Conditions

Alphanumeric

🔗

Condition

Patterns:
  • %texts% (is|are) alphanumeric
  • %texts% (isn't|is not|aren't|are not) alphanumeric
Since: 2.4
Checks if the given string is alphanumeric.

Examples:

if the argument is not alphanumeric:
    send "Invalid name!"

Can Build

🔗

Condition

Patterns:
Since: 2.0
Requirements: Supported regions plugin
Tests whether a player is allowed to build at a certain location. This condition requires a supported regions plugin to be installed.

Examples:

command /setblock <material>:
    description: set the block at your crosshair to a different type
    trigger:
        player cannot build at the targeted block:
            message "You do not have permission to change blocks there!"
            stop
        set the targeted block to argument

Can Fly

🔗

Condition

Patterns:
Since: 2.3
Whether a player is allowed to fly.

Examples:

player can fly

Can Hold

🔗

Condition

Patterns:
Since: 1.0
Tests whether a player or a chest can hold the given item.

Examples:

block can hold 200 cobblestone
player has enough space for 64 feathers

Can See

🔗

Condition

Patterns:
Since: 2.3
Checks whether the given players can see another players.

Examples:

if the player can't see the player-argument:
    message "<light red>The player %player-argument% is not online!"

Chance

🔗

Condition

Patterns:
Since: 1.0
A condition that randomly succeeds or fails. Valid values are between 0% and 100%, or if the percent sign is omitted between 0 and 1.

Examples:

chance of 50%:
    drop a diamond
chance of {chance}% # {chance} between 0 and 100
chance of {chance} # {chance} between 0 and 1

Comparison

🔗

Condition

Patterns:
  • [(neither)] %objects% ((is|are)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above)|>) %objects%
  • [(neither)] %objects% ((is|are)[(n't| not| neither)] (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as)|>=) %objects%
  • [(neither)] %objects% ((is|are)[(n't| not| neither)] ((less|smaller|lower) than|below)|<) %objects%
  • [(neither)] %objects% ((is|are)[(n't| not| neither)] (less|smaller|lower|below) [than] or (equal to|the same as)|<=) %objects%
  • [(neither)] %objects% ((is|are) (not|neither)|isn't|aren't|!=) [equal to] %objects%
  • [(neither)] %objects% (is|are|=) [(equal to|the same as)] %objects%
  • [(neither)] %objects% (is|are) between %objects% and %objects%
  • [(neither)] %objects% (is not|are not|isn't|aren't) between %objects% and %objects%
  • [(neither)] %objects% (was|were)[(n't| not| neither)] ((greater|more|higher|bigger|larger) than|above) %objects%
  • [(neither)] %objects% (was|were)[(n't| not| neither)] (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as) %objects%
  • [(neither)] %objects% (was|were)[(n't| not| neither)] ((less|smaller|lower) than|below) %objects%
  • [(neither)] %objects% (was|were)[(n't| not| neither)] (less|smaller|lower|below) [than] or (equal to|the same as) %objects%
  • [(neither)] %objects% ((was|were) (not|neither)|wasn't|weren't) [equal to] %objects%
  • [(neither)] %objects% (was|were) [(equal to|the same as)] %objects%
  • [(neither)] %objects% (was|were) between %objects% and %objects%
  • [(neither)] %objects% (was not|were not|wasn't|weren't) between %objects% and %objects%
  • [(neither)] %objects% (will be|(will (not|neither) be|won't be)) ((greater|more|higher|bigger|larger) than|above) %objects%
  • [(neither)] %objects% (will be|(will (not|neither) be|won't be)) (greater|more|higher|bigger|larger|above) [than] or (equal to|the same as) %objects%
  • [(neither)] %objects% (will be|(will (not|neither) be|won't be)) ((less|smaller|lower) than|below) %objects%
  • [(neither)] %objects% (will be|(will (not|neither) be|won't be)) (less|smaller|lower|below) [than] or (equal to|the same as) %objects%
  • [(neither)] %objects% ((will (not|neither) be|won't be)|(isn't|aren't|is not|are not) (turning|changing) [in]to) [equal to] %objects%
  • [(neither)] %objects% (will be [(equal to|the same as)]|(is|are) (turning|changing) [in]to) %objects%
  • [(neither)] %objects% will be between %objects% and %objects%
  • [(neither)] %objects% (will not be|won't be) between %objects% and %objects%
Since: 1.0
A very general condition, it simply compares two values. Usually you can only compare for equality (e.g. block is/isn't of <type>), but some values can also be compared using greater than/less than. In that case you can also test for whether an object is between two others. Note: This is the only element where not all patterns are shown. It has actually another two sets of similar patters, but with (was|were) or will be instead of (is|are) respectively, which check different time states of the first expression.

Examples:

the clicked block is a stone slab or a double stone slab
time in the player's world is greater than 8:00
the creature is not an enderman or an ender dragon

Contains

🔗

Condition

Patterns:
Since: 1.0
Checks whether an inventory contains an item, a text contains another piece of text, or a list (e.g. {list variable::*} or 'drops') contains another object.

Examples:

block contains 20 cobblestone
player has 4 flint and 2 iron ingots
{list::*} contains 5

Damage Cause

🔗

Condition

Patterns:
  • [the] damage (was|is|has)[n('|o)t] [been] (caused|done|made) by %damage cause%
Since: 2.0
Tests what kind of damage caused a damage event. Refer to the Damage Cause type for a list of all possible causes.

Examples:

# make players use their potions of fire resistance whenever they take any kind of fire damage
on damage:
    damage was caused by lava, fire or burning
    victim is a player
    victim has a potion of fire resistance
    cancel event
    apply fire resistance to the victim for 30 seconds
    remove 1 potion of fire resistance from the victim
# prevent mobs from dropping items under certain circumstances
on death:
    entity is not a player
    damage wasn't caused by a block explosion, an attack, a projectile, a potion, fire, burning, thorns or poison
    clear drops

Do Respawn Anchors Work

🔗

Condition

Patterns:
  • respawn anchors [do[(n't| not)]] work in %worlds%
Since: 2.7
Requirements: Minecraft 1.16+
Checks whether or not respawn anchors work in a world.

Examples:

respawn anchors work in world "world_nether"

Egg Will Hatch

🔗

Condition

Patterns:
  • [the] egg (will|will not|won't) hatch
Since: 2.7
Usable in events: Egg Throw
Whether the egg will hatch in a Player Egg Throw event.

Examples:

on player egg throw:
    if an entity won't hatch:
        send "Better luck next time!" to the player

Entity is Wet

🔗

Condition

Patterns:
Since: 2.6.1
Requirements: Paper 1.16+
Checks whether an entity is wet or not (in water, rain or a bubble column).

Examples:

if player is wet:

Entity is in Liquid

🔗

Condition

Patterns:
  • %entities% (is|are) in (water|lava|[a] bubble[ ]column|rain)
  • %entities% (isn't|is not|aren't|are not) in (water|lava|[a] bubble[ ]column|rain)
Since: 2.6.1
Requirements: Minecraft 1.16+ (in water), Paper 1.16+ (in rain, lava and bubble column)
Checks whether an entity is in rain, lava, water or a bubble column.

Examples:

if player is in rain:
if player is in water:
player is in lava:
player is in bubble column

Event Cancelled

🔗

Condition

Patterns:
  • [the] event is cancel[l]ed
  • [the] event (is not|isn't) cancel[l]ed
Since: 2.2-dev36
Checks whether or not the event is cancelled.

Examples:

on click:
    if event is cancelled:
        broadcast "no clicks allowed!"

Exists/Is Set

🔗

Condition

Patterns:
  • %~objects% (exist[s]|(is|are) set)
  • %~objects% (do[es](n't| not) exist|(is|are)(n't| not) set)
Since: 1.2
Checks whether a given expression or variable is set.

Examples:

{teams::%player's uuid%::preferred-team} is not set
on damage:
    projectile exists
    broadcast "%attacker% used a %projectile% to attack %victim%!"

Has AI

🔗

Condition

Patterns:
Since: 2.5
Checks whether an entity has AI.

Examples:

target entity has ai

Has Client Weather

🔗

Condition

Patterns:
  • %players% (has|have) [a] (client|custom) weather [set]
  • %players% (doesn't|does not|do not|don't) have [a] (client|custom) weather [set]
Since: 2.3
Checks whether the given players have a custom client weather

Examples:

if the player has custom weather:
    message "Your custom weather is %player's weather%"

Has Custom Model Data

🔗

Condition

Patterns:
  • %item types% (has|have) [custom] model data
  • %item types% (doesn't|does not|do not|don't) have [custom] model data
Since: 2.5
Requirements: 1.14+
Check if an item has a custom model data tag

Examples:

player's tool has custom model data

Has Metadata

🔗

Condition

Patterns:
Since: 2.2-dev36
Checks whether a metadata holder has a metadata tag.

Examples:

if player has metadata value "healer":

Has Permission

🔗

Condition

Patterns:
Since: 1.0
Test whether a player has a certain permission.

Examples:

player has permission "skript.tree"
victim has the permission "admin":
    send "You're attacking an admin!" to attacker

Has Played Before

🔗

Condition

Patterns:
  • %offline players% [(has|have|did)] [already] play[ed] [on (this|the) server] (before|already)
  • %offline players% (has not|hasn't|have not|haven't|did not|didn't) [(already|yet)] play[ed] [on (this|the) server] (before|already|yet)
Since: 1.4, 2.7 (multiple players)
Checks whether a player has played on this server before. You can also use on first join if you want to make triggers for new players.

Examples:

player has played on this server before
player hasn't played before

Has Potion

🔗

Condition

Patterns:
Since: 2.6.1
Checks whether the given living entities have specific potion effects.

Examples:

if player has potion speed:
    send "You are sonic!"

if all players have potion effects speed and haste:
    broadcast "You are ready to MINE!"

Has Resource Pack

🔗

Condition

Patterns:
  • %players% (has|have) [a] resource pack [(loaded|installed)]
  • %players% (doesn't|does not|do not|don't) have [a] resource pack [(loaded|installed)]
Since: 2.4
Requirements: Paper 1.9 or newer
Checks whether the given players have a server resource pack loaded. Please note that this can't detect player's own resource pack, only the resource pack that sent by the server.

Examples:

if the player has a resource pack loaded:

Has Scoreboard Tag

🔗

Condition

Patterns:
  • %entities% (has|have) [the] score[ ]board tag[s] %texts%
  • %entities% (doesn't|does not|do not|don't) have [the] score[ ]board tag[s] %texts%
Since: 2.3
Checks whether the given entities has the given scoreboard tags.

Examples:

if the targeted armor stand has the scoreboard tag "test tag":

Ignition Process

🔗

Condition

Patterns:
  • [creeper[s]] %living entities% ((is|are)|(isn't|is not|aren't|are not)) going to explode
  • [creeper[s]] %living entities% ((is|are)|(isn't|is not|aren't|are not)) in the (ignition|explosion) process
  • creeper[s] %living entities% ((is|are)|(isn't|is not|aren't|are not)) ignited
Since: 2.5
Requirements: Paper 1.13 or newer
Checks if a creeper is going to explode.

Examples:

if the last spawned creeper is going to explode:
    loop all players in radius 3 of the last spawned creeper
        send "RUN!!!" to the loop-player

Is Alive

🔗

Condition

Patterns:
  • %entities% (is|are) (alive|dead)
  • %entities% (isn't|is not|aren't|are not) (alive|dead)
Since: 2.0, 2.4-alpha4 (non-living entity support)
Checks whether an entity is alive. Works for non-living entities too.

Examples:

if {villager-buddy::%player's uuid%} is not dead:

on shoot:
    while the projectile is alive:

Is Banned

🔗

Condition

Patterns:
Since: 1.4
Checks whether a player or IP is banned.

Examples:

player is banned
victim is not IP-banned
"127.0.0.1" is banned

Is Bed/Anchor Spawn

🔗

Condition

Patterns:
  • [the] respawn location (was|is)[(n'| no)t] [a] (bed|respawn anchor)
Since: 2.7
Usable in events: respawn
Requirements: Minecraft 1.16+
Checks what the respawn location of a player in the respawn event is.

Examples:

on respawn:
    the respawn location is a bed
    broadcast "%player% is respawning in their bed! So cozy!"

Is Block

🔗

Condition

Patterns:
  • %item types% (is|are) ([a] block|blocks)
  • %item types% (isn't|is not|aren't|are not) ([a] block|blocks)
Since: 2.4
Checks whether an item is a block.

Examples:

player's held item is a block
{list::*} are blocks

Is Block Redstone Powered

🔗

Condition

Patterns:
  • %blocks% (is|are) redstone powered
  • %blocks% (is|are) indirectly redstone powered
  • %blocks% (is|are)(n't| not) redstone powered
  • %blocks% (is|are)(n't| not) indirectly redstone powered
Since: 2.5
Checks if a block is indirectly or directly powered by redstone

Examples:

if clicked block is redstone powered:
    send "This block is well-powered by redstone!"
if clicked block is indirectly redstone powered:
    send "This block is indirectly redstone powered."

Is Blocking

🔗

Condition

Patterns:
  • %players% (is|are) (blocking|defending) [with [a] shield]
  • %players% (isn't|is not|aren't|are not) (blocking|defending) [with [a] shield]
Since: unknown (before 2.1)
Checks whether a player is blocking with their shield.

Examples:

on damage of player:
    victim is blocking
    damage attacker by 0.5 hearts

Is Burning

🔗

Condition

Patterns:
  • %entities% (is|are) (burning|ignited|on fire)
  • %entities% (isn't|is not|aren't|are not) (burning|ignited|on fire)
Since: 1.4.4
Checks whether an entity is on fire, e.g. a zombie due to being in sunlight, or any entity after falling into lava.

Examples:

# increased attack against burning targets
victim is burning:
    increase damage by 2

Is Charged

🔗

Condition

Patterns:
Since: 2.5
Checks if a creeper is charged (powered).

Examples:

if the last spawned creeper is charged:
    broadcast "A charged creeper is at %location of last spawned creeper%"

Is Edible

🔗

Condition

Patterns:
Since: 2.2-dev36
Checks whether an item is edible.

Examples:

steak is edible
player's tool is edible

Is Empty

🔗

Condition

Patterns:
Since: unknown (before 2.1)
Checks whether an inventory, an inventory slot, or a text is empty.

Examples:

player's inventory is empty

Is Enchanted

🔗

Condition

Patterns:
Since: 1.4.6
Checks whether an item is enchanted.

Examples:

tool of the player is enchanted with efficiency 2
helm, chestplate, leggings or boots are enchanted

Is Flammable

🔗

Condition

Patterns:
Since: 2.2-dev36
Checks whether an item is flammable.

Examples:

wood is flammable
player's tool is flammable

Is Flying

🔗

Condition

Patterns:
  • %players% (is|are) flying
  • %players% (isn't|is not|aren't|are not) flying
Since: 1.4.4
Checks whether a player is flying.

Examples:

player is not flying

Is Frozen

🔗

Condition

Patterns:
Since: 2.7
Checks whether an entity is frozen.

Examples:

if player is frozen:
    kill player

Is Fuel

🔗

Condition

Patterns:
Since: 2.5.1
Requirements: Minecraft 1.11.2+
Checks whether an item can be used as fuel in a furnace.

Examples:

on right click on furnace:
    if player's tool is not fuel:
        send "Please hold a valid fuel item in your hand"
        cancel event

Is Gliding

🔗

Condition

Patterns:
Since: 2.7
Checks whether a living entity is gliding.

Examples:

if player is gliding

Is Holding

🔗

Condition

Patterns:
Since: 1.0
Checks whether a player is holding a specific item. Cannot be used with endermen, use 'entity is [not] an enderman holding <item type>' instead.

Examples:

player is holding a stick
victim isn't holding a sword of sharpness

Is Incendiary

🔗

Condition

Patterns:
  • %entities% ((is|are) incendiary|cause[s] a[n] (incendiary|fiery) explosion)
  • %entities% ((is not|are not|isn't|aren't) incendiary|(does not|do not|doesn't|don't) cause[s] a[n] (incendiary|fiery) explosion)
  • the [event(-| )]explosion (is|(is not|isn't)) (incendiary|fiery)
Since: 2.5
Checks if an entity will create fire when it explodes. This condition is also usable in an explosion prime event.

Examples:

on explosion prime:
    if the explosion is fiery:
        broadcast "A fiery explosive has been ignited!"

Is Interactable

🔗

Condition

Patterns:
Since: 2.5.2
Requirements: Minecraft 1.13+
Checks wether or not a block is interactable.

Examples:

on block break:
    if event-block is interactable:
        cancel event
        send "You cannot break interactable blocks!"

Is Invisible

🔗

Condition

Patterns:
Since: 2.7
Checks whether a living entity is invisible.

Examples:

target entity is invisible

Is Invulnerable

🔗

Condition

Patterns:
  • %entities% (is|are) invulnerable
  • %entities% (isn't|is not|aren't|are not) invulnerable
Since: 2.5
Checks whether an entity is invulnerable.

Examples:

target entity is invulnerable

Is Leashed

🔗

Condition

Patterns:
Since: 2.5
Checks to see if an entity is currently leashed.

Examples:

target entity is leashed

Is Loaded

🔗

Condition

Patterns:
Since: 2.3, 2.5 (revamp with chunk at location/coords)
Checks whether or not a chunk/world is loaded. 'chunk at 1, 1' uses chunk coords, which are location coords divided by 16.

Examples:

if chunk at {home::%player's uuid%} is loaded:
if chunk 1, 10 in world "world" is loaded:
if world("lobby") is loaded:

Is Member/Owner of Region

🔗

Condition

Patterns:
Since: 2.1
Requirements: Supported regions plugin
Checks whether a player is a member or owner of a particular region. This condition requires a supported regions plugin to be installed.

Examples:

on region enter:
    player is the owner of the region
    message "Welcome back to %region%!"
    send "%player% just entered %region%!" to all members of the region

Is Normalized

🔗

Condition

Patterns:
  • %vectors% (is|are) normalized
  • %vectors% (isn't|is not|aren't|are not) normalized
Since: 2.5.1
Requirements: Minecraft 1.13.2+
Checks whether a vector is normalized i.e. length of 1

Examples:

vector of player's location is normalized

Is Occluding

🔗

Condition

Patterns:
Since: 2.5.1
Checks whether an item is a block and completely blocks vision.

Examples:

player's tool is occluding

Is Online

🔗

Condition

Patterns:
Since: 1.4
Checks whether a player is online.

Examples:

player is online
player-argument is offline

Is Operator

🔗

Condition

Patterns:
Since: 2.7
Checks whether a player is a server operator.

Examples:

player is an operator

Is Passable

🔗

Condition

Patterns:
  • %blocks% (is|are) passable
  • %blocks% (isn't|is not|aren't|are not) passable
Since: 2.5.1
Requirements: Minecraft 1.13.2+
Checks whether a block is passable. A block is passable if it has no colliding parts that would prevent players from moving through it. Blocks like tall grass, flowers, signs, etc. are passable, but open doors, fence gates, trap doors, etc. are not because they still have parts that can be collided with.

Examples:

if player's targeted block is passable

Is Plugin Enabled

🔗

Condition

Patterns:
  • plugin[s] %texts% (is|are) enabled
  • plugin[s] %texts% (is|are)(n't| not) enabled
  • plugin[s] %texts% (is|are) disabled
Since: 2.6
Check if a plugin is enabled/disabled on the server. Plugin names can be found in the plugin's 'plugin.yml' file or by using the '/plugins' command, they are NOT the name of the plugin's jar file. When checking if a plugin is not enabled, this will return true if the plugin is either disabled or not on the server. When checking if a plugin is disabled, this will return true if the plugin is on the server and is disabled.

Examples:

if plugin "Vault" is enabled:
if plugin "WorldGuard" is not enabled:
if plugins "Essentials" and "Vault" are enabled:
if plugin "MyBrokenPlugin" is disabled:

Is Poisoned

🔗

Condition

Patterns:
Since: 1.4.4
Checks whether an entity is poisoned.

Examples:

player is poisoned:
    cure the player from poison
    message "You have been cured!"

Is Preferred Tool

🔗

Condition

Patterns:
Since: 2.7
Requirements: 1.16.5+, Paper 1.19.2+ (blockdata)
Checks whether an item is the preferred tool for a block. A preferred tool is one that will drop the block's item when used. For example, a wooden pickaxe is a preferred tool for grass and stone blocks, but not for iron ore.

Examples:

on left click:
    event-block is set
    if player's tool is the preferred tool for event-block:
        break event-block naturally using player's tool
    else:
        cancel event

Is Riding

🔗

Condition

Patterns:
Since: 2.0
Tests whether an entity is riding another or is in a vehicle.

Examples:

player is riding a saddled pig

Is Riptiding

🔗

Condition

Patterns:
Since: 2.5
Checks to see if an entity is currently using the Riptide enchantment.

Examples:

target entity is riptiding

Is Script Loaded

🔗

Condition

Patterns:
  • script[s] [%texts%] (is|are) loaded
  • script[s] [%texts%] (isn't|is not|aren't|are not) loaded
Since: 2.2-dev31
Check if the current script, or another script, is currently loaded.

Examples:

script is loaded
script "example.sk" is loaded

Is Silent

🔗

Condition

Patterns:
Since: 2.5
Checks whether an entity is silent i.e. its sounds are disabled.

Examples:

target entity is silent

Is Sleeping

🔗

Condition

Patterns:
  • %players% (is|are) sleeping
  • %players% (isn't|is not|aren't|are not) sleeping
Since: 1.4.4
Checks whether a player is sleeping.

Examples:

# cut your enemies' throats in their sleep >=)
on attack:
    attacker is holding a sword
    victim is sleeping
    increase the damage by 1000

Is Slime Chunk

🔗

Condition

Patterns:
  • %chunk% (is|are) ([a] slime chunk|slime chunks|slimey)
  • %chunk% (isn't|is not|aren't|are not) ([a] slime chunk|slime chunks|slimey)
Since: 2.3
Tests whether a chunk is a so-called slime chunk. Slimes can generally spawn in the swamp biome and in slime chunks. For more info, see the Minecraft wiki.

Examples:

command /slimey:
    trigger:
        if chunk at player is a slime chunk:
            send "Yeah, it is!"
        else:
            send "Nope, it isn't"

Is Sneaking

🔗

Condition

Patterns:
  • %players% (is|are) sneaking
  • %players% (isn't|is not|aren't|are not) sneaking
Since: 1.4.4
Checks whether a player is sneaking.

Examples:

# prevent mobs from seeing sneaking players if they are at least 4 meters apart
on target:
    target is sneaking
    distance of target and the entity is bigger than 4
    cancel the event

Is Solid

🔗

Condition

Patterns:
Since: 2.2-dev36
Checks whether an item is solid.

Examples:

grass block is solid
player's tool isn't solid

Is Sprinting

🔗

Condition

Patterns:
  • %players% (is|are) sprinting
  • %players% (isn't|is not|aren't|are not) sprinting
Since: 1.4.4
Checks whether a player is sprinting.

Examples:

player is not sprinting

Is Stackable

🔗

Condition

Patterns:
Since: 2.7
Checks whether an item is stackable.

Examples:

diamond axe is stackable
birch wood is stackable
torch is stackable

Is Swimming

🔗

Condition

Patterns:
Since: 2.3
Requirements: 1.13 or newer
Checks whether a living entity is swimming.

Examples:

player is swimming

Is Tameable

🔗

Condition

Patterns:
Since: 2.5
Check if an entity is tameable.

Examples:

on damage:
    if victim is tameable:
        cancel event

Is Transparent

🔗

Condition

Patterns:
Since: 2.2-dev36
Checks whether an item is transparent. Note that this condition may not work for all blocks, due to the transparency list used by Spigot not being completely accurate.

Examples:

player's tool is transparent.

Is Unbreakable

🔗

Condition

Patterns:
Since: 2.5.1
Requirements: Minecraft 1.11+
Checks whether an item is unbreakable.

Examples:

if event-item is unbreakable

Is Valid

🔗

Condition

Patterns:
Since: 2.7
Checks whether an entity has died or been despawned for some other reason.

Examples:

if event-entity is valid

Is Wearing

🔗

Condition

Patterns:
Since: 1.0
Checks whether a player is wearing some armour.

Examples:

player is wearing an iron chestplate and iron leggings
player is wearing all diamond armour

Is Whitelisted

🔗

Condition

Patterns:
  • [the] server (is|is(n't| not)) white[ ]listed
  • %players% (is|are)[(n't| not)] white[ ]listed
Since: 2.5.2
Whether or not the server or a player is whitelisted.

Examples:

if server is whitelisted:
if player is whitelisted

Is Within

🔗

Condition

Patterns:
Since: 2.7
Requirements: MC 1.17+ (within block)
Whether a location is within something else. The "something" can be a block, an entity, a chunk, a world, or a cuboid formed by two other locations. Note that using the is between condition will refer to a straight line between locations, while this condition will refer to the cuboid between locations.

Examples:

if player's location is within {_loc1} and {_loc2}:
    send "You are in a PvP zone!" to player

if player is in world("world"):
    send "You are in the overworld!" to player

if attacker's location is inside of victim:
    cancel event
    send "Back up!" to attacker and victim

Is Within Location

🔗

Condition

Patterns:
Since: 2.7
Whether a location is within two other locations forming a cuboid. Using the is between condition will refer to a straight line between locations.

Examples:

if player's location is within {_loc1} and {_loc2}:
    send "You are in a PvP zone!" to player

Is Within Radius

🔗

Condition

Patterns:
Since: 2.7
Checks whether a location is within a certain radius of another location.

Examples:

on damage:
    if attacker's location is within 10 blocks around {_spawn}:
        cancel event
        send "You can't PVP in spawn."

Is a Skript command

🔗

Condition

Patterns:
  • %text% (is|are) [a] s(k|c)ript (command|cmd)
  • %text% (isn't|is not|aren't|are not) [a] s(k|c)ript (command|cmd)
Since: 2.6
Checks whether a command/string is a custom Skript command.

Examples:

# Example 1
on command:
    command is a skript command

# Example 2
"sometext" is a skript command

Is of Type

🔗

Condition

Patterns:
Since: 1.4
Checks whether an item of an entity is of the given type. This is mostly useful for variables, as you can use the general 'is' condition otherwise (e.g. 'victim is a creeper').

Examples:

tool is of type {selected type}
victim is of type {villager type}

Is on Ground

🔗

Condition

Patterns:
  • %entities% (is|are) on [the] ground
  • %entities% (isn't|is not|aren't|are not) on [the] ground
Since: 2.2-dev26
Checks whether an entity is on ground.

Examples:

player is not on ground

Matches

🔗

Condition

Patterns:
  • %texts% (match[es]|do[es](n't| not) match) %texts%
  • %texts% (partially match[es]|do[es](n't| not) partially match) %texts%
Since: 2.5.2
Checks whether the defined strings match the input regexes (Regular expressions).

Examples:

on chat:
    if message partially matches "\d":
        send "Message contains a digit!"
    if message doesn't match "[A-Za-z]+":
        send "Message doesn't only contain letters!"

Projectile Can Bounce

🔗

Condition

Patterns:
Since: 2.5.1
Whether or not a projectile can bounce.

Examples:

on shoot:
    send "Boing!" to all players if projectile can bounce

PvP

🔗

Condition

Patterns:
  • (is PvP|PvP is) enabled [in %worlds%]
  • (is PvP|PvP is) disabled [in %worlds%]
Since: 1.3.4
Checks the PvP state of a world.

Examples:

PvP is enabled
PvP is disabled in "world"

Region Contains

🔗

Condition

Patterns:
Since: 2.1
Requirements: Supported regions plugin
Checks whether a location is contained in a particular region. This condition requires a supported regions plugin to be installed.

Examples:

player is in the region {regions::3}

on region enter:
    region contains {flags.%world%.red}
    message "The red flag is near!"

Resource Pack

🔗

Condition

Patterns:
Since: 2.4
Usable in events: resource pack request response
Checks state of the resource pack in a resource pack request response event.

Examples:

on resource pack response:
    if the resource pack wasn't accepted:
        kick the player due to "You have to install the resource pack to play in this server!"

Starts/Ends With

🔗

Condition

Patterns:
  • %texts% (start|end)[s] with %texts%
  • %texts% (doesn't|does not|do not|don't) (start|end) with %texts%
Since: 2.2-dev36, 2.5.1 (multiple strings support)
Checks if a text starts or ends with another.

Examples:

if the argument starts with "test" or "debug":
    send "Stop!"

Time

🔗

Condition

Patterns:
Since: 2.0
Tests whether a given real time was more or less than some time span ago.

Examples:

command /command-with-cooldown:
    trigger:
        {command::%player's uuid%::last-usage} was less than a minute ago:
            message "Please wait a minute between uses of this command."
            stop
        set {command::%player's uuid%::last-usage} to now
        # ... actual command trigger here ...