Skript 2.13.0-pre1
Hi all, we've got a new feature pre-release for you all. Thankfully, this one's a bit more reasonable in size than the massive releases of 2.10, 2.11, and 2.12. We have some great features and a bunch of behind-the-scenes API improvements for you this go around. Addon developers should pay special attention to the Type Properties section below.
Please also note our changes to the supported versions. 2.13 is 1.20.4+, and Paper only.
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 2.13.0 on October 15th. We may release additional pre-releases 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 is 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 is dropping support for Spigot. Skript now requires Paper or a downstream fork of Paper, such as Purpur or Pufferfish.
Major Changes
- #7194 Adds support for equippable components and all correlating data. Smurfy put in a lot of work into the backing API for components, so look forward to a lot more component support in the next few releases!
set the allowed entities of {_item} to a zombie and a skeleton
make {_item} lose durability when hurt
if {_item} can be dispensed:
add "Dispensable" to lore of {_item}
- #7464 Adds a structure that allows a script to be automatically reloaded when it is saved, if async loading is enabled in
config.sk
:
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.
- #8165 Adds Type Property API. See below.
- #8207 Adds a
debug info
expression that prints out extra information about a value. Currently this consists of the value itself and its class, though this is subject to expansion in the future!
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 (For Addon Devs)
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 parametermatchedCodeName
and refactorsmatchedPattern
. - #8072 Enforces using
physics
instead ofphysic
in the block update effect.
Changelog
Additions
- #7194 Adds 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.
- #7888 Adds an expression to get the midpoint between two locations or vectors.
- #7985 Adds a condition to check if an entity is spawnable in a world.
- #8008 Adds literals for the maximum and minimum numerical values, such as longs, doubles, or ints.
- #8101 Adds an expression to get and modify the players listed in the tab 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.
- #8134 Adds an expression to get the duration an entity has been alive for.
- #8207 Adds a
debug info
expression that prints out extra information about a value. Currently this consists of the value itself and its class, though this is subject to expansion in the future!
Changes
- #7797 Uses
project.testEnv
inbuild.gradle
instead of updating the latest version for both. - #7878 Allows specifying the amount of damage in the
force entity to attack entity
effect. - #8072 Enforces using
physics
instead ofphysic
in the block update effect. - #8092 Allows using
vehicle
alone in the mount event. - #8196 Adds a runtime error when attempting to get the distance between locations in different worlds.
- #8197 Adds support for changing the
event-location
foron portal
. - #8206 Adds a runtime error when using the sort effect and mapping the input to a null value, which cannot be sorted.
Bug Fixes
- #7985 Fixes being unable to spawn certain entities in certain states, such as
red fox
andsnow fox
. - #8064 Fixes an issue where it was not possible to spawn a
minecart
. - #8177 Fixes the 'cannot reset' and 'cannot delete' error messages being swapped around.
- #8182 Fixes the order of which queued variable changes are processed.
- #8185 Fixes
at %time% [in] real time
by triggering the code on the main thread. - #8189 Fixes functions with 0 required parameters.
- #8195 Fixes an issue where the runtime error catching section would not catch errors after the default error limit is reached.
- #8199 Fixes issues with expression sections not claiming sections when used as function parameters.
API Changes
- #7985 Changes
Pattern
to allow providingnull
as the object for generic usage. - #8011 Exposes the script loader executor via the
Task
api. - #8035 Adds support for using an
EntryData
multiple times. - #8065 Adds support for custom operators.
- #8116 Makes
JSONGenerator
available for addons and updates thedocs.json
format. - #8120 Adds a method to get a
Color
as an ARGB integer. - #8138 Adds getting pattern combinations from
PatternElement
and tests to catch possible pattern conflicts. - #8150 Adds
SimplifiedCondition
for constant conditions.Condition
implementsSimplifiable
. - #8165 Adds the Type Property API.
- #8180 Changes the parameter name for
Expression
class fromexpressionType
toexpressionClass
inSkript#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
ExpressionList
returns foracceptChange
to more accurately reflect the changers of the expressions within the list. - #8213 Fixes
Functions#getJavaFunctions
to only returnJavaFunction
s.
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.
Enable by adding 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.
All existing loop features are also available in this section.
Enable by adding 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.
Queues can be looped over like a regular list.
Enable by adding This feature includes:
Enable by adding Local variable type hints enable Skript to understand what kind of values your local variables will hold at parse time. Consider the following example:
Previously, the code above would parse without issue. However, Skript now understands that when it is used, 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:
Enable by adding A new Enable by adding Note that 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:
For more details about the syntax, visit damage source on our documentation website.
Enable by adding 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:
Changes can be made directly on to the existing equippable component of an item whether using the item itself or the retrieved equippable component
For more details about the syntax, visit equippable component on our documentation website.
Click to reveal the experiments available in this release
For-Each Loop
using for loops
to your script.
for {_index}, {_value} in {my list::*}:
broadcast "%{_index}%: %{_value}%"
for each {_player} in all players:
send "Hello %{_player}%!" to {_player}
Queue
using queues
to your script.
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
Script Reflection
using script reflection
to your script.
Local Variable Type Hints
using type hints
to your script.
set {_a} to 5
set {_b} to "some string"
... do stuff ...
set {_c} to {_a} in lowercase # oops i used the wrong variable
{_a}
could only be a number (and not a text). Thus, the code above would now error with a message about mismatched types.
{_var} # can use type hints
{_var::%player's name%} # can't use type hints
Runtime Error Catching
using error catching
to your script.
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)
Damage Sources
using damage sources
to your script.
type
has been removed as an option for the 'damage cause' expression as damage cause
and damage type
now refer to different things.
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)
Equippable Components
using equippable components
to your script.
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}
set the equipment slot of {_item} to helmet slot
set {_component} to the equippable component of {_item}
allow {_component} to swap equipment
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! ⭐
- @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.