a player hovers over it.

If changing the 'additional' tooltip, only specific parts (which change per item) will be hidden.

Requires
Spigot 1.20.5+
In Skript since
2.9.0
ID
EffTooltip
View 2 examples
hide the entire tooltip of player's tool
hide {_item}'s additional tool tip

Keep Inventory / Experience

  • effects
  • Skript 2.4
keep [the] (inventory|items) [(and [e]xp[erience][s] [point[s]])]keep [the] [e]xp[erience][s] [point[s]] [(and (inventory|items))]

Keeps the inventory or/and experiences of the dead player in a death event.

In Skript since
2.4
ID
EffKeepInventory
View example
on death of a player:
	if the victim is an op:
		keep the inventory and experiences

Kick

  • effects
  • Skript 1.0
kick %players% [(by reason of|because [of]|on account of|due to) %text%]

Kicks a player from the server.

In Skript since
1.0
ID
EffKick
View example
on place of TNT, lava, or obsidian:
	kick the player due to "You may not place %block%!"
	cancel the event

Kill

  • effects
  • Skript 1.0, 2.10
kill %entities%

Kills an entity.

In Skript since
1.0, 2.10 (ignoring totem of undying)
ID
EffKill
View 3 examples
kill the player
kill all creepers in the player's world
kill all endermen, witches and bats

Knockback

  • effects
  • Skript 2.7
(apply knockback to|knock[back]) %living entities% [%direction%] [with (strength|force) %number%]

Apply the same velocity as a knockback to living entities in a direction. Mechanics such as knockback resistance will be factored in.

In Skript since
2.7
ID
EffKnockback
View 2 examples
knockback player north
knock victim (vector from attacker to victim) with strength 10

Launch firework

  • effects
  • Skript 2.4
(launch|deploy) [[a] firework [with effect[s]]] %firework effects% at %locations% [([with] (duration|power)|timed) %number%]

Launch firework effects at the given location(s).

In Skript since
2.4
ID
EffFireworkLaunch
View example
launch ball large colored red, purple and white fading to light green and black at player's location with duration 1

Leash entities

  • effects
  • Skript 2.3, 2.16
(leash|lead) %entities% to %entity%make %entity% (leash|lead) %entities%un(leash|lead) [holder of] %entities%

Leash entities to other entities, or unleash them.

Most mobs, iron golems, snow golems, and boats can be leashed.

In Skript since
2.3, 2.16 (all leashable entities)
ID
EffLeash
View example
on right click:
	leash event-entity to player
	send "&aYou leashed &2%event-entity%!" to player

Lightning

  • effects
  • Skript 1.4
(create|strike) lightning([ ]effect|) %directions% %locations%

Strike lightning at a given location. Can use 'lightning effect' to create a lightning that does not harm entities or start fires.

In Skript since
1.4
ID
EffLightning
View 2 examples
strike lightning at the player
strike lightning effect at the victim

Load Server Icon

  • effects
  • Skript 2.3
load [the] server icon (from|of) [the] [image] [file] %text%

Loads server icons from the given files. You can get the loaded icon using the

last loaded server icon expression.

Please note that the image must be 64x64 and the file path starts from the server folder.

In Skript since
2.3
ID
EffLoadServerIcon
View example
on load:
	clear {server-icons::*}
	loop 5 times:
		load server icon from file "icons/%loop-number%.png"
		add the last loaded server icon to {server-icons::*}

on server list ping:
	set the icon to a random server icon out of {server-icons::*}

Load World

  • effects
  • Skript 2.8.0
load [the] world[s] %texts% [with environment %environment%]unload [[the] world[s]] %worlds% [without saving]

Load your worlds or unload your worlds

The load effect will create a new world if world doesn't already exist.

When attempting to load a normal vanilla world you must define it's environment i.e "world_nether" must be loaded with nether environment

In Skript since
2.8.0
ID
EffWorldLoad
View 5 examples
load world "world_nether" with environment nether
load the world "myCustomWorld"
unload "world_nether"
unload "world_the_end" without saving
unload all worlds

Locally Suppress Warning

  • effects
  • Skript 2.3
[local[ly]] [un]suppress [the] (conflict|variable save|[missing] conjunction|starting [with] expression[s]|variable[ name][s] contain[s|ing] colon[s]|deprecated syntax|unreachable code|constant condition[s]) warning[s][start|stop] [local[ly]] suppressing [the] (conflict|variable save|[missing] conjunction|starting [with] expression[s]|variable[ name][s] contain[s|ing] colon[s]|deprecated syntax|unreachable code|constant condition[s]) warning[s]

Suppresses target warnings from the current script.

In Skript since
2.3, 2.17 (suppressing in a section)
ID
EffSecSuppressWarnings
View 2 examples
locally suppress missing conjunction warnings
suppress the variable save warnings

Log

  • effects
  • Skript 2.0, 2.9.0
log %texts% [(to|in) [file[s]] %texts%] [with [the|a] severity [of] (warning|severe)]

Writes text into a .log file. Skript will write these files to /plugins/Skript/logs.

NB: Using 'server.log' as the log file will write to the default server log. Omitting the log file altogether will log the message as '[Skript] [<script>.sk] <message>' in the server log.

In Skript since
2.0, 2.9.0 (severities)
ID
EffLog
View 3 examples
on join:
	log "%player% has just joined the server!"
on world change:
	log "Someone just went to %event-world%!" to file "worldlog/worlds.log"
on command:
	log "%player% just executed %full command%!" to file "server/commands.log" with a severity of warning

Look At

  • effects
  • Skript 2.7
(force|make) %living entities% [to] (face [towards]|look [(at|towards)]) %entity%'s (feet|eyes) [(at|with) [head] [rotation] speed %number%] [[and] max[imum] [head] pitch %number%](force|make) %living entities% [to] (face [towards]|look [(at|towards)]) [the] (feet|eyes) of %entity% [(at|with) [head] [rotation] speed %number%] [[and] max[imum] [head] pitch %number%](force|make) %living entities% [to] (face [towards]|look [(at|towards)]) %vector/location/entity% [(at|with) [head] [rotation] speed %number%] [[and] max[imum] [head] pitch %number%]

Forces the mob(s) or player(s) to look at an entity, vector or location. Vanilla max head pitches range from 10 to 50.

In Skript since
2.7
ID
EffLook
View 3 examples
force the player to look towards event-entity's feet
on entity explosion:
	set {_player} to the nearest player
	{_player} is set
	distance between {_player} and the event-location is less than 15
	make {_player} look towards vector from the {_player} to location of the event-entity
force {_enderman} to face the block 3 meters above {_location} at head rotation speed 100.5 and max head pitch -40

Make Adult/Baby

  • effects
  • Skript 2.10
make %living entities% [a[n]] (adult|baby|child)force %living entities% to be[come] a[n] (adult|baby|child)

Force a animal to become an adult or baby.

In Skript since
2.10
ID
EffMakeAdultOrBaby
View example
on spawn of mob:
	entity is not an adult
	make entity an adult

Make Allay Duplicate

  • effects
  • Skript 2.11
make %living entities% (duplicate|clone)

Make an allay duplicate itself.

This effect will always make an allay duplicate regardless of whether the duplicate attribute is disabled.

In Skript since
2.11
ID
EffAllayDuplicate
View example
make all allays duplicate

Make Breedable

  • effects
  • Skript 2.10
make %living entities% breedableunsterilize %living entities%make %living entities% (not |non(-| )|un)breedablesterilize %living entities%

Sets whether or not entities will be able to breed. Only works on animals.

In Skript since
2.10
ID
EffBreedable
View example
on spawn of animal:
	make entity unbreedable

Make Disturbance

  • effects
  • Skript 2.11
make %living entities% sense [a] disturbance %direction% %location%

Make a warden sense a disturbance at a location, causing the warden to investigate that area.

The warden will not investigate if the warden is aggressive towards an entity.

This effect does not add anger to the warden.

In Skript since
2.11
ID
EffWardenDisturbance
View example
make last spawned warden sense a disturbance at location(0, 0, 0)

Make Egg Hatch

  • effects
  • Skript 2.7
make [the] egg [not] hatch

Makes the egg hatch in a Player Egg Throw event.

In Skript since
2.7
ID
EffMakeEggHatch
View example
on player egg throw:
	# EGGS FOR DAYZ!
	make the egg hatch

Make Entity Scream

  • effects
  • Skript 2.11
make %living entities% (start screaming|scream)force %living entities% to (start screaming|scream)make %living entities% stop screamingforce %living entities% to stop screaming

Make a goat or enderman start or stop screaming.

In Skript since
2.11
ID
EffScreaming
View 2 examples
	make last spawned goat start screaming
	force last spawned goat to stop screaming
	make {_enderman} scream
	force {_enderman} to stop screaming

Make Fire Resistant

  • effects
  • Skript 2.9.0
make %item types% [not] (fire resistant|resistant to fire)

Makes items fire resistant.

Requires
Spigot 1.20.5+
In Skript since
2.9.0
ID
EffFireResistant
View 2 examples
make player's tool fire resistant
make {_items::*} not resistant to fire

Make Fly

  • effects
  • Skript 2.2-dev34
force %players% to [(start|stop)] fly[ing]make %players% (start|stop) flyingmake %players% fly

Forces a player to start/stop flying.

In Skript since
2.2-dev34
ID
EffMakeFly
View 2 examples
make player fly
force all players to stop flying

Make Goat Ram

  • effects
  • Skript 2.11
make %living entities% ram %living entity%force %living entities% to ram %living entity%

Make a goat ram an entity.

Ramming does have a cooldown and currently no way to change it.

In Skript since
2.11
ID
EffGoatRam
View example
make all goats ram player

Make Incendiary

  • effects
  • Skript 2.5
make %entities% [not] incendiarymake %entities%'[s] explosion [not] (incendiary|fiery)make [the] [event(-| )]explosion [not] (incendiary|fiery)

Sets if an entity's explosion will leave behind fire. This effect is also usable in an explosion prime event.

In Skript since
2.5
ID
EffIncendiary
View example
on explosion prime:
	make the explosion fiery

Make Interaction Responsive

  • effects
  • Skript 2.14
make %entities% responsivemake %entities% (not |un)responsive

Makes an interaction either responsive or unresponsive. This determines whether clicking the entity will cause the clicker's arm to swing.

Interactions default to unresponsive.

In Skript since
2.14
ID
EffMakeResponsive
View example
make last spawned interaction responsive

Make Invisible

  • effects
  • Skript 2.7
make %living entities% (invisible|not visible)make %living entities% (visible|not invisible)

Makes a living entity visible/invisible. This is not a potion and therefore does not have features such as a time limit or particles.

When setting an entity to invisible while using an invisibility potion on it, the potion will be overridden and when it runs out the entity keeps its invisibility.

In Skript since
2.7
ID
EffInvisible
View example
make target entity invisible

Make Invulnerable

  • effects
  • Skript 2.5
make %entities% (invulnerable|invincible)make %entities% (not (invulnerable|invincible)|vulnerable|vincible)

Makes an entity invulnerable/not invulnerable.

In Skript since
2.5
ID
EffInvulnerability
View example
make target entity invulnerable

Make Panda Roll

  • effects
  • Skript 2.11
make %living entities% ((start rolling|roll)|stop rolling)force %living entities% to (start|stop) rolling

Make a panda start/stop rolling.

In Skript since
2.11
ID
EffPandaRolling
View example
if last spawned panda is not rolling:
	make last spawned panda start rolling

Make Panda Sneeze

  • effects
  • Skript 2.11
make %living entities% ((start sneezing|sneeze)|stop sneezing)force %living entities% to (start|stop) sneezing

Make a panda start/stop sneezing.

In Skript since
2.11
ID
EffPandaSneezing
View example
if last spawned panda is not sneezing:
	make last spawned panda start sneezing

Make Say

  • effects
  • Skript 2.3
make %players% (say|send [the] message[s]) %texts%force %players% to (say|send [the] message[s]) %texts%

Forces a player to send a message to the chat. If the message starts with a slash it will force the player to use command.

In Skript since
2.3
ID
EffMakeSay
View 2 examples
make the player say "Hello."
force all players to send the message "I love this server"

Make Sign Glow

  • effects
  • Skript 2.8.0
make [[the] (front|back) [side[s]] of] %blocks/item types% have glowing textmake [[the] (front|back) [side[s]] of] %blocks/item types% have (normal|non[-| ]glowing) text

Makes a sign (either a block or item) have glowing text or normal 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
EffGlowingText
View example
make target block of player have glowing text

Message

  • effects
  • Skript 1.0
(message|send [message[s]]) %objects% [to %audiences%]

Sends a message to an audience, such as a player or the console.

Only styles written in given string or in formatted expressions will be parsed.

In Skript since
1.0, 2.2-dev26 (advanced features), 2.6 (support for sending anything)
ID
EffMessage
View 4 examples
message "A wild %player% appeared!"
message "This message is a distraction. Mwahaha!"
send "Your kill streak is %{kill streak::%uuid of player%}%." to player
if the targeted entity exists:
	message "You're currently looking at a %type of the targeted entity%!"

op/deop

  • effects
  • Skript 1.0
[de[-]]op %offline players%

Grant/revoke a user operator state.

In Skript since
1.0
ID
EffOp
View 2 examples
op the player
deop all players

Open Book

  • effects
  • Skript 2.5.1
(open|show) book %item type% (to|for) %players%

Opens a written book to a player.

Requires
Minecraft 1.14.2+
In Skript since
2.5.1
ID
EffOpenBook
View example
open book player's tool to player

Open/Close Inventory

  • effects
  • Skript 2.0, 2.1.1
close %players%'[s] inventory [view]close [the] inventory [view] (to|of|for) %players%open %inventory/inventory type% (to|for) %players%open [a] (crafting table|workbench) (to|for) %players%open [a] chest (to|for) %players%open [a[n]] anvil (to|for) %players%open [a] hopper (to|for) %players%open [a] dropper (to|for) %players%open [a] dispenser (to|for) %players%

Opens an inventory to a player. The player can then access and modify the inventory as if it was a chest that they just opened.

Please note that currently 'show' and 'open' have the same effect, but 'show' will eventually show an unmodifiable view of the inventory in the future.

In Skript since
2.0, 2.1.1 (closing), 2.2-Fixes-V10 (anvil), 2.4 (hopper, dropper, dispenser)
ID
EffOpenInventory
View 2 examples
show the victim's inventory to the player
open the player's inventory for the player

Open/Close Lid

  • effects
  • Skript 2.10
(open|close) [the] lid[s] (of|for) %blocks%(open|close) %blocks%'[s] lid[s]

Open or close the lid of the block(s).

In Skript since
2.10
ID
EffLidState
View 2 examples
open the lid of {_chest}
close the lid of {_blocks::*}

Pathfind

  • effects
  • Skript 2.7
make %living entities% (pathfind|move) to[wards] %living entity/location% [at speed %number%]make %living entities% stop (pathfinding|moving)

Make an entity pathfind towards a location or another entity. Not all entities can pathfind. If the pathfinding target is another entity, the entities may or may not continuously follow the target.

In Skript since
2.7
ID
EffPathfind
View 3 examples
make all creepers pathfind towards player
make all cows stop pathfinding
make event-entity pathfind towards player at speed 1

Persistent

  • effects
  • Skript 2.11
make %entities/blocks% [not] persist[ent]force %entities/blocks% to [not] persistprevent %entities/blocks% from persisting

Make entities, players, or leaves be 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
EffPersistent
View 3 examples
prevent all entities from persisting
force {_leaves} to persist
command /kickcheater <cheater: player>:
	permission: op
	trigger:
		prevent {_cheater} from persisting
		kick {_cheater}

Play Dead

  • effects
  • Skript 2.11
make %living entities% (start playing|play) deadforce %living entities% to (start playing|play) deadmake %living entities% (stop playing|not play) deadforce %living entities% to (stop playing|not play) dead

Make an axolotl start or stop playing dead.

In Skript since
2.11
ID
EffPlayingDead
View example
make last spawned axolotl play dead

Play or Draw an Effect

  • effects
  • Skript 2.14
[force] (play|show|draw) %game effects/particle effects% [%directions% %locations%] [as %player%][force] (play|show|draw) %game effects/particle effects% [%directions% %locations%] (for|to) %players% [as %player%](play|show|draw) %game effects% [%directions% %locations%] (in|with) [a] [view] (radius|range) [of] %number%(play|show|draw) %entity effects% on %entities%

Plays or draws a specific effect at a location, to a player, or on an entity.

Effects can be:

* Particles.

* Game effects, which consist of combinations of particles and sounds, like the bone meal particles, the sound of footsteps on a specific block, or the particles and sound of breaking a splash potion.

* Entity effects, which are particles or animations that are entity-specific and can only be played on a compatible entity. For example, the ravager attack animation can be played with this effect.

All effects vary significantly in availability from version to version, and some may simply not function on your version of Minecraft. Some effects, like the death animation entity effect, may cause client glitches and should be used carefully!

In Skript since
2.14
ID
EffPlayEffect
View 4 examples
draw 2 smoke particles at player
force draw 10 red dust particles of size 3 for player
play blue instant splash potion break effect with a view radius of 10
play ravager attack animation on player's target

Play Sound

  • effects
  • Skript 2.2-dev28, 2.4
play sound[s] %texts% [[with] seed %number%] [(in|from) %sound category%] [(at|with) volume %number%] [(and|at|with) pitch %number%] (at|on|from) %locations/entities% [(to|for) %players%]play sound[s] %texts% [[with] seed %number%] [(in|from) %sound category%] [(at|with) volume %number%] [(and|at|with) pitch %number%] [(to|for) %players%] [(at|on|from) %locations/entities%]

Plays a sound at given location for everyone or just for given players, or plays a sound to specified players. Both Minecraft sound names and Spigot sound names are supported. Playing resource pack sounds are supported too. The sound category is 'master' by default.

When running 1.19+, playing a sound from an entity directly will result in the sound coming from said entity, even while moving.

If the sound is custom, a location emitter will follow the entity. Do note that pitch and volume

are reflected based on the entity, and Minecraft may not use the values from this syntax.

Minecraft sometimes has a set of sounds under one sound ID that will randomly play. To counter this, you can directly state which seed to use.

Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.

In Skript since
2.2-dev28, 2.4 (sound categories), 2.9 (sound seed & entity emitter)
ID
EffPlaySound
View 4 examples
play sound "block.note_block.pling"
play sound "entity.experience_orb.pickup" with volume 0.5 to the player
play sound "custom.music.1" in jukebox category at {speakerBlock}
play sound "BLOCK_AMETHYST_BLOCK_RESONATE" with seed 1 on target entity for the player

Player Info Visibility

  • effects
  • Skript 2.3
hide [all] player [related] info[rmation] [(in|on|from) [the] server list](show|reveal) [all] player [related] info[rmation] [(in|to|on|from) [the] server list]

Sets whether all player related information is hidden in the server list.

The Vanilla Minecraft client will display ??? (dark gray) instead of player counts and will not show the

hover hist when hiding player info.

The version string can override the ???.

Also the Online Players Count and

Max Players expressions will return -1 when hiding player info.

In Skript since
2.3
ID
EffPlayerInfoVisibility
View 3 examples
hide player info
hide player related information in the server list
reveal all player related info

Poison/Cure

  • effects
  • Skript 1.3.2
poison %living entities% [for %time span%](cure|unpoison) %living entities% [(from|of) poison]

Poison or cure an entity. If the entity is already poisoned, the duration may be overwritten.

In Skript since
1.3.2
ID
EffPoison
View 3 examples
poison the player
poison the victim for 20 seconds
cure the player from of poison

Potion Effect - Ambient

  • effects
  • Skript 2.14
make %potion effects% [not] ambient

Modify whether a potion effect is ambient.

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

In Skript since
2.14
ID
EffPotionAmbient
View example
make the player's potion effects ambient

Potion Effect - Icon

  • effects
  • Skript 2.14
(show|hide) [the] [potion|effect['s]|potion's] icon [(for|of) %potion effects%](show|hide) %potion effects%'[s] icon

Modify whether a potion effect shows an icon.

In Skript since
2.14
ID
EffPotionIcon
View example
hide the icon for the player's potion effects

Potion Effect - Infinite

  • effects
  • Skript 2.14
make %potion effects% [not] infinite

Modify whether a potion effect is infinite.

That is, whether the potion effect will ever expire.

In Skript since
2.14
ID
EffPotionInfinite
View example
make the player's potion effects infinite

Potion Effect - Particles

  • effects
  • Skript 2.14
(show|hide) [the] [potion|effect['s]|potion's] particles [(for|of) %potion effects%](show|hide) %potion effects%'[s] particles

Modify whether a potion effect shows particles.

In Skript since
2.14
ID
EffPotionParticles
View example
hide the particles for the player's potion effects

Push

  • effects
  • Skript 1.4.6
(push|thrust|pull) %entities% [along] %direction% [(at|with) [a] (speed|velocity|force) [of] %number%](push|thrust|pull) %entities% (towards|away from) %location% [(at|with) [a] (speed|velocity|force) [of] %number%]

Push entities in a given direction or towards a specific location.

In Skript since
1.4.6, 2.12 (push towards)
ID
EffPush
View 4 examples
push the player upwards
push the victim downwards at speed 0.5
push player towards player's target at speed 2
pull player along vector(1,1,1) at speed 1.5

PvP

  • effects
  • Skript 1.3.4
enable PvP [in %worlds%]disable PvP [in %worlds%]

Set the PvP state for a given world.

In Skript since
1.3.4
ID
EffPvP
View 2 examples
enable PvP #(current world only)
disable PvP in all worlds

Register Tag

  • effects
  • Skript 2.10
register [a[n]] [custom] (item|block|entity [type]) tag named %text% (using|containing) %item types/entity types%

Registers a new tag containing either items or entity datas. Note that items will NOT keep any information other than their type, so adding `diamond sword named "test"` to a tag is the same as adding `diamond sword`

Item tags should be used for contexts where the item is not placed down, while block tags should be used for contexts where the item is placed. For example, and item tag could be "skript:edible", while a block tag would be "skript:needs_water_above".

All custom tags will be given the namespace "skript", followed by the name you give it. The name must only include the characters A to Z, 0 to 9, and '/', '.', '_', and '-'. Otherwise, the tag will not register.

Please note that two tags can share a name if they are of different types. Registering a new tag of the same name and type will overwrite the existing tag. Tags will reset on server shutdown.

In Skript since
2.10
ID
EffRegisterTag
View 4 examples
register a new custom entity tag named "fish" using cod, salmon, tropical fish, and pufferfish
register an item tag named "skript:wasp_weapons/swords" containing diamond sword and netherite sword
register block tag named "pokey" containing sweet berry bush and bamboo sapling
on player move:
	block at player is tagged as tag "skript:pokey"
	damage the player by 1 heart

Release From Entity Storage

  • effects
  • Skript 2.11
(release|evict) [the] (stored entities|entity storage) of %blocks% [for %time span%]

Releases the stored entities in an entity block storage (i.e. beehive).

When using beehives, providing a timespan will prevent the released bees from re-entering the beehive for that amount of time.

Due to unstable behaviour on older versions, this effect requires Minecraft version 1.21+.

Requires
Minecraft 1.21
In Skript since
2.11
ID
EffReleaseEntityStorage
View 2 examples
release the stored entities of {_beehive}
release the entity storage of {_hive} for 5 seconds

Replace

  • effects
  • Skript 2.0, 2.2-dev24
replace [(all|every)|[the] first] %texts/item types% in %texts/inventories% with %text/item type% [with case sensitivity]replace [(all|every)|[the] first] %texts/item types% with %text/item type% in %texts/inventories% [with case sensitivity](replace [with|using] regex|regex replace) %texts% in %texts% with %text%(replace [with|using] regex|regex replace) %texts% with %text% in %texts%

Replaces all occurrences of a given text or regex with another text. Please note that you can only change variables and a few expressions, e.g. a message or a line of a sign.

In Skript since
2.0, 2.2-dev24 (multiple strings, items in inventory), 2.5 (replace first, case sensitivity), 2.10 (regex)
ID
EffReplace
View 4 examples
replace "<item>" in {_msg} with "[%name of player's tool%]"
replace every "&" with "ยง" in line 1 of targeted block
# Very simple chat censor
on chat:
	replace all "idiot" and "noob" with "****" in the message
	regex replace "\b(idiot|noob)\b" with "****" in the message # Regex version using word boundaries for better results
replace all stone and dirt in player's inventory and player's top inventory with diamond

Return

  • effects
  • Skript 2.2, 2.8.0
return %objects%

Makes a trigger or a section (e.g. a function) return a value

In Skript since
2.2, 2.8.0 (returns aliases)
ID
EffReturn
View 2 examples
function double(i: number) :: number:
	return 2 * {_i}
function divide(i: number) returns number:
	return {_i} / 2

Ring Bell

  • effects
  • Skript 2.9.0
ring %blocks% [from [the]] [%direction%](make|let) %entity% ring %blocks% [from [the]] [%direction%]

Causes a bell to ring.

Optionally, the entity that rang the bell and the direction the bell should ring can be specified.

A bell can only ring in two directions, and the direction is determined by which way the bell is facing.

By default, the bell will ring in the direction it is facing.

In Skript since
2.9.0
ID
EffRing
View example
make player ring target-block

Rotate

  • effects
  • Skript 2.2-dev28, 2.10
rotate %vectors/quaternions/entities% around [the] [local] (x|y|z)(-| )axis by %number% [degrees]rotate %quaternions/entities% by x %number%, y %number%(, [and]| and) z %number%

Rotates displays, quaternions, or vectors around an axis a set amount of degrees, or around all 3 axes at once.

Vectors can only be rotated around the global X/Y/Z axes, or an arbitrary vector axis.

Quaternions are more flexible, allowing rotation around the global or local X/Y/Z axes, arbitrary vectors, or all 3 local axes at once.

Global axes are the ones in the Minecraft world. Local axes are relative to how the quaternion is already oriented.

Rotating a display is a shortcut for rotating its left rotation. If the right rotation needs to be modified, it should be acquired, rotated, and re-set.

Note that rotating a quaternion/display around a vector results in a rotation around the local vector, so results may not be what you expect. For example, rotating quaternions/displays around vector(1, 0, 0) is the same as rotating around the local X axis.

The same applies to rotations by all three axes at once. In addition, rotating around all three axes of a quaternion/display at once will rotate in ZYX order, meaning the Z rotation will be applied first and the X rotation last.

In Skript since
2.2-dev28, 2.10 (quaternions, displays)
ID
EffRotate
View 4 examples
rotate {_quaternion} around x axis by 10 degrees
rotate last spawned block display around y axis by 10 degrees
rotate {_vector} around vector(1, 1, 1) by 45
rotate {_quaternion} by x 45, y 90, z 135

Run

  • effects
  • Skript 2.10
run %function% [with arg[ument]s %objects%]execute %function% [with arg[ument]s %objects%]

Executes a task (a function). Any returned result is discarded.

In Skript since
2.10
ID
EffRun
View example
set {_function} to the function named "myFunction"
run {_function}
run {_function} with arguments {_things::*}

Save World

  • effects
  • Skript 2.8.0
save [[the] world[s]] %worlds%

Save all worlds or a given world manually.

Note: saving many worlds at once may possibly cause the server to freeze.

In Skript since
2.8.0
ID
EffWorldSave
View 2 examples
save "world_nether"
save all worlds

Script Command Suggestion Filtering Mode

  • effects
  • Skript 2.17
(use no|disable) filtering (for|with) %objects%use starts with filtering (for|with) %objects%use contains filtering (for|with) %objects%

Controls how suggestions are filtered for script commands. With no filtering, suggestions are simply displayed as set. With 'starts with' filtering, only suggestions that start with the current input are displayed. With 'contains' filtering, only suggestions that contain the current input are displayed.

In Skript since
2.17
ID
EffSuggestionFilteringMode
View example
command /message <player> <text>:
	suggestions:
		player argument is set # they are writing the text argument
		if the current input contains "frick":
			set the suggestions for the text argument to "Keep your messages nice please!"
			disable filtering for the text argument's suggestions
	trigger:
		send "<grey><italic>%player% -> You: %text argument%" to player argument
		send "<grey><italic>You -> %player argument%: %text argument%" to player

Send Block Change

  • effects
  • Skript 2.2-dev37c, 2.5.1
make %players% see %locations% as %item type/block data%make %players% see %locations% as [the|its|their] (original|normal|actual) [block[s]]

Makes a player see a block as something else or as the original.

In Skript since
2.2-dev37c, 2.5.1 (block data support), 2.12 (as original)
ID
EffSendBlockChange
View 3 examples
make player see block at player as dirt
make player see player's target block as campfire[facing=south]
make all players see (blocks in radius 5 of location(0, 0, 0)) as bedrock
make all players see (blocks in radius 5 of location(0, 0, 0)) as original

Send Resource Pack

  • effects
  • Skript 2.4
send [the] resource pack [from [[the] URL]] %text% to %players%send [the] resource pack [from [[the] URL]] %text% with hash %text% to %players%

Request that the player's client download and switch resource packs. The client will download

the resource pack in the background, and will automatically switch to it once the download is complete.

The URL must be a direct download link.

The hash is used for caching, the player won't have to re-download the resource pack that way.

The hash must be SHA-1, you can get SHA-1 hash of your resource pack using

this online tool.

The resource pack request action can be used to check

status of the sent resource pack request.

In Skript since
2.4
ID
EffSendResourcePack
View example
on join:
	send the resource pack from "URL" with hash "hash" to the player

Shear

  • effects
  • Skript 2.0
[force] shear %living entities%un[-]shear %living entities%

Shears or un-shears a shearable entity with drops by shearing and a 'sheared' sound. Using with 'force' will force this effect despite the entity's 'shear state'.

Please note that..:

- Force-shearing or un-shearing on a sheared mushroom cow is not possible

In Skript since
2.0 (cows, sheep & snowmen), 2.8.0 (all shearable entities)
ID
EffShear
View example
on rightclick on a sheep holding a sword:
	shear the clicked sheep
	chance of 10%
	force shear the clicked sheep

Shoot

  • effects
  • Skript 2.10
shoot %entity types% [from %living entities/locations%] [(at|with) (speed|velocity) %number%] [%direction%](make|let) %living entities/locations% shoot %entity types% [(at|with) (speed|velocity) %number%] [%direction%]

Shoots a projectile (or any other entity) from a given entity or location.

In Skript since
2.10
ID
EffSecShoot
View 2 examples
shoot arrow from all players at speed 2
shoot a pig from all players:
	add event-entity to {_projectiles::*}

Silence Entity

  • effects
  • Skript 2.5
silence %entities%unsilence %entities%make %entities% silentmake %entities% not silent

Controls whether or not an entity is silent.

In Skript since
2.5
ID
EffSilence
View example
make target entity silent

Sort

  • effects
  • Skript 2.9.0, 2.10
sort %objects% [in (descending|ascending) order] [(by|based on) <.+>]

Sorts a list variable using either the natural ordering of the contents or the results of the given expression.

Be warned, this will overwrite the indices of the list variable.

When using the full sort %~objects% (by|based on) <expression> pattern,

the input expression can be used to refer to the current item being sorted.

(See input expression for more information.)

In Skript since
2.9.0, 2.10 (sort order)
ID
EffSort
View 5 examples
set {_words::*} to "pineapple", "banana", "yoghurt", and "apple"
sort {_words::*} # alphabetical sort
sort {_words::*} by length of input # shortest to longest
sort {_words::*} in descending order by length of input # longest to shortest
sort {_words::*} based on {tastiness::%input%} # sort based on custom value

Spawn

  • effects
  • Skript 1.0, 2.6.1
(spawn|summon) %entity types/entity snapshots% [%directions% %locations%](spawn|summon) %number% of %entity types/entity snapshots% [%directions% %locations%](spawn|summon) %number% %entity types% [%directions% %locations%](spawn|summon) %experience% [%directions% %locations%]

Spawns entities. This can be used as an effect and as a section.

If it is used as a section, the section is run before the entity is added to the world.

You can modify the entity in this section, using for example 'event-entity' or 'cow'.

Do note that other event values, such as 'player', won't work in this section.

If you're spawning a display and want it to be empty on initialization, like not having a block display be stone, set hidden config node 'spawn empty displays' to true.

Note that when spawning an entity via entity snapshots, the code within the section will not run instantaneously as compared to spawning normally (via 'a zombie').

Requires
Minecraft 1.20.2+ (entity snapshots)
In Skript since
1.0, 2.6.1 (with section), 2.8.6 (dropped items), 2.10 (entity snapshots)
ID
EffSecSpawn
View 4 examples
spawn 3 creepers at the targeted block
spawn a ghast 5 meters above the player
spawn a zombie at the player:
	set name of the zombie to ""
spawn a block display of a ladder[waterlogged=true] at location above player:
	set billboard of event-display to center # allows the display to rotate around the center axis

Sprinting

  • effects
  • Skript 2.11
make %players% (start sprinting|sprint)force %players% to (start sprinting|sprint)make %players% (stop sprinting|not sprint)force %players% to (stop sprinting|not sprint)

Make a player start or stop sprinting.

If the player is not moving when this effect is used, they will be put in sprint mode for a tick and then stopped (this causes the FOV to change). Using it a second time, without the player manually sprinting in between, causes the player to stay in sprint mode, with some quirks.

- Particles may not be produced under the player's feet.

- The player will not exit the sprinting state if they stop moving.

- Restrictions like low hunger will not prevent the player from sprinting

- The player pressing shift will stop them sprinting, and pressing sprint will re-assert normal sprinting behavior

Using this effect two or more consecutive times on a stationary player produces undefined behavior and should not be relied on.

In Skript since
2.11
ID
EffSprinting
View 2 examples
make player start sprinting
force player to start sprinting

Stop Server

  • effects
  • Skript 2.5
(stop|shut[ ]down) [the] serverrestart [the] server

Stops or restarts the server. If restart is used when the restart-script spigot.yml option isn't defined, the server will stop instead.

In Skript since
2.5
ID
EffStopServer
View 2 examples
stop the server
restart server

Stop Sound

  • effects
  • Skript 2.4, 2.7
stop (all sound[s]|sound[s] %texts%) [(in [the]|from) %sound category%] [(from playing to|for) %players%]stop playing sound[s] %texts% [(in [the]|from) %sound category%] [(to|for) %players%]

Stops specific or all sounds from playing to a group of players. Both Minecraft sound names and Spigot sound names are supported. Resource pack sounds are supported too. The sound category is 'master' by default. A sound can't be stopped from a different category.

Please note that sound names can get changed in any Minecraft or Spigot version, or even removed from Minecraft itself.

In Skript since
2.4, 2.7 (stop all sounds)
ID
EffStopSound
View 4 examples
stop sound "block.chest.open" for the player
stop playing sounds "ambient.underwater.loop" and "ambient.underwater.loop.additions" to the player
stop all sounds for all players
stop sound in the record category

Strider Shivering

  • effects
  • Skript 2.12
make %living entities% start shiveringforce %living entities% to start shiveringmake %living entities% stop shiveringforce %living entities% to stop shivering

Make a strider start/stop shivering.

In Skript since
2.12
ID
EffStriderShivering
View example
if last spawned strider is shivering:
	make last spawned strider stop shivering

Suppress Type Hints (Experimental)

  • effects
  • Skript 2.12
[un]suppress [local variable] type hints(start|stop) suppressing [local variable] type hints

An effect to suppress local variable type hint errors for the syntax lines that follow this effect.

NOTE: Suppressing type hints also prevents syntax from providing new type hints. For example, with type hints suppressed, 'set {_x} to true' would not provide 'boolean' as a type hint for '{_x}'

In Skript since
2.12, 2.17 (suppressing in a section)
ID
EffSecSuppressTypeHints
View example
start suppressing local variable type hints
# potentially unsafe code goes here
stop suppressing local variable type hints

Swing Hand

  • effects
  • Skript 2.5.1
make %living entities% swing [their] [main] handmake %living entities% swing [their] off[ ]hand

Makes an entity swing their hand. This does nothing if the entity does not have an animation for swinging their hand.

Requires
Minecraft 1.15.2+
In Skript since
2.5.1
ID
EffSwingHand
View example
make player swing their main hand

Tame / Untame

  • effects
  • Skript 2.10
[un]tame %entities%

Tame a tameable entity (horse, parrot, cat, etc.).

In Skript since
2.10
ID
EffTame
View 2 examples
tame {_horse}
untame {_horse}

Teleport

  • effects
  • Skript 1.0, 2.10
[force] teleport %entities% to %location% [[while] retaining %teleport flags%][force] teleport %entities% %direction% %location% [[while] retaining %teleport flags%]

Teleport an entity to a specific location.

This effect is delayed by default, as it waits for the chunk of the location to be loaded before teleporting.

The keyword 'force' may be used to bypass this behavior (preventing the delay), but note that it may cause lag spikes or other server performance issues when teleporting to unloaded chunks.

Teleport flags are properties to retain during a teleport, such as direction, passengers, and velocities.

In Skript since
1.0, 2.10 (flags)
ID
EffTeleport
View 3 examples
teleport the player to {home::%uuid of player%}
teleport the attacker to the victim
on dismount:
	cancel event
	teleport the player to {server::spawn} retaining vehicle and passengers

Text Display Drop Shadow

  • effects
  • Skript 2.10
(add|apply) [a] (drop|text) shadow to [the] [text of] %entities%(add|apply) [a] (drop|text) shadow to %entities%'[s] textremove [the] (drop|text) shadow from [the] [text of] %entities%remove [the] (drop|text) shadow from %entities%'[s] text

Applies or removes drop shadow from the displayed text on a text display.

In Skript since
2.10
ID
EffTextDisplayDropShadow
View example
apply drop shadow to last spawned text display
if {_display} has drop shadow:
	remove drop shadow from the text of {_display}

Text Display See Through Blocks

  • effects
  • Skript 2.10
make %entities% visible through (blocks|walls)force %entities% to be visible through (blocks|walls)(prevent|block) %entities% from being (visible|seen) through (blocks|walls)

Forces a text display to either be or not be visible through blocks.

In Skript since
2.10
ID
EffTextDisplaySeeThroughBlocks
View 2 examples
force last spawned text display to be visible through walls
prevent all text displays from being visible through walls

Title - Clear/Reset

  • effects
  • Skript 2.3, 2.15
(clear|delete|reset) [the] title[s] [of %audiences%](clear|delete|reset) [the] %audiences%'[s] title[s]

Clears or resets the title of an audience to the default values.

While both actions remove the title being displayed, reset will also reset the title timings.

In Skript since
2.3, 2.15 (clearing the title)
ID
EffResetTitle
View 2 examples
reset the titles of all players
clear the title

Title - Send

  • effects
  • Skript 2.3
send title %object% [with subtitle %object%] [to %audiences%] [for %time span%] [with fade[(-| )]in %time span%] [[and] [with] fade[(-| )]out %time span%]send subtitle %object% [to %audiences%] [for %time span%] [with fade[(-| )]in %time span%] [[and] [with] fade[(-| )]out %time span%]

Sends a title and/or subtitle to an audience with an optional fade in, stay, and/or fade out time.

If sending only the subtitle, it will only be shown if the audience currently has a title displayed. Otherwise, it will be shown when the audience is next shown a title.

Additionally, if no input is given for the times, the previous times of the last sent title will be used (or default values). Use the reset title effect to restore the default values for the times.

In Skript since
2.3, 2.15 (support for showing anything)
ID
EffSendTitle
View 5 examples
send title "Competition Started" with subtitle "Have fun, Stay safe!" to player for 5 seconds
send title "Hi %player%" to player
send title "Loot Drop" with subtitle "starts in 3 minutes" to all players
send title "Hello %player%!" with subtitle "Welcome to our server" to player for 5 seconds with fadein 1 second and fade out 1 second
send subtitle "Party!" to all players

Toggle

  • effects
  • Skript 1.4, 2.12
(open|close|toggle) %objects%

Toggle the state of a block or boolean.

In Skript since
1.4, 2.12 (booleans)
ID
EffToggle
View 2 examples
# use arrows to toggle switches, doors, etc.
on projectile hit:
	projectile is arrow
	toggle the block at the arrow
# With booleans
toggle gravity of player

Toggle Custom Name Visibility

  • effects
  • Skript 2.10
(show|hide) [the] (custom|display)[ ]name of %entities%(show|hide) %entities%'[s] (custom|display)[ ]name

Toggles the custom name visibility of an entity.

In Skript since
2.10
ID
EffCustomName
View 2 examples
show the custom name of event-entity
hide target's display name

Toggle Flight

  • effects
  • Skript 2.3
(allow|enable) (fly|flight) (for|to) %players%(disallow|disable) (fly|flight) (for|to) %players%

Toggle the flight mode of a player.

In Skript since
2.3
ID
EffToggleFlight
View example
allow flight to event-player

Toggle Picking Up Items

  • effects
  • Skript 2.8.0
allow %living entities% to pick([ ]up items| items up)(forbid|disallow) %living entities% (from|to) pick([ing | ]up items|[ing] items up)

Determines whether living entities are able to pick up items or not

In Skript since
2.8.0
ID
EffToggleCanPickUpItems
View 3 examples
forbid player from picking up items
send "You can no longer pick up items!" to player
on drop:
	if player can't pick up items:
		allow player to pick up items

Transform List

  • effects
  • Skript 2.10
(transform|map) %objects% (using|with) <.+>

Transforms (or 'maps') a list's values using a given expression. This is akin to looping over the list and setting each value to a modified version of itself.

Evaluates the given expression for each element in the list, replacing the original element with the expression's result.

If the given expression returns a single value, the indices of the list will not change. If the expression returns multiple values, then then indices will be reset as a single index cannot contain multiple values.

Only variable lists can be transformed with this effect. For other lists, see the transform expression.

In Skript since
2.10
ID
EffTransform
View 3 examples
set {_a::*} to 1, 2, and 3
transform {_a::*} using input * 2
# {_a::*} is now 2, 4, and 6
# get a list of the sizes of all clans without manually looping
set {_clan-sizes::*} to indices of {clans::*}
transform {_clan-sizes::*} using {clans::%input%::size}
# set all existing values of a list to 0:
transform {_list::*} with 0

Tree

  • effects
  • Skript 1.0
(grow|create|generate) tree [of type %tree type%] %directions% %locations%(grow|create|generate) %tree type% %directions% %locations%

Creates a tree.

This may require that there is enough space above the given location and that the block below is dirt/grass, but it is possible that the tree will just grow anyways, possibly replacing every block in its path.

In Skript since
1.0
ID
EffTree
View example
grow a tall redwood tree above the clicked block

Update Block

  • effects
  • Skript 2.10
update %blocks% (as|to be) %block data% [without [neighbo[u]r[ing]|adjacent] [physics] update[s]]

Updates the blocks by setting them to a selected block

Using 'without physics' will not send updates to the surrounding blocks of the blocks being set.

Example: Updating a block next to a sand block in the air 'without physics' will not cause the sand block to fall.

In Skript since
2.10
ID
EffBlockUpdate
View 3 examples
update {_blocks::*} as gravel
update {_blocks::*} to be sand without physics updates
update {_blocks::*} as stone without neighbouring updates

Vector Rotate Around Another

  • effects
rotate %vectors% around %vector% by %number% [degrees]

No matching entry in Skript's documentation.

ID
EffVectorRotateAroundAnother

Vehicle

  • effects
  • Skript 2.0
(make|let|force) %entities% [to] (ride|mount) [(in|on)] %entity/entity type%(make|let|force) %entities% [to] (dismount|(dismount|leave) [(from|of)] [(any|the[ir]|his|her)] vehicle[s])(eject|dismount) [(any|the)] passenger[s] (of|from) %entities%

Makes an entity ride another entity, e.g. a minecart, a saddled pig, an arrow, etc.

In Skript since
2.0
ID
EffVehicle
View 2 examples
make the player ride a saddled pig
make the attacker ride the victim

Wake And Sleep

  • effects
  • Skript 2.11
make %living entities% (start sleeping|[go to] sleep) [%direction% %location%]force %living entities% to (start sleeping|[go to] sleep) [%direction% %location%]make %players% (start sleeping|[go to] sleep) %direction% %location% (with force)force %players% to (start sleeping|[go to] sleep) %direction% %location% (with force)make %living entities% (stop sleeping|wake up)force %living entities% to (stop sleeping|wake up)make %players% (stop sleeping|wake up) (without spawn [location] update)force %players% to (stop sleeping|wake up) (without spawn [location] update)

Make bats and foxes sleep or wake up.

Make villagers sleep by providing a location of a bed.

Make players sleep by providing a location of a bed. Using 'with force' will bypass "nearby monsters" ,the max distance, allowing players to sleep even if the bed is far away, and lets players sleep in the nether and end. Does not work if the location of the bed is not in the world the player is currently in.

Using 'without spawn location update' will make players wake up without setting their spawn location to the bed.

In Skript since
2.11
ID
EffWakeupSleep
View 5 examples
make {_fox} go to sleep
make {_bat} stop sleeping
make {_villager} start sleeping at location(0, 0, 0)
make player go to sleep at location(0, 0, 0) with force
make player wake up without spawn location update

Zombify Villager

  • effects
  • Skript 2.11
zombify %objects%unzombify %objects%

Turn a villager into a zombie villager. Cure a zombie villager immediately or after specified amount of time.

This effect removes the old entity and creates a new entity.

Zombifying a villager stored in a variable will update the variable to the new zombie villager.

Curing a zombie villager does not update the variable.

In Skript since
2.11
ID
EffZombify
View 5 examples
zombify last spawned villager
set {_villager} to last spawned villager
zombify {_villager}
if {_villager} is a zombie villager:
	# This will pass because '{_villager}' gets changed to the new zombie villager
set {_villager} to last spawned villager
zombify last spawned villager
if {_villager} is a zombie villager:
	# This will fail because the variable was not provided when zombifying
unzombify {_zombieVillager}
unzombify {_zombieVillager} after 2 seconds

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.