Events

At Time 🔗
Patterns:
Since: 1.3.4
An event that occurs at a given minecraft time in every world or only in specific worlds.
Examples:
at 18:00
at 7am in "world"
On AoE Cloud Effect 🔗
Patterns:
  • (area|AoE) [cloud] effect
Since: 2.2-dev21
Called when area effect cloud applies its potion effect. This happens every 5 ticks by default.
Examples:
on area cloud effect:
On Bed Enter 🔗
Patterns:
  • bed enter[ing]
  • [player] enter[ing] [a] bed
Since: 1.0
Called when a player starts sleeping.
Examples:
on bed enter:
On Bed Leave 🔗
Patterns:
  • bed leav(e|ing)
  • [player] leav(e|ing) [a] bed
Since: 1.0
Called when a player leaves a bed.
Examples:
on player leaving a bed:
On Block Damage 🔗
Patterns:
  • block damag(ing|e)
Since: 1.0
Called when a player starts to break a block. You can usually just use the leftclick event for this.
Examples:
on block damaging:
    if block is log:
        send "You can't break the holy log!"
On Block Growth 🔗
Patterns:
  • (plant|crop|block) grow[(th|ing)] [[of] %item types%]
Since: 2.2-Fixes-V10
Called when a crop grows. Alternative to new form of generic grow event.
Examples:
on crop growth:
On Book Edit 🔗
Patterns:
  • book (edit|change|write)
Since: 2.2-dev31
Called when a player edits a book.
Examples:
on book edit:
On Book Sign 🔗
Patterns:
  • book sign[ing]
Since: 2.2-dev31
Called when a player signs a book.
Examples:
on book sign:
On Break / Mine 🔗
Patterns:
  • [block] (break[ing]|min(e|ing)) [[of] %item types%]
Since: 1.0 (break), unknown (mine)
Called when a block is broken by a player. If you use 'on mine', only events where the broken block dropped something will call the trigger.
Examples:
on mine:
on break of stone:
on mine of any ore:
On Bucket Empty 🔗
Patterns:
  • bucket empty[ing]
  • [player] empty[ing] [a] bucket
Since: 1.0
Called when a player empties a bucket. You can also use the place event with a check for water or lava.
Examples:
on bucket empty:
On Bucket fill 🔗
Patterns:
  • bucket fill[ing]
  • [player] fill[ing] [a] bucket
Since: 1.0
Called when a player fills a bucket.
Examples:
on player filling a bucket:
On Burn 🔗
Patterns:
Since: 1.0
Called when a block is destroyed by fire.
Examples:
on burn:
on burn of wood, fences, or chests:
On Can Build Check 🔗
Patterns:
  • [block] can build check
Since: 1.0 (basic), 2.0 ([un]cancellable)
Called when a player rightclicks on a block while holding a block or a placeable item. You can either cancel the event to prevent the block from being built, or uncancel it to allow it. Please note that the data value of the block to be placed is not available in this event, only its ID.
Examples:
on block can build check:
    cancel event
On Chat 🔗
Patterns:
  • chat
Since: 1.4.1
Called whenever a player chats. Use chat format to change message format, use chat recipients to edit chat recipients.
Examples:
on chat:
    if player has permission "owner":
        set chat format to "[player]: [message]"
    else if player has permission "admin":
        set chat format to "[player]: [message]"
    else: #default message format
        set chat format to "[player]: [message]"
On Chunk Generate 🔗
Patterns:
  • chunk (generat|populat)(e|ing)
Since: 1.0
Called after a new chunk was generated.
Examples:
on chunk generate:
On Chunk Load 🔗
Patterns:
  • chunk load[ing]
Since: 1.0
Called when a chunk loads. The chunk might or might not contain mobs when it's loaded.
Examples:
on chunk load:
On Chunk Unload 🔗
Patterns:
  • chunk unload[ing]
Since: 1.0
Called when a chunk is unloaded due to not being near any player. Cancel the event to force the server to keep the chunk loaded and thus keep simulating the chunk (e.g. physics, plant growth, minecarts, etc. will keep working and won't freeze).
Examples:
on chunk unload:
On Click 🔗
Patterns:
Since: 1.0
Called when a user clicks on a block, an entity or air with or without an item in their hand. Please note that rightclick events with an empty hand while not looking at a block are not sent to the server, so there's no way to detect them.
Examples:
on click:
on rightclick holding a fishing rod:
on leftclick on a stone or obsidian:
on rightclick on a creeper:
on click with a sword:
On Combust 🔗
Patterns:
  • combust[ing]
Since: 1.0
Called when an entity is set on fire, e.g. by fire or lava, a fireball, or by standing in direct sunlight (zombies, skeletons).
Examples:
on combust:
On Command 🔗
Patterns:
Since: 2.0
Called when a player enters a command (not neccessarily a Skript command).
Examples:
on command:
on command "/stop":
on command "pm Njol ":
On Connect 🔗
Patterns:
  • [player] connect[ing]
Since: 2.0
Called when the player connects to the server. This event is called before the player actually joins the server, so if you want to prevent players from joining you should prefer this event over on join.
Examples:
on connect:
    player doesn't have permission "VIP"
    number of players is greater than 15
    kick the player due to "The last 5 slots are reserved for VIP players."
On Consume 🔗
Patterns:
  • [player] ((eat|drink)[ing]|consum(e|ing)) [[of] %item types%]
Since: 2.0
Called when a player is done eating/drinking something, e.g. an apple, bread, meat, milk or a potion.
Examples:
on consume:
On Craft 🔗
Patterns:
Since: unknown (before 2.1)
Called when a player crafts an item.
Examples:
on craft:
On Creeper Power 🔗
Patterns:
  • creeper power
Since: 1.0
Called when a creeper is struck by lighting and gets powered. Cancel the event to prevent the creeper from being powered.
Examples:
on creeper power:
On Damage 🔗
Patterns:
Since: 1.0
Called when an entity receives damage, e.g. by an attack from another entity, lava, fire, drowning, fall, suffocation, etc.
Examples:
on damage:
on damage of a player:
On Death 🔗
Patterns:
Since: 1.0
Called when a living entity (including players) dies.
Examples:
on death:
on death of player:
on death of a wither or ender dragon:
    broadcast "A %entity% has been slain in %world%!"
On Dispense 🔗
Patterns:
Since: unknown (before 2.1)
Called when a dispenser dispenses an item.
Examples:
on dispense of iron block:
    send "that'd be 19.99 please!"
On Drop 🔗
Patterns:
Since: unknown (before 2.1)
Called when a player drops an item from his inventory.
Examples:
on drop:
On Enderman/Sheep/Silverfish 🔗
Patterns:
  • enderman place
  • enderman pickup
  • sheep eat
  • silverfish enter
  • silverfish exit
Since: unknown
Called when an enderman places or picks up a block, a sheep eats grass or a silverfish boops into/out of a block respectively.
Examples:
on sheep eat:
    kill entity
    broadcast "A sheep stole some grass!"
On Entity Dismount 🔗
Patterns:
  • dismount[ing]
Since: 2.2-dev13b
Called when an entity dismounts.
Examples:
on dismount:
    kill event-entity
On Entity Mount 🔗
Patterns:
  • mount[ing]
Since: 2.2-dev13b
Called when entity starts riding another.
Examples:
on mount:
    cancel event
On Experience Spawn 🔗
Patterns:
  • [e]xp[erience] [orb] spawn
  • spawn of [a[n]] [e]xp[erience] [orb]
Since: 2.0
Called whenever experience is about to spawn. This is a helper event for easily being able to stop xp from spawning, as all you can currently do is cancel the event. Please note that it's impossible to detect xp orbs spawned by plugins (including Skript) with Bukkit, thus make sure that you have no such plugins if you don't want any xp orbs to spawn. (Many plugins that only change the experience dropped by blocks or entities will be detected without problems though)
Examples:
on xp spawn:
    world is "minigame_world"
    cancel event
On Explode 🔗
Patterns:
  • explo(d(e|ing)|sion)
Since: 1.0
Called when an entity (a primed TNT or a creeper) explodes.
Examples:
on explosion:
On Explosion Prime 🔗
Patterns:
  • explosion prime
Since: 1.0
Called when an explosive is primed, i.e. an entity will explode shortly. Creepers can abort the explosion if the player gets too far away, while TNT will explode for sure after a short time.
Examples:
on explosion prime:
On Fade 🔗
Patterns:
Since: 1.0
Called when a block 'fades away', e.g. ice or snow melts.
Examples:
on fade of snow or ice:
On Firework Explode 🔗
Patterns:
  • [a] firework explo(d(e|ing)|sion) [colo[u]red %colors%]
Since: 2.4
Called when a firework explodes.
Examples:
on firework explode
on firework exploding colored red, light green and black
on firework explosion coloured light green:
    broadcast "A firework colored %colors% was exploded at %location%!"
On First Join 🔗
Patterns:
  • first (join|login)
Since: 1.3.7
Called when a player joins the server for the first time.
Examples:
on first join:
    broadcast "Welcome %player% to the server!"
On Fishing 🔗
Patterns:
  • [player] fish[ing]
Since: 1.0
Called when a player fishes something. This is not of much use yet.
Examples:
on fish:
On Flight Toggle 🔗
Patterns:
  • [player] flight toggl(e|ing)
  • [player] toggl(e|ing) flight
Since: 2.2-dev36
Called when a players stops/starts flying.
Examples:
on flight toggle:
    if {game::%player%::playing} exists:
        cancel event
On Flow 🔗
Patterns:
  • [block] flow[ing]
  • block mov(e|ing)
Since: 1.0
Called when a blocks flows or teleports to another block. This not only applies to water and lava, but teleporting dragon eggs as well.
Examples:
on block flow:
    if event-block is water:
        broadcast "Build more dams! It's starting to get wet in here"
On Form 🔗
Patterns:
Since: 1.0
Called when a block is created, but not by a player, e.g. snow forms due to snowfall, water freezes in cold biomes. This isn't called when block spreads (mushroom growth, water physics etc.), as it has its own event (see spread event).
Examples:
on form of snow:
on form of a mushroom:
On Fuel Burn 🔗
Patterns:
  • fuel burn[ing]
Since: 1.0
Called when a furnace burns an item from its fuel slot.
Examples:
on fuel burning:
On Gamemode Change 🔗
Patterns:
Since: 1.0
Called when a player's gamemode changes.
Examples:
on gamemode change:
on gamemode change to adventure:
On Gliding State Change 🔗
Patterns:
  • (gliding state change|toggl(e|ing) gliding)
Since: 2.2-dev21
Called when an entity toggles glider on or off, or when server toggles gliding state of an entity forcibly.
Examples:
on toggling gliding:
    cancel the event # bad idea, but you CAN do it!
On Grow 🔗
Patterns:
Since: 1.0 (2.2-dev20 for plants)
Called when a tree, giant mushroom or plant grows to next stage.
Examples:
on grow:
on grow of a tree:
on grow of a huge jungle tree:
On Hand Item Swap 🔗
Patterns:
  • swap[ping of] [(hand|held)] item[s]
Since: 2.3
Called whenever a player swaps the items in their main- and offhand slots. Works also when one or both of the slots are empty. The event is called before the items are actually swapped, so when you use the player's tool or player's offtool expressions, they will return the values before the swap - this enables you to cancel the event before anything happens.
Examples:
on swap hand items:
    event-player's tool is a diamond sword
    cancel event
On Heal 🔗
Patterns:
  • heal[ing]
Since: 1.0
Called when an entity is healed, e.g. by eating (players), being fed (pets), or by the effect of a potion of healing (overworld mobs) or harm (nether mobs).
Examples:
on heal:
On Hunger Meter Change 🔗
Patterns:
  • (food|hunger) (level|met(er|re)|bar) chang(e|ing)
Since: 1.4.4
Called when the hunger bar of a player changes, i.e. either increases by eating or decreases over time.
Examples:
on food bar change:
On Ignition 🔗
Patterns:
  • [block] ignit(e|ion)
Since: 1.0
Called when a block starts burning, i.e. a fire block is placed next to it and this block is flammable. The burn event will be called when the block is about do be destroyed by the fire.
Examples:
on block ignite:
    if event-block is a ladder:
        cancel event
On Inventory Click 🔗
Patterns:
  • [player] inventory(-| )click[ing] [[at] %item types%]
Since: 2.2-Fixes-V10
Called when clicking on inventory slot.
Examples:
on inventory click:
    if event-item is stone:
        give player 1 stone
        remove 20$ from player's balance
On Inventory Close 🔗
Patterns:
  • inventory clos(ing|e[d])
Since: 2.2-dev21
Called when player's currently viewed inventory is closed.
Examples:
on inventory close:
    if player's location is {location}:
        send "You exited the shop!"
On Inventory Open 🔗
Patterns:
  • inventory open[ed]
Since: 2.2-dev21
Called when an inventory is opened for player.
Examples:
on inventory open:
    close player's inventory
On Item Break 🔗
Patterns:
  • [player] tool break[ing]
  • [player] break[ing] [(a|the)] tool
Since: 2.1.1
Called when a player breaks his tool because its damage reached the maximum value. This event cannot be cancelled.
Examples:
on tool break:
On Item Despawn 🔗
Patterns:
  • (item[ ][stack]|[item] %item types%) despawn[ing]
  • [item[ ][stack]] despawn[ing] [[of] %item types%]
Since: 2.2-dev35
Called when an item is about to be despawned from the world, usually 5 minutes after it was dropped.
Examples:
on item despawn of diamond:
    send "Not my precious!"
    cancel event
On Item Merge 🔗
Patterns:
Since: 2.2-dev35
Called when dropped items merge into a single stack.
Examples:
on item merge of gold blocks:
    cancel event
On Item Spawn 🔗
Patterns:
Since: unknown (before 2.1)
Called whenever an item stack is spawned in a world, e.g. as drop of a block or mob, a player throwing items out of his inventory, or a dispenser dispensing an item (not shooting it).
Examples:
on item spawn of iron sword:
    broadcast "Someone dropped an iron sword!"
On Join 🔗
Patterns:
  • [player] (login|logging in|join[ing])
Since: 1.0
Called when the player joins the server. The player is already in a world when this event is called, so if you want to prevent players from joining you should prefer on connect over this event.
Examples:
on join:
    message "Welcome on our awesome server!"
    broadcast "%player% just joined the server!"
On Jump 🔗
Patterns:
  • [player] jump[ing]
Since: 2.3
Called whenever a player jumps. This event requires PaperSpigot.
Examples:
on jump:
    event-player does not have permission "jump"
    cancel event
On Kick 🔗
Patterns:
  • [player] (kick|being kicked)
Since: 1.0
Called when a player is kicked from the server. You can change the kick message or cancel the event entirely.
Examples:
on kick:
On Language Change 🔗
Patterns:
  • [player] (language|locale) chang(e|ing)
  • [player] chang(e|ing) (language|locale)
Since: 2.3
Called after a player changed their language in the game settings. You can use the language expression to get the current language of the player. This event requires Minecraft 1.12+.
Examples:
on language change:
    if player's language starts with "en":
        send "Hello!"
On Leaves Decay 🔗
Patterns:
  • leaves decay[ing]
Since: 1.0
Called when a leaf block decays due to not being connected to a tree.
Examples:
on leaves decay:
On Level Change 🔗
Patterns:
  • [player] level [change]
Since: 1.0
Called when a player's level changes, e.g. by gathering experience or by enchanting something.
Examples:
on level change:
On Lightning Strike 🔗
Patterns:
  • lightning [strike]
Since: 1.0
Called when lightning strikes.
Examples:
on lightning:
On Move On 🔗
Patterns:
Since: 2.0
Called when a player moves onto a certain type of block. Please note that using this event can cause lag if there are many players online.
Examples:
on walking on dirt or grass:
on stepping on stone:
On Physics 🔗
Patterns:
  • [block] physics
Since: 1.4.6
Called when a physics check is done on a block. By cancelling this event you can prevent some things from happening, e.g. sand falling, dirt turning into grass, torches dropping if their supporting block is destroyed, etc.Please note that using this event might cause quite some lag since it gets called extremely often.
Examples:
# prevents sand from falling
on block physics:
    block is sand
    cancel event
On Pick Up 🔗
Patterns:
  • [player] (pick[ ]up|picking up) [[of] %item types%]
Since: unknown (before 2.1)
Called when a player picks up an item. Please note that the item is still on the ground when this event is called.
Examples:
on pick up:
On Pig Zap 🔗
Patterns:
  • pig[ ]zap
Since: 1.0
Called when a pig is stroke by lightning and transformed into a zombie pigman. Cancel the event to prevent the transformation.
Examples:
on pig zap:
On Piston Extend 🔗
Patterns:
  • piston extend[ing]
Since: 1.0
Called when a piston is about to extend.
Examples:
on piston extend:
    broadcast "A piston is extending!"
On Piston Retract 🔗
Patterns:
  • piston retract[ing]
Since: 1.0
Called when a piston is about to retract.
Examples:
on piston retract:
    broadcast "A piston is retracting!"
On Place 🔗
Patterns:
  • [block] (plac(e|ing)|build[ing]) [[of] %item types%]
Since: 1.0
Called when a player places a block.
Examples:
on place:
on place of a furnace, workbench or chest:
On Player World Change 🔗
Patterns:
  • [player] world chang(ing|e[d])
Since: 2.2-dev28
Called when a player enters a world. Does not work with other entities!
Examples:
on player world change:
    world is "city"
    send "Welcome to the City!"
On Portal 🔗
Patterns:
  • [player] portal
Since: 1.0
Called when a player uses a nether or end portal. Cancel the event to prevent the player from teleporting.
Examples:
on player portal:
On Portal Create 🔗
Patterns:
  • portal creat(e|ion)
Since: 1.0
Called when a portal is created, either by a player or mob lighting an obsidian frame on fire, or by a nether portal creating its teleportation target in the nether/overworld. Please note that it's not possible to use the player in this event.
Examples:
on portal create:
On Portal Enter 🔗
Patterns:
  • portal enter[ing]
  • entering [a] portal
Since: 1.0
Called when a player enters a nether portal and the swirly animation starts to play.
Examples:
on portal enter:
On Prepare Craft 🔗
Patterns:
  • [player] (preparing|beginning) craft[ing] [[of] %item types%]
Since: 2.2-Fixes-V10
Called just before displaying crafting result to player. Note that setting the result item might or might not work due to Bukkit bugs.
Examples:
on preparing craft of torch:
On Pressure Plate / Trip 🔗
Patterns:
  • [step[ping] on] [a] [pressure] plate
  • (trip|[step[ping] on] [a] tripwire)
Since: 1.0 (pressure plate), 1.4.4 (tripwire)
Called when a player steps on a pressure plate or tripwire respectively.
Examples:
on step on pressure plate:
On Projectile Hit 🔗
Patterns:
  • projectile hit
Since: 1.0
Called when a projectile hits an entity or a block. Use the damage event with a check for a projectile to be able to use the entity that got hit in the case when the projectile hit a living entity. A damage event will even be fired if the damage is 0, e.g. when throwing snowballs at non-nether mobs.
Examples:
on projectile hit:
    event-projectile is arrow
    delete event-projectile
On Quit 🔗
Patterns:
  • (quit[ting]|disconnect[ing]|log[ ]out|logging out)
Since: 1.0 (simple disconnection), 2.0 (kicked players)
Called when a player leaves the server.
Examples:
on quit:
on disconnect:
On Redstone 🔗
Patterns:
  • redstone [current] [chang(e|ing)]
Since: 1.0
Called when the redstone current of a block changes. This event is of not much use yet.
Examples:
on redstone change:
    send "someone is using redstone" to console
On Region Enter/Leave 🔗
Patterns:
  • (enter[ing]|leav(e|ing)|exit[ing]) [of] ([a] region|[[the] region] %regions%)
  • region (enter[ing]|leav(e|ing)|exit[ing])
Since: 2.1
Called when a player enters or leaves a region. This event requires a supported regions plugin to be installed.
Examples:
on region exit:
    message "Leaving %region%."
On Resource Pack Request Response 🔗
Patterns:
Since: 2.4
Called when a player takes action on a resource pack request sent via the send resource pack effect. The resource pack condition can be used to check the resource pack state.

This event will be triggered once when the player accepts or declines the resource pack request, and once when the resource pack is successfully installed or failed to download.

Examples:
on resource pack request response:
    if the resource pack was declined or failed to download:

on resource pack deny:
    kick the player due to "You have to install the resource pack to play in this server!"
On Respawn 🔗
Patterns:
  • [player] respawn[ing]
Since: 1.0
Called when a player respawns. You should prefer this event over the death event as the player is technically alive when this event is called.
Examples:
on respawn:
On Resurrect Attempt 🔗
Patterns:
  • [entity] resurrect[ion] [attempt]
Since: 2.2-dev28
Called when an entity dies, always. If they are not holding a totem, this is cancelled - you can, however, uncancel it.
Examples:
on resurrect attempt:
    entity is player
    entity has permission "admin.undying"
    uncancel the event
On Script Load/Unload 🔗
Patterns:
  • [script] (load|init|enable)
  • [script] (unload|stop|disable)
Since: 2.0
Called directly after the trigger is loaded, or directly before the whole script is unloaded.
Examples:
on load:
    set {running::%script%} to true
on unload:
    set {running::%script%} to false
On Server List Ping 🔗
Patterns:
  • server [list] ping
Since: 2.3
Called when a server list ping is coming in, generally when a Minecraft client pings the server to show its information in the server list. The IP expression can be used to get the IP adress of the pinger. This event can be cancelled on PaperSpigot 1.12.2+ only and this means the player will see the server as offline (but still can join).

Also you can use MOTD, Max Players, Online Players Count, Protocol Version, Version String, Hover List and Server Icon expressions, and Player Info Visibility and Hide Player from Server List effects to modify the server list.

Examples:
on server list ping:
    set the motd to "Welcome %{player-by-IP::%ip%}%! Join now!" if {player-by-IP::%ip%} is set, else "Join now!"
    set the fake max players count to (online players count + 1)
    set the shown icon to a random server icon out of {server-icons::*}
On Server Start/Stop 🔗
Patterns:
  • (server|skript) (start|load|enable)
  • (server|skript) (stop|unload|disable)
Since: 2.0
Called when the server starts or stops (actually, when Skript starts or stops, so a /reload will trigger these events as well).
Examples:
on skript start:
on server stop:
On Sheep Regrow Wool 🔗
Patterns:
  • sheep [re]grow[ing] wool
Since: 2.2-dev21
Called when sheep regrows its sheared wool back.
Examples:
on sheep grow wool:
    cancel event
On Shoot 🔗
Patterns:
  • [projectile] shoot
Since: 1.0
Called whenever a projectile is shot. Use the shooter expression to get who shot the projectile.
Examples:
on shoot:
    if projectile is an arrow:
        send "you shot an arrow!" to shooter
On Sign Change 🔗
Patterns:
  • sign (chang[e]|edit)[ing]
  • [player] (chang[e]|edit)[ing] [a] sign
Since: 1.0
As signs are placed empty, this event is called when a player is done editing a sign.
Examples:
on sign change:
    line 2 is empty
    set line 1 to "%line 1%"
On Slime Split 🔗
Patterns:
  • slime split[ting]
Since: 2.2-dev26
Called when a slime splits. Usually this happens when a big slime dies.
Examples:
on slime split:
On Smelt 🔗
Patterns:
  • [ore] smelt[ing]
  • smelt[ing] of ore
Since: 1.0
Called when a furnace smelts an item in its ore slot.
Examples:
on smelt:
On Sneak Toggle 🔗
Patterns:
  • [player] toggl(e|ing) sneak
  • [player] sneak toggl(e|ing)
Since: 1.0
Called when a player starts or stops sneaking. Use is sneaking to get whether the player was sneaking before the event was called.
Examples:
# make players that stop sneaking jump
on sneak toggle:
    player was sneaking
    push the player upwards at speed 0.5
On Spawn 🔗
Patterns:
Since: 1.0
Called when an creature spawns.
Examples:
on spawn of a zombie:
on spawn of an ender dragon:
    broadcast "A dragon has been sighted in %world%!"
On Spawn Change 🔗
Patterns:
  • [world] spawn change
Since: 1.0
Called when the spawn point of a world changes.
Examples:
on spawn change:
    broadcast "someone changed the spawn!"
On Spread 🔗
Patterns:
  • spread[ing]
Since: 1.0
Called when a new block forms as a result of a block that can spread, e.g. water or mushrooms.
Examples:
on spread:
On Sprint Toggle 🔗
Patterns:
  • [player] toggl(e|ing) sprint
  • [player] sprint toggl(e|ing)
Since: 1.0
Called when a player starts or stops sprinting. Use is sprinting to get whether the player was sprinting before the event was called.
Examples:
on sprint toggle:
    player is not sprinting
    send "Run!"
On Swim Toggle 🔗
Patterns:
  • [entity] toggl(e|ing) swim
  • [entity] swim toggl(e|ing)
Since: 2.3
Called when an entity swims or stops swimming.
Examples:
on swim toggle:
    event-entity does not have permission "swim"
    cancel event
On Tame 🔗
Patterns:
  • [entity] tam(e|ing)
Since: 1.0
Called when a player tames a wolf or ocelot. Can be cancelled to prevent the entity from being tamed.
Examples:
on tame:
On Target 🔗
Patterns:
  • [entity] target
  • [entity] un[-]target
Since: 1.0
Called when a mob starts/stops following/attacking another entity, usually a player.
Examples:
on entity target:
    target is a player
On Teleport 🔗
Patterns:
  • [player] teleport[ing]
Since: 1.0
Called whenever a player is teleported, either by a nether/end portal or other means (e.g. by plugins).
Examples:
on teleport:
On Throwing of an Egg 🔗
Patterns:
  • throw[ing] [of] [an] egg
  • [player] egg throw
Since: 1.0
Called when a player throws an egg. You can just use the shoot event in most cases, as this event is intended to support changing the hatched mob and its chance to hatch, but Skript does not yet support that.
Examples:
on throw of an egg:
On Tool Change 🔗
Patterns:
  • [player['s]] (tool|item held|held item) chang(e|ing)
Since: 1.0
Called whenever a player changes his held item by selecting a different slot (e.g. the keys 1-9 or the mouse wheel), not by dropping or replacing the item in the current slot.
Examples:
on player's held item change:
On Vehicle Create 🔗
Patterns:
  • vehicle create
  • creat(e|ing|ion of) [a] vehicle
Since: 1.0
Called when a new vehicle is created, e.g. when a player places a boat or minecart.
Examples:
on vehicle create:
On Vehicle Damage 🔗
Patterns:
  • vehicle damage
  • damag(e|ing) [a] vehicle
Since: 1.0
Called when a vehicle gets damage. Too much damage will destroy the vehicle.
Examples:
on vehicle damage:
On Vehicle Destroy 🔗
Patterns:
  • vehicle destroy
  • destr(oy[ing]|uction of) [a] vehicle
Since: 1.0
Called when a vehicle is destroyed. Any passenger will be ejected and the vehicle might drop some item(s).
Examples:
on vehicle destroy:
    cancel event
On Vehicle Enter 🔗
Patterns:
  • vehicle enter
  • enter[ing] [a] vehicle
Since: 1.0
Called when an entity enters a vehicle, either deliberately (players) or by falling into them (mobs).
Examples:
on vehicle enter:
    entity is a player
    cancel event
On Vehicle Exit 🔗
Patterns:
  • vehicle exit
  • exit[ing] [a] vehicle
Since: 1.0
Called when an entity exits a vehicle.
Examples:
on vehicle exit:
    if event-entity is a spider:
        kill event-entity
On Weather Change 🔗
Patterns:
Since: 1.0
Called when a world's weather changes.
Examples:
on weather change:
on weather change to sunny:
On World Init 🔗
Patterns:
  • world init[ialization]
Since: 1.0
Called when a world is initialised. As all default worlds are initialised before any scripts are loaded, this event is only called for newly created worlds. World management plugins might change the behaviour of this event though.
Examples:
on world init:
On World Load 🔗
Patterns:
  • world load[ing]
Since: 1.0
Called when a world is loaded. As with the world init event, this event will not be called for the server's default world(s).
Examples:
on world load:
    send "World is loading..." to console
On World Save 🔗
Patterns:
  • world sav(e|ing)
Since: 1.0
Called when a world is saved to disk. Usually all worlds are saved simultaneously, but world management plugins could change this.
Examples:
on world saving:
    broadcast "World has been saved!"
On World Unload 🔗
Patterns:
  • world unload[ing]
Since: 1.0
Called when a world is unloaded. This event might never be called if you don't have a world management plugin.
Examples:
on world unload:
    cancel event
On Zombie Break Door 🔗
Patterns:
  • zombie break[ing] [a] [wood[en]] door
Since: 1.0
Called when a zombie is done breaking a wooden door. Can be cancelled to prevent the zombie from breaking the door.
Examples:
on zombie breaking a wood door:
Periodical 🔗
Patterns:
Since: 1.0
An event that is called periodically.
Examples:
every 2 seconds:
every minecraft hour:
every tick: # can cause lag depending on the code inside the event
every minecraft days:
Periodical 🔗
Patterns:
Since: 1.0
An event that is called periodically.
Examples:
every 2 seconds in "world":
every minecraft hour in "flatworld":
every tick in "world": # can cause lag depending on the code inside the event
every minecraft days in "plots":