Types

Biome 🔗
Patterns:
  • Biome names; you can use F3 ingame
Since: 1.4.4
All possible biomes Minecraft uses to generate a world.
Examples:
biome at the player is desert
Block 🔗
Patterns:
Since: 1.0
A block in a world. It has a location and a type, and can also have a direction (mostly a facing), an inventory, or other special properties.
Examples:
Boolean 🔗
Patterns:
  • true/yes/on or false/no/off
Since: 1.0
A boolean is a value that is either true or false. Other accepted names are 'on' and 'yes' for true, and 'off' and 'no' for false.
Examples:
set {config.%player%.use mod} to false
Cat Type 🔗
Patterns:
Since: 2.4
Represents the race/type of a cat entity.
Examples:
cat types.tabby, cat types.black, cat types.red, cat types.siamese, cat types.british_shorthair, cat types.calico, cat types.persian, cat types.ragdoll, cat types.white, cat types.jellie, cat types.all_black
Chunk 🔗
Patterns:
Since: 2.0
A chunk is a cuboid of 16×16×128 (x×z×y) blocks. Chunks are spread on a fixed rectangular grid in their world.
Examples:
Click Type 🔗
Patterns:
  • left mouse button, left mouse button with shift, right mouse button, right mouse button with shift, window border using right mouse button, window border using left mouse button, middle mouse button, number key, double click using mouse, drop key, drop key with control, creative action, unknown
Since: 2.2-dev16b, 2.2-dev35 (renamed to click type)
Click type, mostly for inventory events. Tells exactly which keys/buttons player pressed, assuming that default keybindings are used in client side.
Examples:
Colour 🔗
Patterns:
  • black, dark grey/dark gray, grey/light grey/gray/light gray/silver, white, blue/dark blue, cyan/aqua/dark cyan/dark aqua, light blue/light cyan/light aqua, green/dark green, light green/lime/lime green, yellow/light yellow, orange/gold/dark yellow, red/dark red, pink/light red, purple/dark purple, magenta/light purple, brown/indigo
Since:
Wool, dye and chat colours.
Examples:
color of the sheep is red or black
set the colour of the block to green
message "You're holding a <%color of tool%>%color of tool% wool block"
Command Sender 🔗
Patterns:
  • use <a href='expressions.html#LitConsole'>the console</a> for the console
  • see <a href='#player'>player</a> for players.
Since: 1.0
A player or the console.
Examples:
on command /pm:
    command sender is not the console
    chance of 10%
    give coal to the player
    message "You got a piece of coal for sending that PM!"
Damage Cause 🔗
Patterns:
  • contact, attack, sweep attack, projectile, suffocation, fall, fire, burning, melting, lava, drowning, block explosion, entity explosion, void, lightning, suicide, starvation, poison, potion, wither, falling block, thorns, dragon's breath, unknown, hitting wall while flying, magma, cramming, dryout
Since: 2.0
The cause/type of a damage event, e.g. lava, fall, fire, drowning, explosion, poison, etc. Please note that support for this type is very rudimentary, e.g. lava, fire and burning, as well as projectile and attack are considered different types.
Examples:
Date 🔗
Patterns:
Since: 1.4
A date is a certain point in the real world's time which can currently only be obtained with now. See time and timespan for the other time types of Skript.
Examples:
set {_yesterday} to now
subtract a day from {_yesterday}
# now {_yesterday} represents the date 24 hours before now
Difficulty 🔗
Patterns:
Since: 2.3
The difficulty of a world.
Examples:
peaceful, easy, medium, hard
Direction 🔗
Patterns:
  • see <a href='../expressions.html#ExprDirection'>direction (expression)</a>
Since: 2.0
A direction, e.g. north, east, behind, 5 south east, 1.3 meters to the right, etc. Locations and some blocks also have a direction, but without a length. Please note that directions have changed extensively in the betas and might not work perfectly. They can also not be used as command arguments.
Examples:
set the block below the victim to a chest
loop blocks from the block infront of the player to the block 10 below the player:
    set the block behind the loop-block to water
Enchantment 🔗
Patterns:
  • Frost Walker, Feather Falling, Unbreaking, Knockback, Projectile Protection, Respiration, Punch, Protection, Blast Protection, Lure, Impaling, Smite, Silk Touch, Infinity, Luck of The Sea, Thorns, Multishot, Curse of Vanishing, Fire Aspect, Flame, Depth Strider, Piercing, Fire Protection, Sharpness, Power, Sweeping Edge, Aqua Affinity, Curse of Binding, Bane of Arthropods, Looting, Efficiency, Mending, Riptide, Quick Charge, Fortune, Loyalty, Channeling
Since: 1.4.6
An enchantment, e.g. 'sharpness' or 'fortune'. Unlike enchantment type this type has no level, but you usually don't need to use this type anyway.
Examples:
Enchantment Type 🔗
Patterns:
  • <code>&lt;enchantment&gt; [&lt;level&gt;]</code>
Since: 1.4.6
An enchantment with an optional level, e.g. 'sharpness 2' or 'fortune'.
Examples:
enchant the player's tool with sharpness 5
helmet is enchanted with waterbreathing
Entity 🔗
Patterns:
  • player, op, wolf, tamed ocelot, powered creeper, zombie, unsaddled pig, fireball, arrow, dropped item, item frame, etc.
Since: 1.0
An entity is something in a world that's not a block, e.g. a player, a skeleton, or a zombie, but also projectiles like arrows, fireballs or thrown potions, or special entities like dropped items, falling blocks or paintings.
Examples:
entity is a zombie or creeper
player is an op
projectile is an arrow
shoot a fireball from the player
Entity Type 🔗
Patterns:
  • <i>Detailed usage will be added eventually</i>
Since: 1.3
The type of an entity, e.g. player, wolf, powered creeper, etc.
Examples:
victim is a cow
spawn a creeper
Entity Type with Amount 🔗
Patterns:
  • &lt;<a href='#number'>number</a>&gt; &lt;entity type&gt;
Since: 1.3
An entity type with an amount, e.g. '2 zombies'. I might remove this type in the future and make a more general 'type' type, i.e. a type that has a number and a type.
Examples:
spawn 5 creepers behind the player
Experience 🔗
Patterns:
  • <code>[&lt;number&gt;] ([e]xp|experience [point[s]])</code>
Since: 2.0
Experience points. Please note that Bukkit only allows to give XP, but not remove XP from players. You can however change a player's level and level progress freely.
Examples:
give 10 xp to the player
Firework Effect 🔗
Patterns:
Since: 2.4
A configuration of effects that defines the firework when exploded.
Examples:
Firework Type 🔗
Patterns:
Since: 2.4
The type of a fireworkeffect.
Examples:
ball, large ball, star, burst, creeper
Game Mode 🔗
Patterns:
  • creative/survival/adventure/spectator
Since: 1.0
The game modes survival, creative, adventure and spectator.
Examples:
player's gamemode is survival
set the player argument's game mode to creative
Gene 🔗
Patterns:
Since: 2.4
Represents a Panda's main or hidden gene. See genetics for more info.
Examples:
normal, lazy, worried, playful, brown, weak, aggressive
Inventory 🔗
Patterns:
Since: 1.0
An inventory of a player or block. Inventories have many effects and conditions regarding the items contained. An inventory has a fixed amount of slots which represent a specific place in the inventory, e.g. the helmet slot for players (Please note that slot support is still very limited but will be improved eventually).
Examples:
Inventory Action 🔗
Patterns:
  • nothing, pickup all, pickup some, pickup half, pickup one item, place all, place some, place one, swap with cursor, drop all from cursor, drop one from cursor, drop all from slot, drop one from slot, instant move, hotbar move and readd, swap with hotbar, clone stack, collect to cursor, unknown
Since: 2.2-dev16
What player just did in inventory event. Note that when in creative game mode, most actions do not work correctly.
Examples:
Inventory Slot 🔗
Patterns:
Since:
Represents a single slot of an inventory. Notable slots are the armour slots and furnace slots. The most important property that distinguishes a slot from an item is its ability to be changed, e.g. it can be set, deleted, enchanted, etc. (Some item expressions can be changed as well, e.g. items stored in variables. For that matter: slots are never saved to variables, only the items they represent at the time when the variable is set). Please note that tool can be regarded a slot, but it can actually change it's position, i.e. doesn't represent always the same slot.
Examples:
set tool of player to dirt
delete helmet of the victim
set the colour of the player's tool to green
enchant the player's chestplate with projectile protection 5
Inventory Type 🔗
Patterns:
  • chest inventory, dispenser inventory, dropper inventory, furnace inventory, workbench inventory, crafting table inventory, enchanting table inventory, brewing stand inventory, player inventory, creative inventory, merchant inventory, ender chest inventory, anvil inventory, beacon inventory, hopper inventory, shulker box inventory, barrel inventory, blast furnace inventory, lectern inventory, smoker inventory, loom inventory, cartography table inventory, grindstone inventory, stonecutter inventory
Since: 2.2-dev32
Minecraft has several different inventory types with their own use cases.
Examples:
Item / Material 🔗
Patterns:
  • <code>[&lt;number&gt; [of]] &lt;alias&gt; [of &lt;enchantment&gt; &lt;level&gt;]</code>, Where &lt;alias&gt; must be an alias that represents exactly one item (i.e cannot be a general alias like 'sword' or 'plant')
Since: 1.0
An item, e.g. a stack of torches, a furnace, or a wooden sword of sharpness 2. Unlike item type an item can only represent exactly one item (e.g. an upside-down cobblestone stair facing west), while an item type can represent a whole range of items (e.g. any cobble stone stairs regardless of direction). You don't usually need this type except when you want to make a command that only accepts an exact item. Please note that currently 'material' is exactly the same as 'item', i.e. can have an amount & enchantments.
Examples:
set {_item} to type of the targeted block
{_item} is a torch
Item Type 🔗
Patterns:
  • <code>[&lt;number&gt; [of]] [all/every] &lt;alias&gt; [of &lt;enchantment&gt; [&lt;level&gt;] [,/and &lt;more enchantments...&gt;]]</code>
Since: 1.0
An item type is an alias, e.g. 'a pickaxe', 'all plants', etc., and can result in different items when added to an inventory, and unlike items they are well suited for checking whether an inventory contains a certain item or whether a certain item is of a certain type. An item type can also have one or more enchantments with or without a specific level defined, and can optionally start with 'all' or 'every' to make this item type represent all types that the alias represents, including data ranges.
Examples:
give 4 torches to the player
add all slabs to the inventory of the block
player's tool is a diamond sword of sharpness
remove a pickaxes of fortune 4 from {stored items::*}
set {_item} to 10 of every upside-down stair
block is dirt or farmland
Living Entity 🔗
Patterns:
  • see <a href='#entity'>entity</a>, but ignore inanimate objects
Since: 1.0
A living entity, i.e. a mob or player, not inanimate entities like projectiles or dropped items.
Examples:
spawn 5 powered creepers
shoot a zombie from the creeper
Location 🔗
Patterns:
Since: 1.0
A location in a world. Locations are world-specific and even store a direction, e.g. if you save a location and later teleport to it you will face the exact same direction you did when you saved the location.
Examples:
Metadata Holder 🔗
Patterns:
Since: 2.2-dev36
Something that can hold metadata (e.g. an entity or block)
Examples:
set metadata value "super cool" of player to true
Number 🔗
Patterns:
  • [-]###[.###]</code> (any amount of digits; very large numbers will be truncated though)
Since: 1.0
A number, e.g. 2.5, 3, or -9812454. Please note that many expressions only need integers, i.e. will discard any frational parts of any numbers without producing an error.
Examples:
set the player's health to 5.5
set {_temp} to 2*{_temp} - 2.5
Object 🔗
Patterns:
Since: 1.0
The supertype of all types, meaning that if %object% is used in e.g. a condition it will accept all kinds of expressions.
Examples:
Offline Player 🔗
Patterns:
Since:
A player that is possibly offline. See player for more information. Please note that while all effects and conditions that require a player can be used with an offline player as well, they will not work if the player is not actually online.
Examples:
Player 🔗
Patterns:
Since: 1.0
A player. Depending on whether a player is online or offline several actions can be performed with them, though you won't get any errors when using effects that only work if the player is online (e.g. changing his inventory) on an offline player. You have two possibilities to use players as command arguments: <player> and <offline player>. The first requires that the player is online and also accepts only part of the name, while the latter doesn't require that the player is online, but the player's name has to be entered exactly.
Examples:
Potion Effect Type 🔗
Patterns:
  • null, speed, slowness, haste, mining fatigue, strength, instant health, instant damage, jump boost, nausea, regeneration, resistance, fire resistance, water breathing, invisibility, blindness, night vision, hunger, weakness, poison, wither, health boost, absorption, saturation, glowing, levitation, luck, bad luck, slow falling, conduit power, dolphins grace, bad omen, hero of the village
Since:
A potion effect type, e.g. 'strength' or 'swiftness'.
Examples:
apply swiftness 5 to the player
apply potion of speed 2 to the player for 60 seconds
remove invisibility from the victim
Projectile 🔗
Patterns:
  • arrow, fireball, snowball, thrown potion, etc.
Since: 1.0
A projectile, e.g. an arrow, snowball or thrown potion.
Examples:
projectile is a snowball
shoot an arrow at speed 5 from the player
Resource Pack State 🔗
Patterns:
Since: 2.4
The state in a resource pack request response event.
Examples:
successfully load, decline, download fail, accept
Server Icon 🔗
Patterns:
Since: 2.3
A server icon that was loaded using the load server icon effect.
Examples:
Sound Category 🔗
Patterns:
Since: 2.4
The category of a sound, they are used for sound options of Minecraft. See the play sound and stop sound effects.
Examples:
master category, music category, record category, weather category, block category, hostile category, neutral category, player category, ambient category, voice category
Spawn Reason 🔗
Patterns:
Since: 2.3
The spawn reason in a spawn event.
Examples:
natural, jockey, chunk generation, mob spawner, egg, spawn egg, lightning, built snowman, built iron golem, built wither, village defense, village invasion, breed, slime split, reinforcements, nether portal, dispense egg, infection, cured, ocelot baby, silverfish reveal, mount, trap, ender pearl, perching, drowned, shear, customized, default
Teleport Cause 🔗
Patterns:
Since: 2.2-dev35
The teleport cause in a teleport event.
Examples:
ender pearl, command, plugin, nether portal, end portal, spectate, gateway, chorus, unknown
Text 🔗
Patterns:
  • simple: "..."
  • quotes: "...""..."
  • expressions: "...%expression%..."
  • percent signs: "...%%..."
Since: 1.0
Text is simply text, i.e. a sequence of characters, which can optionally contain expressions which will be replaced with a meaningful representation (e.g. %player% will be replaced with the player's name). Because scripts are also text, you have to put text into double quotes to tell Skript which part of the line is an effect/expression and which part is the text. Please read the article on Texts and Variable Names to learn more.
Examples:
broadcast "Hello World!"
message "Hello %player%"
message "The id of ""%type of tool%"" is %id of tool%."
Time 🔗
Patterns:
  • <code>##:##</code>
  • <code>##[:##][ ]am/pm</code>
Since: 1.0
A time is a point in a minecraft day's time (i.e. ranges from 0:00 to 23:59), which can vary per world. See date and timespan for the other time types of Skript.
Examples:
at 20:00:
    time is 8 pm
    broadcast "It's %time%"
Timeperiod 🔗
Patterns:
  • <code>##:## - ##:##</code>
  • dusk/day/dawn/night
Since: 1.0
A period of time between two times. Mostly useful since you can use this to test for whether it's day, night, dusk or dawn in a specific world. This type might be removed in the future as you can use 'time of world is between x and y' as a replacement.
Examples:
time in world is night
Timespan 🔗
Patterns:
  • <code>&lt;number&gt; [minecraft/mc/real/rl/irl] ticks/seconds/minutes/hours/days [[,/and] &lt;more...&gt;</code>]
  • <code>[###:]##:##[.####]</code> ([hours:]minutes:seconds[.milliseconds])
Since: 1.0
A timespan is a difference of two different dates or times, e.g '10 minutes'. Timespans are always displayed as real life time, but can be defined as minecraft time, e.g. '5 minecraft days and 12 hours'. See date and time for the other time types of Skript.
Examples:
every 5 minecraft days:
    wait a minecraft second and 5 ticks
every 10 mc days and 12 hours:
    halt for 12.7 irl minutes, 12 hours and 120.5 seconds
Tree Type 🔗
Patterns:
  • <code>[any] &lt;general tree/mushroom type&gt;</code>, e.g. tree/any jungle tree/etc.
  • <code>&lt;specific tree/mushroom species&gt;</code>, e.g. red mushroom/small jungle tree/big regular tree/etc.
Since:
A tree type represents a tree species or a huge mushroom species. These can be generated in a world with the generate tree effect.
Examples:
grow any regular tree at the block
grow a huge red mushroom above the block
Type 🔗
Patterns:
  • See the type name patterns of all types - including this one
Since: 2.0
Represents a type, e.g. number, object, item type, location, block, world, entity type, etc. This is mostly used for expressions like 'event-<type>', '<type>-argument', 'loop-<type>', etc., e.g. event-world, number-argument and loop-player.
Examples:
{variable} is a number # check whether the variable contains a number, e.g. -1 or 5.5
{variable} is a type # check whether the variable contains a type, e.g. number or player
{variable} is an object # will always succeed if the variable is set as everything is an object, even types.
disable PvP in the event-world
kill the loop-entity
Vector 🔗
Patterns:
  • vector(x, y, z)
Since: 2.2-dev23
Vector is a collection of numbers. In Minecraft, 3D vectors are used to express velocities of entities.
Examples:
Visual Effect 🔗
Patterns:
  • ender signal, mobspawner flames, potion break, smoke, hurt, wolf smoke, wolf hearts, wolf shaking, sheep eating, iron golem offering rose, villager hearts, angry villager entity, happy villager entity, witch magic, zombie turning to a villager, firework explosion, arrow particles, jumping rabbit, love hearts, squid rotation reset, entity poof, guardian target, block with shield, shield break, armor stand hit, hurt by thorns, iron golem sheathing rose, resurrection by totem, hurt by drowning, visual effects.hurt_explosiion.name, firework's spark, critical hit, magical critical hit, potion swirl, transparent potion swirl, spell, spell, witch spell, note, portal, flying glyph, flame, lava pop, footstep, water splash, smoke particle, huge explosion, large explosion, explosion, void fog, small smoke, cloud, coloured dust, snowball break, water drip, lava drip, snow shovel, slime, heart, angry villager, happy villager, large smoke, item crack, block break, block dust, totem, spit, squid ink, bubble pop, current down, bubble column up, nautilus, dolphin, sneeze, visual effects.campfire_cosy_smoke.name, campfire signal smoke, composter, flash, falling lava, landing lava, falling water
Since: 2.1
A visible effect, e.g. particles.
Examples:
show wolf hearts on the clicked wolf
play mob spawner flames at the targeted block to the player
Weather Type 🔗
Patterns:
  • clear/sun/sunny, rain/rainy/raining, and thunder/thundering/thunderstorm
Since: 1.0
The weather types sunny, rainy, and thundering.
Examples:
is raining
is sunny in the player's world
message "It is %weather in the argument's world% in %world of the argument%"
World 🔗
Patterns:
  • <code>"world_name"</code>, e.g. "world"
Since: 1.0, 2.2 (alternate syntax)
One of the server's worlds. Worlds can be put into scripts by surrounding their name with double quotes, e.g. "world_nether", but this might not work reliably as text uses the same syntax.
Examples:
broadcast "Hello!" to the world "world_nether"