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Skript 2.15.3

Supports: Paper 1.21.1 - 26.1.2

Today, we are releasing Skript 2.15.3 to continue ironing out bugs reported with the recent 2.15 releases.

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

Happy Skripting!

Changelog

Changes

  • [#8598] Removes mentions of SQL variable storage in the configuration file as they do not currently work.
  • [#8671] Adds missing language definitions for certain 26.1 features.

Bug Fixes

  • [#8562] Fixes an issue where queue behavior was inconsistent.
  • [#8596] Corrects some invalid examples in the documentation of several loot table-related syntaxes.
  • [#8608] Fixes an issue where the 'rgb'' function did not validate the range of its parameters.
  • [#8609] Fixes an issue where an error could occur when 'hashing' a string using MD5 in an effect command.
  • [#8623] Fixes an issue where formatting did not work in the usage entry of 'commands'.
  • [#8627] Fixes an issue where uppercase characters no longer worked for legacy formatting.
  • [#8627] Fixes an issue where the 'contains' condition did not work as expected with text components stored in variables.
  • [#8628] Fixes text component (formatting) supported in the 'ban' and 'kick' effects.
  • [#8647] Fixes incorrect event value cache results.
  • [#8650] Improves the accuracy of some Turkish language translations.
  • [#8653] Fixes some items being stringified using legacy formatting.
  • [#8662] Fixes an error that could occur when indentation errors were encountered during Skript's testing process.
  • [#8664] Fixes an issue where using a location without a world as a variable index would cause an error.
  • [#8667] Fixes an issue where when reloading a script with a function, usages of that function in other scripts would not always be updated to use the latest version of the function.

Click here to view the full list of commits made since 2.15.2

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 ### 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) ### 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.

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:

  • @APickledWalrus
  • @Dev-Xeiji ⭐ First contribution! ⭐
  • @Efnilite
  • @erenkarakal
  • @kayerajava ⭐ First contribution! ⭐
  • @mvanhorn ⭐ First contribution! ⭐
  • @ShaneBeee
  • @sovdeeth
  • @UnderscoreTud

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 2026-06-01