| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| Skript-2.13.0.jar | 2025-10-15 | 4.6 MB | |
| Feature Release 2.13.0 source code.tar.gz | 2025-10-15 | 3.3 MB | |
| Feature Release 2.13.0 source code.zip | 2025-10-15 | 4.6 MB | |
| README.md | 2025-10-15 | 18.9 kB | |
| Totals: 4 Items | 12.4 MB | 6 | |
Skript 2.13.0
Today, we are excited to release Skript 2.13.0. This release includes a handful of new features, bug fixes, and behind-the-scenes API improvements to play with. For addon developers, we strongly recommend reviewing the Type Properties section below.
Please also note our changes to the supported versions. 2.13 will be 1.20.4+, and 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 2.13.1 on November 1st. We may release emergency patches before then should the need arise.
Happy Skripting!
Changes to Supported Versions and Platforms
As announced with 2.12, we have updated our policy for supported versions. Going forward, Skript will guarantee support for the last 18 months of Minecraft releases. This means 2.13 will be 1.20.4+, while 2.14 will be 1.21+.
Additionally, with Paper forking itself from Spigot, it has become increasingly difficult to support both platforms. As a result, this version of Skript has dropped support for Spigot. Skript now requires Paper or a downstream fork of Paper, such as Purpur or Pufferfish.
Major Changes
Equippable Components (Experimental)
Added in [#7194]
[!NOTE] This feature is currently experimental and can be used by enabling the
equippable componentsexperiment.
Equippable components allow 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:
:::applescript
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}
Automatic Reloading
Added in [#7464]
A new Structure has been added that enables automatic reloading of a script when it is updated (e.g. the file is saved). This feature is only supported if asynchronous loading is enabled in Skript's configuration file (config.sk).
:::applescript
automatically reload this script:
recipients: "Sahvde" # The names or uuids of players who, apart from console, will see the success/error messages in chat.
OR
auto reload:
permission: myserver.see_auto_reloads # all players with this permission will see the messages.
Debug Information Expression
Added in [#8207]
A new expression that returns additional information about a value has been added. Currently, this consists of the value itself and its class, though this is subject to change in the future.
:::applescript
set {my_list::*} to 1, "2", and vector(1, 2, 3)
broadcast debug info of {my_list::*}
# prints:
# 1 (integer)
# "2" (text)
# x: 1, y: 2, z: 3 (vector)
Type Properties (Experimental)
Added in [#8165]
Included in 2.13 is an experimental opt-in API for what we're tenatively calling 'type properties'. These are a way for addons to be able to use the same generic name of x or x contains y syntaxes that Skript does without causing syntax conflicts. You can register your type (ClassInfo) as having a property, such as Property#NAME for name of x, and Skript will automatically allow it to be used in the name of expression. For more details on how to do this and what else you can do with type properties, see the PR. We plan on making a more comprehensive API spec/tutorial once the implementation is solidified, but for now the PR description should be more than sufficient to try it out.
However, since this is still experimental and not well tested, it requires a secret config option to enable. To activate property syntaxes, add the line use type properties: true somewhere in your config.sk. Without it, Skript will still use the old syntaxes for things like name of. We hope you try out this new API and give us feedback on what works, what doesn't, and what you'd like to see for its full release in 2.14. The number of property-driven syntaxes is rather small, but we plan on adding many more in the coming months!
⚠ Breaking Changes
- [#7985] Changes the method signature for the abstract
EntityData#init. Adds parametermatchedCodeNameand refactorsmatchedPattern. - [#8072] Enforces using
physicsinstead ofphysicin the block update effect.
Changelog
Additions
- [#7194] Adds experimental support for equippable components and all correlating data.
- [#7275] Adds elements for brewing stands such as brewing stand slots, fuel, time, and events.
- [#7464] Adds a structure that allows a script to be automatically reloaded when it is saved, if async loading is enabled in config.sk.
- [#7878] Adds support for specifying the amount of damage in the 'force attack' effect.
- [#7888] Adds a 'midpoint' expression to obtain the midpoint between two locations or vectors.
- [#7985] Adds an 'is spawnable' condition to check whether an entity is spawnable in a world.
- [#8008] Adds literals for the maximum 'double', 'float', 'integer', and 'long' values and the minimum 'double', 'float', 'integer', and 'long' values.
- [#8092] Adds support for using 'vehicle' alone in the 'mount' event.
- [#8101] Adds a 'tablisted players' expression to obtain and modify the players listed in the tablist menu for a given player.
- [#8113] Adds the ability to enchant an item at as a specific level, as if an enchanting table was used, to the 'enchant' effect.
- [#8134] Adds a 'time lived' expression to get the duration an entity has been alive for.
- [#8196] Adds a runtime error when attempting to get the distance between locations in different worlds.
- [#8197] Adds support for changing the
event-locationfor 'portal' event. - [#8206] Adds a runtime error when using the sort effect and mapping the input to a null value, which cannot be sorted.
- [#8207] Adds a 'debug info' expression that returns extra information about a value.
- [#8219] Adds early support for Minecraft 1.21.10.
- [#8229] Adds
playtimeas an alias to the 'time played' expression. - [#8230] Adds
pullas an alias to the 'push' effect.
Changes
- [#8072] Enforces using
physicsinstead ofphysicin the block update effect.
Bug Fixes
- [#7985] Fixes being unable to spawn certain entities in certain states, such as
red foxandsnow fox. - [#8064] Fixes an issue where it was not possible to spawn a
minecart. - [#8177] Fixes the 'cannot reset' and 'cannot delete' error messages of the 'change' effect being swapped around.
- [#8182] Fixes an issue where variable changes across multiple threads could be processed in the wrong order, resulting in data loss.
- [#8185] Fixes the 'system time' event not triggering on the main thread.
- [#8189] Fixes an issue where function calls with a single parameter to functions with 0 required parameters would fail to parse.
- [#8195] Fixes an issue where the 'catch runtime errors' section would stop catching errors after the default error limit was reached.
- [#8199] Fixes an issue where functions could not use Expression Sections.
- [#8232] Fixes an issue where Expression Sections did not work properly with Effect Sections (used as an Effect).
API Changes
- [#7797] Uses
project.testEnvinbuild.gradleinstead of updating the latest version for both. - [#7985] Changes
Patternto allow providingnullas the object for generic usage. - [#8011] Exposes the script loader executor via the
Taskapi. - [#8035] Adds support for using an
EntryDatamultiple times. - [#8065] Adds support for custom operators.
- [#8116] Makes
JSONGeneratoravailable for addons and updates thedocs.jsonformat. - [#8120] Adds a method to get a
Coloras an ARGB integer. - [#8138] Adds getting pattern combinations from
PatternElementand tests to catch possible pattern conflicts. - [#8150] Adds
SimplifiedConditionfor constant conditions.ConditionimplementsSimplifiable. - [#8165] Adds the Type Property API.
- [#8180] Changes the parameter name for
Expressionclass fromexpressionTypetoexpressionClassinSkript#registerExpression. - [#8195] Improves runtime error filtering with the introduction of
RuntimeErrorFilter, which allows different consumers to apply different levels of filtering to the errors they print. - [#8201] Adds support for excluding packages from being loaded in
ClassLoader. - [#8211] Improves the classes
ExpressionListreturns foracceptChangeto more accurately reflect the changers of the expressions within the list. - [#8213] Fixes
Functions#getJavaFunctionsto only returnJavaFunctions. - [#8235] Adds additional null safety checks around certain API classes.
Click here to view the full list of commits made since 2.12.2
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
### For-Each Loop **Enable by adding `using for loops` to your script.** A new kind of loop syntax that stores the loop index and value in variables for convenience. This can be used to avoid confusion when nesting multiple loops inside each other. :::applescript= for {_index}, {_value} in {my list::*}: broadcast "%{_index}%: %{_value}%" :::applescript= for each {_player} in all players: send "Hello %{_player}%!" to {_player} All existing loop features are also available in this section. ### 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. :::applescript= 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 :::applescript= 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: :::applescript 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: :::applescript {_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`. :::applescript 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) ### Damage Sources **Enable by adding `using damage sources` to your script.** > Note that `type` has been removed as an option for the '[damage cause](https://docs.skriptlang.org/docs.html?search=#ExprDamageCause)' expression as `damage cause` and `damage type` now refer to different things. Damage sources are a more advanced and detailed version of damage causes. Damage sources include information such as the type of damage, the location where the damage originated from, the entity that directly caused the damage, and more. Below is an example of what damaging using custom damage sources looks like: :::applescript damage all players by 5 using a custom damage source: set the damage type to magic set the causing entity to {_player} set the direct entity to {_arrow} set the damage location to location(0, 0, 10) For more details about the syntax, visit [damage source](https://docs.skriptlang.org/docs.html?search=damage%20source) on our documentation website. ### 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: :::applescript 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 :::applescript 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](https://docs.skriptlang.org/docs.html?search=equippable%20component) 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: - @Absolutionism - @APickledWalrus - @Chrissblock99 ⭐ First contribution! ⭐ - @CJH3139 ⭐ First contribution! ⭐ - @Efnilite - @erenkarakal - @MrScopes ⭐ First contribution! ⭐ - @NotSoDelayed - @Pesekjak - @sovdeeth - @TheLimeGlass
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.