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 completewas not a valid pattern, buton brew completwas. - #8293 Makes the auto-reload player name input case-insensitive.
- #8295 Fix an issue that prevented the use of
pastandfuturewhen using thelevel of playerin thelevel changeevent. - #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.
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 hintsRuntime 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
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.