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Update dependency com.github.SkriptLang:Skript to v2.16.2 - #138

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Update dependency com.github.SkriptLang:Skript to v2.16.2#138
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This PR body was truncated due to platform limits.

This PR contains the following updates:

Package Change Age Confidence
com.github.SkriptLang:Skript (source) 2.13.22.16.2 age confidence

Release Notes

SkriptLang/Skript (com.github.SkriptLang:Skript)

v2.16.2: Patch Release 2.16.2

Compare Source

Skript 2.16.2

Supports: Paper 1.21.4 - 26.2

Today, we are releasing Skript 2.16.2 with a handful of bug fixes to further improve stability.

As always, you can report any issues on our issue tracker.

Happy Skripting!

Changelog

Additions
Changes
  • #​8861 Enables the long parse time warning by default with a value of 2 seconds.
Bug Fixes
  • #​8795 Fixes an exception that could occur when attempting to modify the time of a world without a clock.
  • #​8805 Fixes an invalid example for the 'create boss bar' expression section.
  • #​8807 Fixes an exception that could occur when attempting to set the 'respawn location' to a location without a world.
    • Going forward, the default world will be used for locations without a world.
  • #​8808 Fixes an issue where a warning would not be printed for empty sections that occurred as the last line in a script.
  • #​8813 Fixes an exception that could occur when attempting to automatically parse URLs in formatted strings.
  • #​8814 Fixes an issue where checking whether certain potion effects were in fact potion effects would fail.
  • #​8815 Fixes an issue where the 'equip' effect did not work with newer armors (such as copper).
  • #​8820 Fixes an issue where some potion effects were not copied when set into variables.
  • #​8839 Fixes an issue where the 'gamemode change' event would only trigger when switching to survival (unless explicitly specified in the event header).
  • #​8844 Fixes an exception that could rarely occur when loading aliases. Please note that, to address this issue, aliases now load synchronously. Typical servers should see no change in loading times as a result of this change.
  • #​8850 Corrects an invalid example for the 'hover list' expression.
  • #​8857 Fixes an exception that could occur when stringifying certain particle types.
  • #​8857 Fixes an issue where certain types of sheep could not be saved in variables.
  • #​8857 Fixes an exception that could occur when stringifying the bucket catch entity event.
  • #​8857 Fixes an issue where the damage source could be built and used (before full completion) in a damage source creation section, potentially causing an exception.
  • #​8863 Fixes an issue where event-location did not work in the 'pick up' event. It now resolves to the location of the event-item.
API Changes

Click here to view the full list of commits made since 2.16.1

Notices

Experimental Features

Experimental features can be used to enable syntax and other behavior on a per-script basis. Some of these features are new proposals that we are testing while others may have unsafe or complex elements that regular users may not need.

While we have tested the available experiments to the best of our ability, they are they are still in development. As a result, they are subject to change and may contain bugs. Experiments should be used at your own discretion.

Additionally, example scripts demonstrating usage of the available experiments can be found here.

Click to reveal the experiments available in this release
Queue

Enable by adding using queues to your script.

A collection that removes elements whenever they are requested.

This is useful for processing tasks or keeping track of things that need to happen only once.

set {queue} to a new queue of "hello" and "world"

broadcast the first element of {queue}

# "hello" is now removed

broadcast the first element of {queue}

# "world" is now removed

# queue is empty
set {queue} to a new queue of all players

set {player 1} to a random element out of {queue} 
set {player 2} to a random element out of {queue}

# players 1 and 2 are guaranteed to be distinct

Queues can be looped over like a regular list.

Script Reflection

Enable by adding using script reflection to your script.

This feature includes:

  • The ability to reference a script in code.
  • Finding and running functions by name.
  • Reading configuration files and values.
Local Variable Type Hints

Enable by adding using type hints to your script.

Local variable type hints enable Skript to understand what kind of values your local variables will hold at parse time. Consider the following example:

set {_a} to 5
set {_b} to "some string"
... do stuff ...
set {_c} to {_a} in lowercase # oops i used the wrong variable

Previously, the code above would parse without issue. However, Skript now understands that when it is used, {_a} could only be a number (and not a text). Thus, the code above would now error with a message about mismatched types.

Please note that this feature is currently only supported by simple local variables. A simple local variable is one whose name does not contain any expressions:

{_var} # can use type hints
{_var::%player's name%} # can't use type hints
Runtime Error Catching

Enable by adding using error catching to your script.

A new catch [run[ ]time] error[s] section allows you to catch and suppress runtime errors within it and access them later with [the] last caught [run[ ]time] errors.

catch runtime errors:
    ...
    set worldborder center of {_border} to {_my unsafe location}
    ...
if last caught runtime errors contains "Your location can't have a NaN value as one of its components":
    set worldborder center of {_border} to location(0, 0, 0)
Equippable Components

Enable by adding using equippable components to your script.

Equippable components allows retrieving and changing the data of an item in the usage as equipment/armor.

Below is an example of creating a blank equippable component, modifying it, and applying it to an item:

set {_component} to a blank equippable component:
	set the camera overlay to "custom_overlay"
	set the allowed entities to a zombie and a skeleton
	set the equip sound to "block.note_block.pling"
	set the equipped model id to "custom_model"
	set the shear sound to "ui.toast.in"
	set the equipment slot to chest slot
	allow event-equippable component to be damage when hurt
	allow event-equippable component to be dispensed
	allow event-equippable component to be equipped onto entities
	allow event-equippable component to be sheared off
	allow event-equippable component to swap equipment
set the equippable component of {_item} to {_component}

Changes can be made directly on to the existing equippable component of an item whether using the item itself or the retrieved equippable component

set the equipment slot of {_item} to helmet slot
    
set {_component} to the equippable component of {_item}
allow {_component} to swap equipment

For more details about the syntax, visit equippable component on our documentation website.

New Documentation Site

Over the past few months, we have been working hard to build our new documentation site. Not only do we have a new-and-improved syntaxes page, we are also finally launching a proper platform for official tutorials on using Skript, from writing scripts to building addons.

As we continue to prepare the site for launch later this year, the beta is available for viewing at https://beta-docs.skriptlang.org.

Join us on Discord

We have an official Discord community where we share announcements and and perform testing for upcoming features.

Thank You

Special thanks to the contributors whose work was included in this version:

As always, if you encounter any issues or have some minor suggestions, please report them at https://github.com/SkriptLang/Skript/issues.
If you have any bigger ideas or input for the future of Skript, you can share those too at https://github.com/SkriptLang/Skript/discussions.

v2.16.1: Patch Release 2.16.1

Compare Source

Skript 2.16.1

Supports: Paper 1.21.4 - 26.2

Today, we are releasing Skript 2.16.1 with a few minor bug fixes and changes.

As always, you can report any issues on our issue tracker.

Happy Skripting!

Changelog

Changes
Bug Fixes
  • #​8786 Fixes an issue where the 'next loop value' expression could cause iterations to be skipped or fail to work with delays.

Click here to view the full list of commits made since 2.16.0

Notices

Experimental Features

Experimental features can be used to enable syntax and other behavior on a per-script basis. Some of these features are new proposals that we are testing while others may have unsafe or complex elements that regular users may not need.

While we have tested the available experiments to the best of our ability, they are they are still in development. As a result, they are subject to change and may contain bugs. Experiments should be used at your own discretion.

Additionally, example scripts demonstrating usage of the available experiments can be found here.

Click to reveal the experiments available in this release
Queue

Enable by adding using queues to your script.

A collection that removes elements whenever they are requested.

This is useful for processing tasks or keeping track of things that need to happen only once.

set {queue} to a new queue of "hello" and "world"

broadcast the first element of {queue}

# "hello" is now removed

broadcast the first element of {queue}

# "world" is now removed

# queue is empty
set {queue} to a new queue of all players

set {player 1} to a random element out of {queue} 
set {player 2} to a random element out of {queue}

# players 1 and 2 are guaranteed to be distinct

Queues can be looped over like a regular list.

Script Reflection

Enable by adding using script reflection to your script.

This feature includes:

  • The ability to reference a script in code.
  • Finding and running functions by name.
  • Reading configuration files and values.
Local Variable Type Hints

Enable by adding using type hints to your script.

Local variable type hints enable Skript to understand what kind of values your local variables will hold at parse time. Consider the following example:

set {_a} to 5
set {_b} to "some string"
... do stuff ...
set {_c} to {_a} in lowercase # oops i used the wrong variable

Previously, the code above would parse without issue. However, Skript now understands that when it is used, {_a} could only be a number (and not a text). Thus, the code above would now error with a message about mismatched types.

Please note that this feature is currently only supported by simple local variables. A simple local variable is one whose name does not contain any expressions:

{_var} # can use type hints
{_var::%player's name%} # can't use type hints
Runtime Error Catching

Enable by adding using error catching to your script.

A new catch [run[ ]time] error[s] section allows you to catch and suppress runtime errors within it and access them later with [the] last caught [run[ ]time] errors.

catch runtime errors:
    ...
    set worldborder center of {_border} to {_my unsafe location}
    ...
if last caught runtime errors contains "Your location can't have a NaN value as one of its components":
    set worldborder center of {_border} to location(0, 0, 0)
Equippable Components

Enable by adding using equippable components to your script.

Equippable components allows retrieving and changing the data of an item in the usage as equipment/armor.

Below is an example of creating a blank equippable component, modifying it, and applying it to an item:

set {_component} to a blank equippable component:
	set the camera overlay to "custom_overlay"
	set the allowed entities to a zombie and a skeleton
	set the equip sound to "block.note_block.pling"
	set the equipped model id to "custom_model"
	set the shear sound to "ui.toast.in"
	set the equipment slot to chest slot
	allow event-equippable component to be damage when hurt
	allow event-equippable component to be dispensed
	allow event-equippable component to be equipped onto entities
	allow event-equippable component to be sheared off
	allow event-equippable component to swap equipment
set the equippable component of {_item} to {_component}

Changes can be made directly on to the existing equippable component of an item whether using the item itself or the retrieved equippable component

set the equipment slot of {_item} to helmet slot
    
set {_component} to the equippable component of {_item}
allow {_component} to swap equipment

For more details about the syntax, visit equippable component on our documentation website.

New Documentation Site

Over the past few months, we have been working hard to build our new documentation site. Not only do we have a new-and-improved syntaxes page, we are also finally launching a proper platform for official tutorials on using Skript, from writing scripts to building addons.

As we continue to prepare the site for launch later this year, the beta is available for viewing at https://beta-docs.skriptlang.org.

Join us on Discord

We have an official Discord community where we share announcements and and perform testing for upcoming features.

Thank You

Special thanks to the contributors whose work was included in this version:

As always, if you encounter any issues or have some minor suggestions, please report them at https://github.com/SkriptLang/Skript/issues.
If you have any bigger ideas or input for the future of Skript, you can share those too at https://github.com/SkriptLang/Skript/discussions.

v2.16.0: Feature Release 2.16.0

Compare Source

Skript 2.16.0

Supports: Paper 1.21.4 - 26.2

Today, we're excited to be releasing Skript 2.16! This release, while a bit smaller, includes a handful of new features to work with as we continue to lay the groundwork for even more exciting features later this year.

In accordance with supporting the last 18 months of Minecraft updates, Skript 2.16.0 supports Minecraft 1.21.4 to 26.2. Newer versions may also work but were not tested at time of release. Paper is required.

Below, you can familiarize yourself with the changes. Additionally, by clicking here, you can view the list of new syntax on our documentation site. As always, report any issues to our issues page!

Per our release model, we plan to release 2.16.1 on August 1st. We may release additional emergency patch releases before then should the need arise.

Happy Skripting!

Release Highlights

Boss Bars

At last, support has been added for creating and interacting with boss bars. There is full support for a bar's title, progress, color, and more:

on join:
    set {_bar} to a white boss bar titled "<green>Welcome %player%!":
        set the progress of event-boss bar to 50%
        set the style of event-boss bar to 6 notches
        make event-boss bar darken the sky
    add the player to the viewers of {_bar}
    wait 5 seconds
    remove the player from the viewers of {_bar}

It is also possible to create keyed bars that persist through restarts and are available in the /bossbar command:

command /create-ad <text> <color> <text>:
    trigger:
        set {_ad} to a keyed boss bar with id arg 1
        set the color of {_ad} to arg 2
        set the title of {_ad} to arg 3

every 30 seconds:
    # hide any other ads
    remove all players from the viewers of all keyed boss bars
    # show an ad
    set {_bar} to a random boss bar out of all keyed boss bars
    add all players to the viewers of {_bar}

The ability to interact with the boss bar of actual bosses is available too:

on spawn of wither:
    set the title of the boss bar of the event-entity to "<red>Angry Wither"
Stored Enchantments

A 'stored enchantments' expression has been added for working with enchanted books. This enables the creation of enchanted books that can be applied onto items.

Here's an example for creating a book to apply to a sword:

command /godbook:
    trigger:
        set {_item} to minecraft:enchanted_book
        add mending to stored enchants of {_item} # adds mending 1
        add knockback 12 to stored enchants of {_item}
        add fire aspect 3 to stored enchants of {_item}
        give {_item} to player
Text Component Resolution

A 'resolved component' expression has been added which provides support for using certain MiniMessage tags such as selector, score, and nbt.

Consider this example:

send formatted "My name is <selector:@s>!"

The component must be resolved with a player so that the @s selector can be identified. Simply using the syntax:

send formatted "My name is <selector:@s>!" resolved for player

You can get an actual input, such as My name is Njol!

Wait Section

The 'wait' effect can used as a section to delay the code within it. The code after the section will continue to run as normal, without a delay.

Consider this example:

broadcast "A"
wait 1 second:
    broadcast "B"
broadcast "C"

Running this would result in A and then C being broadcast, followed by B after 1 second.

⚠ Breaking Changes

  • Skript's support for tree types has been significantly overhauled internally. Functionality within scripts should generally rename the same, though some names have changed.
    • Note for Addon Developers: the syntax usage name has changed from structuretype to treetype.

Changelog

Changes Since Pre-Release 1
  • #​8724 Fixes an issue where timespans could be far longer than expected with some syntaxes.
  • #​8738 Adds support for Minecraft/Paper 26.2.
  • #​8753 Fixes an issue where the 'book pages' expression changers could cause an exception in certain cases.
  • #​8762 Fixes several issues with the aliases parser.
  • #​8763 Fixes an error that could occur when an unset name was given to the 'named' expression when creating an inventory.

Click here to view the full list of commits made since 2.16.0-pre1

Additions
Changes
  • #​8579 Adds additional aliases to the 'send block change' effect.
  • #​8640 Overhauls Skript's existing tree type support, including a rename from structuretype to treetype.
  • #​8659 Makes internal improvements to world border syntaxes.
  • #​8712 Deprecates the [player] and [message] placeholders in the 'chat format' expression in favor of the existing 'player' and 'chat message' expressions.
Bug Fixes
API Changes
  • #​8557 Adds SectionUtils#loadDelayableLinkedCode, an alternative to SectionUtils#loadLinkedCode that permits the use of delays within the linked code.
  • #​8677 Deprecates the registerComparator options of EnumClassInfo and RegistryClassInfo. This functionality was required due to a previous bug which has since been resolved.
  • #​8677 Adds support to EnumClassInfo and RegistryClassInfo for providing a callback consumer to be invoked on a successful parse. This is available through new constructors.
  • #​8709 Adds methods (SyntaxInfo#simple) for creating syntax infos from a class and patterns, without having to use a builder.
  • #​8728 Cleans up internals of EffTeleport and removes dependency on PaperLib.
  • #​8729 Adds a constructor (SimpleEvent(String)) for creating SimpleEvents with a custom toString value.

Click here to view the full list of commits made since 2.15.4

Notices

Experimental Features

Experimental features can be used to enable syntax and other behavior on a per-script basis. Some of these features are new proposals that we are testing while others may have unsafe or complex elements that regular users may not need.

While we have tested the available experiments to the best of our ability, they are they are still in development. As a result, they are subject to change and may contain bugs. Experiments should be used at your own discretion.

Additionally, example scripts demonstrating usage of the available experiments can be found here.

Click to reveal the experiments available in this release
Queue

Enable by adding using queues to your script.

A collection that removes elements whenever they are requested.

This is useful for processing tasks or keeping track of things that need to happen only once.

set {queue} to a new queue of "hello" and "world"

broadcast the first element of {queue}

# "hello" is now removed

broadcast the first element of {queue}

# "world" is now removed

# queue is empty
set {queue} to a new queue of all players

set {player 1} to a random element out of {queue} 
set {player 2} to a random element out of {queue}

# players 1 and 2 are guaranteed to be distinct

Queues can be looped over like a regular list.

Script Reflection

Enable by adding using script reflection to your script.

This feature includes:

  • The ability to reference a script in code.
  • Finding and running functions by name.
  • Reading configuration files and values.
Local Variable Type Hints

Enable by adding using type hints to your script.

Local variable type hints enable Skript to understand what kind of values your local variables will hold at parse time. Consider the following example:

set {_a} to 5
set {_b} to "some string"
... do stuff ...
set {_c} to {_a} in lowercase # oops i used the wrong variable

Previously, the code above would parse without issue. However, Skript now understands that when it is used, {_a} could only be a number (and not a text). Thus, the code above would now error with a message about mismatched types.

Please note that this feature is currently only supported by simple local variables. A simple local variable is one whose name does not contain any expressions:

{_var} # can use type hints
{_var::%player's name%} # can't use type hints
Runtime Error Catching

Enable by adding using error catching to your script.

A new catch [run[ ]time] error[s] section allows you to catch and suppress runtime errors within it and access them later with [the] last caught [run[ ]time] errors.

catch runtime errors:
    ...
    set worldborder center of {_border} to {_my unsafe location}
    ...
if last caught runtime errors contains "Your location can't have a NaN value as one of its components":
    set worldborder center of {_border} to location(0, 0, 0)
Equippable Components

Enable by adding using equippable components to your script.

Equippable components allows retrieving and changing the data of an item in the usage as equipment/armor.

Below is an example of creating a blank equippable component, modifying it, and applying it to an item:

set {_component} to a blank equippable component:
	set the camera overlay to "custom_overlay"
	set the allowed entities to a zombie and a skeleton
	set the equip sound to "block.note_block.pling"
	set the equipped model id to "custom_model"
	set the shear sound to "ui.toast.in"
	set the equipment slot to chest slot
	allow event-equippable component to be damage when hurt
	allow event-equippable component to be dispensed
	allow event-equippable component to be equipped onto entities
	allow event-equippable component to be sheared off
	allow event-equippable component to swap equipment
set the equippable component of {_item} to {_component}

Changes can be made directly on to the existing equippable component of an item whether using the item itself or the retrieved equippable component

set the equipment slot of {_item} to helmet slot
    
set {_component} to the equippable component of {_item}
allow {_component} to swap equipment

For more details about the syntax, visit equippable component on our documentation website.

Help Us Test

We have an official Discord community for beta testing Skript's new features and releases.

Thank You

Special thanks to the contributors whose work was included in this version:

As always, if you encounter any issues or have some minor suggestions, please report them at https://github.com/SkriptLang/Skript/issues.
If you have any bigger ideas or input for the future of Skript, you can share those too at https://github.com/SkriptLang/Skript/discussions.

v2.16.0-pre1: Pre-Release 2.16.0-pre1

Compare Source

Skript 2.16.0-pre1

Supports: Paper 1.21.4 - 26.1.2

Today, we're excited to be releasing the first pre-release of Skript 2.16! This release, while a bit smaller, includes a handful of new features to work with as we continue to lay the groundwork for even more exciting features later this year.

In accordance with supporting the last 18 months of Minecraft updates, Skript 2.16.0 supports Minecraft 1.21.4 to 26.1.2. Newer versions may also work but were not tested at time of release. Paper is required.

Below, you can familiarize yourself with the changes. Additionally, by clicking here, you can view the list of new syntax on our documentation site. As always, report any issues to our issues page!

Per our release model, we plan to release 2.16.0 on July 15th. We may release additional pre-releases before then should the need arise.

Happy Skripting!

Release Highlights

Boss Bars

At last, support has been added for creating and interacting with boss bars. There is full support for a bar's title, progress, color, and more:

on join:
    set {_bar} to a white boss bar titled "<green>Welcome %player%!":
        set the progress of event-boss bar to 50%
        set the style of event-boss bar to 6 notches
        make event-boss bar darken the sky
    add the player to the viewers of {_bar}
    wait 5 seconds
    remove the player from the viewers of {_bar}

It is also possible to create keyed bars that persist through restarts and are available in the /bossbar command:

command /create-ad <text> <color> <text>:
    trigger:
        set {_ad} to a keyed boss bar with id arg 1
        set the color of {_ad} to arg 2
        set the title of {_ad} to arg 3

every 30 seconds:
    # hide any other ads
    remove all players from the viewers of all keyed boss bars
    # show an ad
    set {_bar} to a random boss bar out of all keyed boss bars
    add all players to the viewers of {_bar}

The ability to interact with the boss bar of actual bosses is available too:

on spawn of wither:
    set the title of the boss bar of the event-entity to "<red>Angry Wither"
Stored Enchantments

A 'stored enchantments' expression has been added for working with enchanted books. This enables the creation of enchanted books that can be applied onto items.

Here's an example for creating a book to apply to a sword:

command /godbook:
    trigger:
        set {_item} to minecraft:enchanted_book
        add mending to stored enchants of {_item} # adds mending 1
        add knockback 12 to stored enchants of {_item}
        add fire aspect 3 to stored enchants of {_item}
        give {_item} to player
Text Component Resolution

A 'resolved component' expression has been added which provides support for using certain MiniMessage tags such as selector, score, and nbt.

Consider this example:

send formatted "My name is <selector:@s>!"

The component must be resolved with a player so that the @s selector can be identified. Simply using the syntax:

send formatted "My name is <selector:@s>!" resolved for player

You can get an actual input, such as My name is Njol!

Wait Section

The 'wait' effect can used as a section to delay the code within it. The code after the section will continue to run as normal, without a delay.

Consider this example:

broadcast "A"
wait 1 second:
    broadcast "B"
broadcast "C"

Running this would result in A and then C being broadcast, followed by B after 1 second.

⚠ Breaking Changes

  • Skript's support for tree types has been significantly overhauled internally. Functionality within scripts should generally rename the same, though some names have changed.
    • Note for Addon Developers: the syntax usage name has changed from structuretype to treetype.

Changelog

Additions
Changes
  • #​8579 Adds additional aliases to the 'send block change' effect.
  • #​8640 Overhauls Skript's existing tree type support, including a rename from structuretype to treetype.
  • #​8659 Makes internal improvements to world border syntaxes.
  • #​8712 Deprecates the [player] and [message] placeholders in the 'chat format' expression in favor of the existing 'player' and 'chat message' expressions.
Bug Fixes
API Changes
  • #​8557 Adds SectionUtils#loadDelayableLinkedCode, an alternative to SectionUtils#loadLinkedCode that permits the use of delays within the linked code.
  • #​8677 Deprecates the registerComparator options of EnumClassInfo and RegistryClassInfo. This functionality was required due to a previous bug which has since been resolved.
  • #​8677 Adds support to EnumClassInfo and RegistryClassInfo for providing a callback consumer to be invoked on a successful parse. This is available through new constructors.
  • #​8709 Adds methods (SyntaxInfo#simple) for creating syntax infos from a class and patterns, without having to use a builder.
  • #​8728 Cleans up internals of EffTeleport and removes dependency on PaperLib.
  • #​8729 Adds a constructor (SimpleEvent(String)) for creating SimpleEvents with a custom toString value.

Click here to view the full list of commits made since 2.15.4

Notices

Experimental Features

Experimental features can be used to enable syntax and other behavior on a per-script basis. Some of these features are new proposals that we are testing while others may have unsafe or complex elements that regular users may not need.

While we have tested the available experiments to the best of our ability, they are they are still in development. As a result, they are subject to change and may contain bugs. Experiments should be used at your own discretion.

Additionally, example scripts demonstrating usage of the available experiments can be found here.

Click to reveal the experiments available in this release
Queue

Enable by adding using queues to your script.

A collection that removes elements whenever they are requested.

This is useful for processing tasks or keeping track of things that need to happen only once.

set {queue} to a new queue of "hello" and "world"

broadcast the first element of {queue}

# "hello" is now removed

broadcast the first element of {queue}

# "world" is now removed

# queue is empty
set {queue} to a new queue of all players

set {player 1} to a random element out of {queue} 
set {player 2} to a random element out of {queue}

# players 1 and 2 are guaranteed to be distinct

Queues can be looped over like a regular list.

Script Reflection

Enable by adding using script reflection to your script.

This feature includes:

  • The ability to reference a script in code.
  • Finding and running functions by name.
  • Reading configuration files and values.
Local Variable Type Hints

Enable by adding using type hints to your script.

Local variable type hints enable Skript to understand what kind of values your local variables will hold at parse time. Consider the following example:

set {_a} to 5
set {_b} to "some string"
... do stuff ...
set {_c} to {_a} in lowercase # oops i used the wrong variable

Previously, the code above would parse without issue. However, Skript now understands that when it is used, {_a} could only be a number (and not a text). Thus, the code above would now error with a message about mismatched types.

Please note that this feature is currently only supported by simple local variables. A simple local variable is one whose name does not contain any expressions:

{_var} # can use type hints
{_var::%player's name%} # can't use type hints
Runtime Error Catching

Enable by adding using error catching to your script.

A new catch [run[ ]time] error[s] section allows you to catch and suppress runtime errors within it and access them later with [the] last caught [run[ ]time] errors.

catch runtime errors:
    ...
    set worldborder center of {_border} to {_my unsafe location}
    ...
if last caught runtime errors contains "Your location can't have a NaN value as one of its components":
    set worldborder center of {_border} to location(0, 0, 0)
Equippable Components

Enable by adding using equippable components to your script.

Equippable components allows retrieving and changing the data of an item in the usage as equipment/armor.

Below is an example of creating a blank equippable component, modifying it, and applying it to an item:

set {_component} to a blank equippable component:
	set the camera overlay to "custom_overlay"
	set the allowed entities to a zombie and a skeleton
	set the equip sound to "block.note_block.pling"
	set the equipped model id to "custom_model"
	set the shear sound to "ui.toast.in"
	set the equipment slot to chest slot
	allow event-equippable component to be damage when hurt
	allow event-equippable component to be dispensed
	allow event-equippable component to be equipped onto entities
	allow event-equippable component to be sheared off
	allow event-equippable component to swap equipment
set the equippable component of {_item} to {_component}

Changes can be made directly on to the existing equippable component of an item whether using the item itself or the retrieved equippable component

set the equipment slot of {_item} to helmet slot
    
set {_component} to the equippable component of {_item}
allow {_component} to swap equipment

For more details about the syntax, visit equippable component on our documentation website.

Help Us Test

We have an official Discord community for beta testing Skript's new features and releases.

Thank You

Special thanks to the contributors whose work was included in this version:

As always, if you encounter any issues or have some minor suggestions, please report them at https://github.com/SkriptLang/Skript/issues.
If you have any bigger ideas or input for the future of Skript, you can share those too at https://github.com/SkriptLang/Skript/discussions.

v2.15.4: Patch Release 2.15.4

Compare Source

Skript 2.15.4

Supports: Paper 1.21.1 - 26.1.2

Today, we are releasing Skript 2.15.4 to finish ironing out bugs from the transition of legacy systems in 2.15.

As always, you can report any issues on our issue tracker.

Happy Skripting!

Changelog

Changes
  • #​8683 Clarifies the behavior of the 'explode' event when the mob griefing gamerule is false.
Bug Fixes
  • #​8678 Fixes an issue where using an expression such as player's name in a variable would no longer literally resolve to that player's name.
  • #​8679 Fixes an issue where show was not part of the second pattern of the 'play or draw an effect' effect.
  • #​8681 Fixes an issue where a text component converted to a string and then back would sometimes result in a different text component.
  • #​8687 Fixes various issues around concurrent script reloads causing exceptions or incomplete loads.
  • #​8697 Fixes an issue where Skript could error when attempting to hook into a plugin that failed to load.
  • #​8711 Fixes an issue where some valid default function parameters could unexpectedly fail to parse.
  • #​8719 Fixes an issue where some named parameters were not valid when specified in a function call.
  • #​8736 Fixes an exception that would occur when banning a player without a reason.

Click here to view the full list of commits made since 2.15.3

Notices

Experimental Features

Experimental features can be used to enable syntax and other behavior on a per-script basis. Some of these features are new proposals that we are testing while others may have unsafe or complex elements that regular users may not need.

While we have tested the available experiments to the best of our ability, they are they are still in development. As a result, they are subject to change and may contain bugs. Experiments should be used at your own discretion.

Additionally, example scripts demonstrating usage of the available experiments can be found here.

Click to reveal the experiments available in this release
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