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Skript 2.13.2

Supports: Paper 1.20.4 - 1.21.10

Today, we are releasing Skript 2.13.2 to resolve some various issues found with Skript 2.13, as well as solving a few older bugs.

We have also revamped our contributor guide to be much more beginner-friendly, so now's a great time to try making your first PR! For existing contributors, please note the addition of the AI usage disclosure requirement for PRs:

If you relied on AI assistance to make a pull request, you must disclose it in the pull request, together with the extent of the usage.

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

Happy Skripting!

Changelog

Additions / Changes

  • [#8285] Improves variable thread safety, preventing race conditions and conflicts when accessing variables on parallel threads.
  • [#8286] Adds 'child' as an option for the 'make adult/baby' effect.
  • [#8294] Updates contribution guidelines and adds AI disclosure requirement

Bug Fixes

  • [#8250] Fixes an issue where functions could be unloaded prior to the 'on unload' event firing, leading to Skript being unable to resolve function calls.
  • [#8263] Fixes issues with do-whiles not running properly in concurrent scenarios.
  • [#8271] Ensures legacy syntax infos have reference to their modern counterparts to support modern features like suppliers.
  • [#8278] Fixes vague and unclear errors when attempting to parse regions that do not exist or are ambiguous.
  • [#8284] Fixes an issue where on brew complete was not a valid pattern, but on brew complet was.
  • [#8293] Makes the auto-reload player name input case-insensitive.
  • [#8295] Fix an issue that prevented the use of past and future when using the level of player in the level change event.
  • [#8299] Fixes a bug where a delay in one event trigger could affect the behavior of another trigger of the same event that was parsed later on.
  • [#8304] Fixes an issue where a warning would be displayed when using an empty variable for cooldown storage.

Click here to view the full list of commits made since 2.13.1

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 ### 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.

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: - @erenkarakal - @ericd590 ⭐ First contribution! ⭐ - @HarshMehta112 ⭐ First contribution! ⭐ - @JakeGBLP - @sovdeeth - @TFSMads - @UnderscoreTud ⭐ First contribution! ⭐

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.

Source: README.md, updated 2025-12-02