footnote
* writable
** can be null
entity_change_block an entity changes a block
Variables entity
block
change_data as blockdata for the new state
*cancel
entity_damage an entity gets damage
Variables entity
damage_source
cause as string
**damager_block
**damager_entity
damage
raw_damage
*cancel
entity_heal an entity gets healed
Variables entity
*heal
cause as string
*cancel
living_death a living_entity dies
Variables living_entity
damage_source
*drops as list of itemstacks
*experience
*cancel
block_drop a destroyed block drops something
Variables player
block
old_material
*drops as list with ItemEntities
entity_click an entity gets right_clicked
Variables player
entity
hand
*cancel
living_spawn a living entity spawns
Variables living_entity
cause as string
location
*cancel
entity_spawn an entity spawns
Variables entity
location
*cancel
entity_remove an entity is removed from a world
Variables entity
living_tame a living entity gets tamed
Variables living_entity
tamer
*cancel
entity_mount an entity mounts another entity
Variables entity
mount as entity
*cancel
entity_dismount an entity dismounts another entity
Variables entity
mount as entity
player_login a player tries to connect to the server
Variables player
result
player_join a player joins the server
Variables player
*message as text
Info message = null means no message
player_quit a player leaves the server
Variables player
*message as text
Info message = null means no message
player_pre_respawn a player will respawn
Variables player
Info devs can set the spawn-location on this event
player_post_respawn a player has respawned
Variables player
Info devs can refill the inventory on this event
player_toggle_sneak a player toggles sneak
Variables player
sneak as boolean
*cancel
player_drop a player drops an item
Variables player
item_entity
*cancel
living_pickup a living entity picks up an item
Variables living_entity
item_entity
*cancel
player_move a player moves in a before defined area
Variables player
id
block_break a block is broken by a player
Variables player
block
*cancel
block_place a block is placed by a player
Variables player
block
hand
*cancel
block_click a block gets clicked by a player
Variables player
**block
action as string
hand
*cancel
block_burn a block is burned
Variables block
block_source
*cancel
block_spread Paper API#BlockSpreadEvent
Variables block
block_source
*cancel
block_fade Paper API#BlockFadeEvent
Variables block
*cancel
bucket_use a bucket is filled / vacated
Variables player
block
bucket as material
hand
*cancel
inv_click a slot in an container gets clicked
Variables player
inv
**inv_clicked
inv_title as text
inv_slot as double
click as string
action as string
*cancel
snuvi_click a slot in an custom inventory gets clicked
Variables player
inv
inv_title as text
inv_slot as double
click as string
action as string
Info Custom inventories are not script-across.
inv_close an inventory gets closed
Variables player
inv
inv_title as text
item_consume an item gets consumed by a player
Variables player
item
*cancel
pre_craft a player crafts an item
Variables players as list with players
*item
*inv
Info item can be set to null
craft a player takes the result item out of craft inventory
Variables player
item
*cancel
player_change_world a player changes the world
Variables player
from world as string
player_teleport a player teleports
Variables player
from as location
to as location
cause as string
*cancel
fishing a player fishes something
Variables player
**entity
*experience
hook as entity
*cancel
command a player uses a non custom-command
Variables player
command as string
permission as string
command_class as string
*cancel
custom_command something uses a custom-command
Variables sender
command as string
args as list
string_args as list with strings only
Info sender can be a player, console...
chat a player writes into chat
Variables player
*message as text
*cancel
projectile_hit a thrown projectile hits a block or an entity
Variables **shooter
projectile
**entity_hit
**block_hit
*cancel
arm_swing a player makes an arm_swing (might be a leftclick into air)
Variables player
hand
*cancel
explosion explosions are cancelled on default
Variables entity
*fire as boolean
*radius
*cancel | true
missing_command a sender uses a non-existing command
Variables sender
command
missing_perm a sender has no permissions for a used command
Variables sender
command
perm
player_data_tick thrown if a timer from data.setTimer reached 0
Variables player
var
player_elytra_start thrown if a player starts using an elytra
Variables player
player_elytra_stop thrown if a player stops using an elytra
Variables player
player_item_held a player changes their hotbar slot
Variables player
from as double
to as double
*cancel
player_swap_hand_items a player swaps their items in their hands
Variables player
*cancel
player_jump a player jumps
Variables player
world_load a world gets loaded
Variables world
vote a vote gets received
Variables from as string
name as string
ip as string
timestamp as double
vehicle_enter an entity enters a vehicle
Variables vehicle
entity
vehicle_exit an living_entity exits a vehicle
Variables vehicle
living_entity
block_shear a player uses shears on a block
Variables player
block
hand
*drops
*cancel
bell_ring a bell is rung
Variables block
**entity
direction
*cancel
spectation_start a player starts spectating
Variables player
entity
*cancel
spectation_stop a player stops spectating
Variables player
entity
*cancel
player_pickup_exp a player picks up XP
Variables player
*cancel
elytra_boost a player boosts using elytra
Variables player
hand
firework as entity
*consume as boolean
*cancel
event.addMoveData creates an area for player_move events and returns the id
Format event.addMoveData(location1, location2, cooldown, livingtime, [uuid / uuid_string / player])
Arguments cooldown: -1 terminated after a single trigger
cooldown: > 0 clock rate in ticks, no termination
livingtime: -1 area lives forever
livingtime: > 0 stays amount of ticks alive
uuid / uuid_string / player: event only triggers for this player
Info on script termination this area will be removed
removes an area for player_move events by id
Format event.removeMoveData(id)
ban.add bans a player from the server
Format ban.add(player_name, reason, banner, [end_date])
Arguments reason as string
banner as string (the person who bans, write what you want)
end_date as calendar object
ban.remove unbans a player from the server
Format ban.remove(player_uuid)
ban.addIp bans an IP from the server
Format ban.addIp(ip, reason, banner, [end_date])
Arguments reason as string
banner as string (the person who bans, write what you want)
end_date as calendar object
ban.removeIp unbans an IP from the server
Format ban.removeIp(ip)
ban.kick kicks a player from the server
Format ban.kick(player, reason)
Arguments reason as text
block.setData set a block
Format block.setData(block, blockdata, [boolean | false])
Arguments boolean true places with block update
block.setMaterial set a block
Format block.setMaterial(block, material, [boolean | false])
Arguments boolean true places with block update
block.clone clone a block to a location
Format block.clone(block, location, [boolean | false])
Arguments boolean true places with block update
block.setSign set text on a sign
Format block.setSign(block, side, row, text)
Arguments row from 0 to 3
side: "FRONT"/"BACK"
block.getSign returns the text of a sign from a specific row
Format block.getSign(block, side, row)
Arguments row from 0 to 3
side: "FRONT"/"BACK"
block.signSetWaxed wax/unwax a sign
Format block.signSetWaxed(block, boolean)
block.get returns a block
Format block.get(location)
block.getData returns the blockdata of a block
Format block.getData(block)
block.getInventory returns the inventory of a block or null if it is not a container
Format block.getInventory(block)
block.getType returns the material of a block
Format block.getType(block)
block.getLocation returns the location of a block
Format block.getLocation(block)
block.setOpen set the open property for a block
Format block.setOpen(block, boolean)
block.isOpen returns true if the block is open
Format block.isOpen(block)
block.getTag returns a tag
Format block.getTag(String tag_name)
block.hasTag returns true if a block has a tag
Format block.hasTag(block, tag)
block.break breaks a block and drops the item
Format block.break(block, [entity])
block.isOpenable returns true if a block is openable
Format block.isOpenable(block)
block.isDoor returns true if a block is a door
Format block.isDoor(block)
block.setDoorHinge sets the door hinge of a block
Format block.setDoorHinge(block, door_hinge_string)
block.getDoorHinge returns the door hinge of a block as string
Format block.getDoorHinge(block)
block.setBisectedHalf sets the bisected half of a block
Format block.setBisectedHalf(block, bisected_half_string)
block.getBisectedHalf returns the bisected half of a block as string
Format block.getBisectedHalf(block)
block.isBisected returns true if a block is bisected
Format block.isBisected(block)
block.setDirectionalFace sets the directional face of a block
Format block.setDirectionalFace(block, directional_face_string)
block.getDirectionalFace returns the directional face of a block as string
Format block.getDirectionalFace(block)
block.getDirectionalFaces returns a list with directional faces as string of a block
Format block.getDirectionalFaces(block)
block.isDirectional returns true if a block is directional
Format block.isDirectional(block)
block.setPersistent sets the persistence of a block
Format block.setPersistent(block, boolean)
block.isPersistent returns true if a block is persistent
Format block.isPersistent(block)
block.isLeaves returns true if a block is a leaf
Format block.isLeaves(block)
block.canHaveWater returns true if a block can have water
Format block.canHaveWater(block)
block.isWaterLogged returns true if a block is waterlogged
Format block.isWaterLogged(block)
block.setWaterLogged set the waterlogged property of a block
Format block.setWaterLogged(block, boolean)
databank.prepare returns the prepared statement
Format databank.prepare(sql-query, [boolean autoclose | true])
databank.setInt sets an int in a statement
Format databank.setInt(statement, index, int)
databank.setDouble sets a double in a statement
Format databank.setDouble(statement, index, double)
databank.setLong sets a long in a statement
Format databank.setLong(statement, index, long)
databank.setString sets a string in a statement
Format databank.setString(statement, index, string)
databank.setBool sets a boolean in a statement
Format databank.setBool(statement, index, boolean)
databank.getInt returns an int from a result set
Format databank.getInt(result-set, index)
databank.getDouble returns a double from a result set
Format databank.getDouble(result-set, index)
databank.getLong returns a long from a result set
Format databank.getLong(result-set, index)
databank.getString returns a string from a result set
Format databank.getString(result-set, index)
databank.getBool returns a boolean from a result set
Format databank.getBool(result-set, index)
databank.execute returns a result-set after executing a reading statement
Format databank.execute(statement)
databank.workerExecute executes a writing statement
Format databank.workerExecute(statement)
databank.next returns true and jumps to the next entry if the result-set has a next entry
Format databank.next(result-set)
databank.close manual closing of a result-set
Format databank.close(result-set)
citizen.spawn returns the spawned citizen
Format citizen.spawn(location, name)
citizen.despawn despawns a citizen
Format citizen.despawn(citizen)
citizen.destroy destroys a citizen
Format citizen.destroy(citizen)
citizen.setSkin sets the skin of a citizen
Format citizen.setSkin(citizen, texture_value, texture_signature)
citizen.setName sets the name of a citizen
Format citizen.setName(citizen, name)
citizen.showNameplate sets the nameplate visibility of a citizen
Format citizen.showNameplate(citizen, boolean)
citizen.setEquip equips a citizen
Format citizen.setEquip(citizen, slot_name, itemstack)
citizen.getName returns the name as string
Format citizen.getName(citizen)
citizen.lookclose makes a citizen look at nearby players
Format citizen.lookclose(citizen)
config.saveAsync saves a config asynchronous
Format config.saveAsync(config)
damage.get returns a damage_source
Format damage.get(damage_name)
Arguments damage_name: inFire, lightningBolt, onFire, lava, hotFloor, inWall, cramming, drown, starve, cactus, fall, flyIntoWall, outOfWorld, generic, magic, wither, anvil, fallingBlock, dragonBreath, dryout, sweetBerryBush, freeze, fallingStalactite, stalagmite, outsideBorder, genericKill
damage.getType returns the type of a damage_source as string
Format damage.getType(damage_source)
damage.getImmediateSource returns the direct damager entity of a damage_source
Format damage.getImmediateSource(damage_source)
damage.getTrueSource returns the indirect damager entity of a damage_source
Format damage.getTrueSource(damage_source)
damage.isDifficultyscaled returns true if the damage_source will have its damageamount scaled based on the current difficulty
Format damage.isDifficultyscaled(damage_source)
damage.isIndirect returns true if the damage_source is indirect
Format damage.isIndirect(damage_source)
data.set sets data for a player (script-across)
Format data.set(player, key, value)
data.get returns data from a player (script-across)
Format data.get(player, key)
data.setTimer sets timed data for a player (script-across)
Format data.setTimer(player, key, ticks)
Arguments set ticks to -1 to delete the timer
when the timer expires the event player_data_tick is thrown
data.getTimer returns the remaining ticks of timed data (script-across)
Format data.getTimer(player, key)
data.clear deletes all data from a player (script-across)
Format data.clear(player)
gamerule.getKey returns a gamerule_key
Format gamerule.getKey(gamerule_string)
gamerule.getValue return a gamerule_value from a world
Format gamerule.getValue(world, gamerule_key)
gamerule.setBool sets a gamerule_value
Format gamerule.setBool(world, gamerule_value, boolean)
gamerule.setInt sets a gamerule_key
Format gamerule.setInt(world, gamerule_key, value)
msg sends a message
Format msg(receiver, text)
Info receiver:
sender (player / console)
"dev" (perm "script.debug" needed)
"online"
"server"
isPlayer returns true if the argument is a player
Format isPlayer(anything)
isLiving returns true if the argument is a living entity
Format isLiving(anything)
isCitizen returns true if the argument is a citizen
Format isCitizen(anything)
setMOTD sets the message of the day in the server list
Format setMOTD(string)
getMOTD returns the message of the day as text
Format getMOTD()
stop stops the server
Format stop()
material.get returns a material
Format material.get(material_name)
material.getAll returns an array with all materials
Format material.getAll()
material.isItem returns true if a material is an holdable item
Format material.isItem(material)
material.isBlock returns true if a material is an placeable block
Format material.isBlock(material)
material.isSolid returns true if a material is a block and solid (can be built upon)
Format material.isSolid(material)
material.setCooldown sets the cooldown of a material of a player
Format material.setCooldown(material, player, ticks)
material.getSlot returns the slot to use for an item attribute
Format material.getSlot(material)
item.new return an itemstack
Format item.new(material, [amount | 1])
item.drop drops an itemstack at a location and returns the item_entity
Format item.drop(itemstack, location)
item.getType returns the material of an itemstack
Format item.getType(itemstack)
item.getMaxAmount returns the maximum size of an itemstack
Format item.getMaxAmount(itemstack)
item.getAmount returns the size of an itemstack
Format item.getAmount(itemstack)
item.setAmount sets the size of an itemstack
Format item.setAmount(itemstack, size)
item.hasName returns true if the itemstack has a modified name
Format item.hasName(itemstack)
item.getName returns the name of an itemstack as text or null
Format item.getName(itemstack)
item.setName sets the name of an itemstack
Format item.setName(itemstack, text_name)
item.getLore returns a list of texts with all lores of an itemstack
Format item.getLore(itemstack)
item.setLore sets the lore of an itemstack
Format item.setLore(itemstack, list)
Arguments list of texts
item.addAttribute adds an attribute to an itemstack
Format item.addAttribute(itemstack, attribute, slot, double, operation)
item.clearAttributes removes all custom attributes from an itemstack
Format item.clearAttributes(itemstack)
item.hasAttributes returns true if an itemstack has attributes
Format item.hasAttributes(itemstack)
item.addDefaultTags adds the default attributes to an itemstack
Format item.addDefaultTags(itemstack)
item.addFlag adds a flag to an itemstack
Format item.addFlag(itemstack, flag)
item.removeFlag removes a flag from an itemstack
Format item.removeFlag(itemstack, flag)
item.addPotion adds a potion effect to an item
Format item.addPotion(itemstack, potion_name, duration, power)
item.clone returns a copy of an itemstack
Format item.clone(itemstack)
item.getTag returns an item tag
Format item.getTag(String tag_name)
item.hasTag returns true if an itemstack has an item tag
Format item.hasTag(itemstack, tag)
item.isDamageable returns true if the itemstack is damageable
Format item.isDamageable(itemstack)
item.getMaxDamage returns the maximum damage the itemstack can get
Format item.getMaxDamage(itemstack)
item.setDamage sets the damage of the itemstack
Format item.setDamage(itemstack, amount)
item.getDamage returns the damage of an itemstack
Format item.getDamage(itemstack)
item.entity.get returns the itemstack of an item_entity
Format item.entity.get(item_entity)
item.entity.set sets the itemstack of an item_entity
Format item.entity.set(item_entity, itemstack)
item.entity.setPickupDelay sets the pickupdelay for an item_entity
Format item.entity.setPickupDelay(item_entity, ticks)
enchantment.get returns an enchantment
Format enchantment.get(enchantment_string)
Arguments Minecraft Wiki Verzauberungen (ID-Name verwenden)
enchantment.getMaxLevel returns the maximum level of an enchantment
Format enchantment.getMaxLevel(enchantment)
enchantment.add adds an enchantment to an itemstack
Format enchantment.add(enchantment, itemstack, level)
enchantment.getLevel returns the level of an enchantment an itemstack has
Format enchantment.getLevel(enchantment, itemstack)
enchantment.readFromItem returns a map with all enchantments of an itemstack
Format enchantment.readFromItem(itemstack)
Format enchantment as key, level as value
enchantment.writeToItem writes all enchantments from the map on the itemstack
Format enchantment.writeToItem(map, itemstack)
debug.clear clears all cached debug messages
Format debug.clear()
debug.getSize returns the amount of all cached debug messages
Format debug.getSize()
debug.getIndex returns the debug message from an index
Format debug.getIndex(index)
debug.setConsolePrint true prints snuvi debug messages on console (not stack traces)
Format debug.setConsolePrint(boolean)
debug.getIndexTime returns the time of a debug message from an index
Format debug.getIndexTime(index)
error.clear clears all cached errors
Format error.clear()
error.getSize returns the amount of all cached errors
Format error.getSize()
error.getIndex returns the error from an index
Format error.getIndex(index)
error.setConsolePrint true prints snuvi errors on console (not stack traces)
Format error.setConsolePrint(boolean)
error.getIndexTime returns the time of an error from an index
Format error.getIndexTime(index)
loc.new creates a location
Format loc.new(world, x, y, z)
loc.new(world, x, y, z, yaw, pitch)
loc.getX returns the x coordinate
Format loc.getX(location)
loc.setX sets the x coordinate
Format loc.setX(location, value)
loc.addX adds the value to the x coordinate
Format loc.addX(location, value)
loc.getBlockX returns the x block coordinate
Format loc.getBlockX(location)
loc.getY returns the y coordinate
Format loc.getY(location)
loc.setY sets the y coordinate
Format loc.setY(location, value)
loc.addY adds the value to the y coordinate
Format loc.addY(location, value)
loc.getBlockY returns the y block coordinate
Format loc.getBlockY(location)
loc.getZ returns the z coordinate
Format loc.getZ(location)
loc.setZ sets the z coordinate
Format loc.setZ(location, value)
loc.addZ adds the value to the z coordinate
Format loc.addZ(location, value)
loc.getBlockZ returns the z block coordinate
Format loc.getBlockZ(location)
loc.setYaw sets the yaw of a location
Format loc.setYaw(location, Yaw)
loc.getYaw returns the yaw of a location
Format loc.getYaw(location)
loc.setPitch sets the pitch of a location
Format loc.setPitch(location, Pitch)
loc.getPitch returns the pitch of a location
Format loc.getPitch(location)
loc.getWorld returns the world of a location as object
Format loc.getWorld(location)
loc.distance returns the difference between two locations
Format loc.distance(location1, location2)
Info there is an error if the two locations have not the same world
loc.isBetween returns true if the location is between two other locations
Format loc.isBetween(location, location1, location2)
loc.mod returns a modified copy of the location
Format loc.mod(location, x, y, z)
loc.add modifies the original location
Format loc.add(location, x, y, z)
loc.set modifies the original location
Format loc.set(location, x, y, z)
loc.sort sort in lowest and highest coordinates
Format loc.sort(location1, location2)
loc.iterator returns the iterator for the area
Format loc.iterator(world, x1, y1, z1, x2, y2, z2)
loc.explode makes an explosion at a location
Format loc.explode(location, entity, radius, fire_bool, block_damage_bool)
Info entity can be null
read.player returns a player or null
Format read.player(player_name)
read.item returns an itemstack or null
Format read.item(nbt_string)
read.uuid returns a uuid or null
Format read.uuid(uuid_string)
read.slot returns a slot or null
Format read.slot(slot_name)
read.blockData returns blockdata or null
Format read.blockData(blockdata_string)
string.item returns an nbt-tag from an itemstack as string
Format string.item(itemstack)
string.entity returns a serialized entity
Format string.entity(entity)
string.text returns a text converted to a string
Format string.text(text)
string.blockData returns blockdata converted to a string
Format string.blockData(blockdata)
text.new returns a text
Format text.new(string)
text.click returns a clickable text
Format text.click(show_text, execute_string)
text.hover returns a hoverable text
Format text.hover(show_text, hover_text)
text.link returns a clickable text for links
Format text.link(text, link_string)
text.clipBoard returns a clickable text to copy a string into the clipboard
Format text.clipBoard(text, string)
text.merge returns merged texts
Format text.merge(text, ...)
text.item returns a hoverable itemstack text
Format text.item(show_text, itemstack)
text.suggest returns a clickable text for chat/command line insertion
Format text.suggest(show_text, suggest_text)
text.color returns rgb colored text
Format text.color(text, red, green, blue)
Info red green blue from 0 to 255
plot.add returns the created plot
Format plot.add(location1, location2, [plot_id])
plot.remove removes a plot from a world
Format plot.remove(plot, world)
plot.getId returns the plot_id
Format plot.getId(plot)
plot.setName sets the name of a plot
Format plot.setName(plot, name)
plot.getName returns the name of a plot
Format plot.getName(plot)
plot.get returns a list with all plots at a location
Format plot.get(location)
plot.getMinX returns the lowest x coordinate of a plot
Format plot.getMinX(plot)
plot.getMinY returns the lowest y coordinate of a plot
Format plot.getMinY(plot)
plot.getMinZ returns the lowest z coordinate of a plot
Format plot.getMinZ(plot)
plot.getMaxX returns the lowest x coordinate of a plot
Format plot.getMaxX(plot)
plot.getMaxY returns the lowest y coordinate of a plot
Format plot.getMaxY(plot)
plot.getMaxZ returns the lowest z coordinate of a plot
Format plot.getMaxZ(plot)
plot.intersecting returns a list with all intersecting plots
Format plot.intersecting(world, x1, y1, z1, x2, y2, z2)
plot.setFlags sets all flags to the boolean
Format plot.setFlags(plot, flags, boolean)
plot.getFlags returns all flags as double
Format plot.getFlags(plot)
plot.hasFlags returns true if all flags existing
Format plot.hasFlags(plot, flags)
plot.getOwners returns a list with all owners as uuid
Format plot.getOwners(plot)
Info list can be modified
plot.check returns true if the player is owner of any plot from that location OR if any plot contains all given flags. returns empty if there is no plot
Format plot.check(location, player, Int flags, Boolean empty)
Arguments player can be null
flags: 0 if not desired
1 PLACE_FLAG
2 BREAK_FLAG
4 BUCKET_FLAG
8 HIT_AMBIENT_FLAG
16 BLOCK_INTERACT_FLAG
32 ENTITY_INTERACT_FLAG
Examples plot.check(loc, null, 1, false) ==> true if place_flag existing
plot.check(loc, null, 2, false) ==> true if break_flag existing
plot.check(loc, null, 3, false) ==> true if break_flag and place_flag existing
plot.check(loc, player, 0, false) ==> true if player is owner
plot.check(loc, player, 0, true) ==> true if player is owner or if there is no plot
plot.iterator returns the iterator for the plots in a world [for a player]
Format plot.iterator(world, [uuid])
plot.addBlock makes a block public
Format plot.addBlock(location)
plot.removeBlock makes a block non-public
Format plot.removeBlock(location)
plot.hasBlock returns true if a block is public
Format plot.hasBlock(location)
plot.blockIterator returns the iterator for protected blocks in a world
Format plot.blockIterator(world)
plot.position.getX returns the x coordinate of a position
Format plot.position.getX(position)
plot.position.getY returns the y coordinate of a position
Format plot.position.getY(position)
plot.position.getZ returns the z coordinate of a position
Format plot.position.getZ(position)
plot.savePlots saves all plot changes
Format plot.savePlots(world)
plot.saveBlocks saves all block changes
Format plot.saveBlocks(world)
table.new returns a table object
Format table.new(color, width, width, width, ...)
table.getStart returns the head of a table
Format table.getStart(table)
table.getMiddle returns the middle of a table
Format table.getMiddle(table)
table.getEnd returns the end of a table
Format table.getEnd(table)
table.get returns a line of a table
Format table.get(table, args...)
table.setSize defines the pixel size of a character
Format table.setSize("character", pixel_int)
table.setEmpty1 defines the 1 pixel empty character
Format table.setEmpty1(string)
table.setEmpty2 defines the 2 pixel empty character
Format table.setEmpty2(string)
table.setEmpty4 defines the 4 pixel empty character
Format table.setEmpty4(string)
command.add registers a custom command
Format command.add(string)
command.remove removes a custom command
Format command.remove(string)
command.clear removes all custom commands
Format command.clear()
command.exists returns true if a custom command exists
Format command.exists(string)
command.newHelp returns a help-object
Format command.newHelp(string, perm)
command.newHelpLiteral returns a help argument
Format command.newHelpLiteral(string, [perm])
command.newHelpBool returns a help argument
Format command.newHelpBool(string, [perm])
command.newHelpDouble returns a help argument
Format command.newHelpDouble(string, min, max, [perm])
command.newHelpFloat returns a help argument
Format command.newHelpFloat(string, min, max, [perm])
command.newHelpInt returns a help argument
Format command.newHelpInt(string, min, max, [perm])
command.newHelpLong returns a help argument
Format command.newHelpLong(string, min, max, [perm])
command.newHelpString returns a help argument
Format command.newHelpString(string, boolean, [perm])
Arguments boolean true means greedy
command.newHelpSpecial returns a help argument
Format command.newHelpSpecial(type, string, [perm])
Arguments type = "Item", "Particle", "Potion", "Sound", "Enchantment", "Player"
command.registerHelp registers a command-help
Format command.registerHelp(help-object)
command.addHelpArgument adds a help argument to a help
Format command.addHelpArgument(help, helpArgument)
sb.add adds text to the scoreboard
Format sb.add(player, unique_index, string)
Arguments index from 1 to 99
Info vanilla: maximum 12 rows
sb.remove removes a row from the scoreboard
Format sb.remove(player, unique_index)
Arguments index as number from 1 to 99
sb.addRaw adds text to the scoreboard
Format sb.addRaw(player, index, unique_string)
Arguments index from 1 to 99
Info vanilla: maximum 12 rows
sb.removeRaw removes a row from the scoreboard
Format sb.removeRaw(player, unique_string)
sb.setTitle sets a scoreboard title
Format sb.setTitle(player, text)
sb.clear clears the scoreboard of a player
Format sb.clear(player)
script.start connects all scripts, starts them as one script and returns the script
Format script.start(scriptpath1, scriptpath2, ...)
script.startNamed connects all scripts, starts them as one script and returns the script
Format script.startNamed(custom_name, scriptpath1, scriptpath2, ...)
Info named scripts can be selected with script.get by their custom_name
script.callEvent calls an event
Format script.callEvent(event, [script])
title.send shows a player a title (and subtitle if set)
Format title.send(player, title, [subtitle], [fadeIn | 20], [stay | 60], [fadeOut | 20])
title.remove removes the shown title
Format title.remove(player)
perm.clear removes all permissions from a player
Format perm.clear(player)
perm.add adds a permission to a player
Format perm.add(perm, player)
perm.remove removes a permission from a player
Format perm.remove(perm, player)
perm.has returns true if a player has the permission
Format perm.has(perm, player)
perm.update updates the permissions of a player
Format perm.update(player)
Info call this after adding all player permissions
players.toList returns a list with all players in a world
Format players.toList(World)
players.near returns a list with all players within a radius of a location
Format players.near(location, radius)
players.getAmount returns the number of online players
Format players.getAmount()
player.getHead returns the head of a player as an itemstack
Format player.getHead(uuid, name)
Arguments uuid and(!) name of the same(!) player
player.getNearest returns the next player to a location
Format player.getNearest(location)
Info searches in a radius of 10 blocks
player.setDisplayName sets the name of a player in the tab list
Format player.setDisplayName(player, text)
player.action shows a message in the action bar
Format player.action(receiver, text)
Info receiver:
sender (player / console)
"dev" (perm "script.debug" needed)
"online"
"server"
player.getTargetBlock returns the block a player is looking at
Format player.getTargetBlock(player, radius, [fluidmode|false])
Arguments Vanilla default radius: 5
radius will be cast to int
fluidmode: true does not ignore water
player.getName returns the name of a player
Format player.getName(uuid / uuid_string / player)
Info uuid and uuid_string can return null
player.getUuid returns the uuid of a player
Format player.getUuid(player / player_name)
Info player_name can return null
player.getUuidFromId returns the uuid of a player from their id
Format player.getUuidFromId(player_id)
player.getNameFromId returns the name of a player from their id
Format player.getNameFromId(player_id)
player.getId returns the id of a player
Format player.getId(player / uuid / uuid_string)
player.get returns a player
Format player.get(player / uuid / uuid_string)
player.respawn forces the respawn of a dead player
Format player.respawn(player)
player.setCompass sets the target of a compass
Format player.setCompass(player, location)
player.setHunger sets the hunger of a player
Format player.setHunger(player, number)
Info Vanilla default: 0-20
player.getHunger returns the hunger of a player
Format player.getHunger(player)
player.setSaturation sets the saturation of a player
Format player.setSaturation(player, number)
Info Vanilla default: 5, maximum: 20
player.getSaturation returns the saturation of a player
Format player.getSaturation(player)
player.setGamemode set the gamemode for a player
Format player.setGamemode(player, gamemode)
Arguments gamemode as "SURVIVAL" / "CREATIVE" / "ADVENTURE" / "SPECTATOR"
player.isSurvival returns true if a player is in gamemode survival
Format player.isSurvival(player)
player.isCreative returns true if a player is in gamemode creative
Format player.isCreative(player)
player.isAdventure returns true if a player is in gamemode adventure
Format player.isAdventure(player)
player.isSpectator returns true if a player is in gamemode spectator
Format player.isSpectator(player)
player.hasFly returns true if a player is allowed to fly
Format player.hasFly(player)
player.isFlying returns true if a player is flying
Format player.isFlying(player)
player.setFly set if a player is allowed to fly
Format player.setFly(player, boolean)
player.dropInventory drops the inventory of a player at a location
Format player.dropInventory(player, location)
player.getItemAmount returns the amount of an exact itemstack from a players inventory
Format player.getItemAmount(player, itemstack)
player.damageItem damages the item in the hand of a player
Format player.damageItem(player, damage_amount)
Info unbreaking (and more) is considered
player.setSpawn sets the spawn location of a player
Format player.setSpawn(player, location)
player.getSpawn returns the spawn location of a player
Format player.getSpawn(player)
Format spawn is linked to the bed spawn, if no bed spawn exists the return value may be null
player.giveItem gives an itemstack to a player and returns the item amount which did not fit in a players inventory
Format player.giveItem(player, itemstack)
player.addItem returns 0 if the itemstack is added, otherwise the itemstack will not be added and the not fitting item amount is returned
Format player.addItem(player, itemstack)
player.removeItem returns 0 if the itemstack is removed, otherwise the itemstack will not be removed and the missing item amount is returned
Format player.removeItem(player, itemstack)
player.getIP returns the ip-address of a player as string
Format player.getIp(player)
player.getInv returns the (non-copy) inventory of a player
Format player.getInv(player)
player.getEnderInv returns the (non-copy) ender inventory of a player
Format player.getEnderInv(player)
player.getTargetEntity returns the targeted entity
Format player.getTargetEntity(player, radius)
Arguments radius will be cast to int
player.getTargetCitizen returns the targeted citizen
Format player.getTargetCitizen(player, radius)
Arguments radius will be cast to int
player.getLevel returns the level of a player
Format player.getLevel(player)
player.setLevel sets the level of a player
Format player.setLevel(player, level)
Arguments level is cast to int
player.getExp returns the experience of a player
Format player.getExp(player)
player.setExp sets the experience of a player
Format player.setExp(player, exp)
Arguments exp is cast to float
player.addTotalExp modifies the experience of a player
Format player.addTotalExp(player, exp)
Arguments exp is cast to int
player.hide hides a player from another player
Format player.hide(player, player_to_hide)
player.show shows a player or another player
Format player.show(player, player_to_show)
player.setFlySpeed sets the fly speed of a player
Format player.setFlySpeed(player, speed)
Arguments speed is cast to float
player.setWalkSpeed sets the walk speed of a player
Format player.setWalkSpeed(player, speed)
Arguments speed is cast to float
player.isSprinting returns true if the player is sprinting
Format player.isSprinting(player)
player.setSprinting sets weather the player is sprinting or not
Format player.setSprinting(player)
player.setSneaking sets weather the player is sneaking or not
Format player.setSneaking(player)
player.isSneaking returns true if a player is sneaking
Format player.isSneaking(player)
player.isBlocking returns true if a player is blocking with their shield
Format player.isBlocking(player)
player.setSlot sets the active slot of a player
Format player.setSlot(player, slot)
Arguments slot from 0 to 8
player.resetSleep resets the time since last rest
Format player.resetSleep(player)
player.getSpectatorTarget gets the Targetentity the player is spectating
Format player.getSpectatorTarget(player)
player.setSpectatorTarget sets the Targetentity the player is spectating, set entity to null to reset.
Format player.getSpectatorTarget(player, entity)
player.getLastDeathLocation gets the players last death location
Format player.getLastDeathLocation(player)
player.showElderGuardian if silent is true, the elder guardian animation if hidden
Format player.showElderGuardian(player, silent)
player.setExpCooldown Sets the player's cooldown between picking up experience orbs.
Format player.setExpCooldown(player, ticks)
player.sendHurtAnimation Fakes incoming damage, yaw from 0-270. 0 = straight, 90 = right
Format player.sendHurtAnimation(player, yaw)
player.lookat sets the player to look at an entity, LookAnchor = "EYES"/"FEET"
Format player.lookat(player, entity, playerLookAnchor, entityLookAnchor)
player.getPing returns the ping of a player
Format player.getPing(player)
player.setPlayerListHeader sets the TablistHeader for the receiver
Format player.setPlayerListHeader(receiver, text)
player.setPlayerListFooter sets the TablistFooter for the receiver
Format player.setPlayerListFooter(receiver, text)
inv.new returns a new custom inventory
Format inv.new(slotdata, title)
Arguments slotdata as string:
0 = no slot, throws no event
1 = normal slot, throws inv_click event
2 = button slot, throws snuvi_click event
Examples inv.new("002122000", ...)
inv.getSize returns the size of an inventory
Format inv.getSize(inventory)
inv.setItem sets an itemstack on a specific slot in an inventory
Format inv.setItem(inventory, slotindex, itemstack)
inv.getItem returns an itemstack from a specific slot of an inventory
Format inv.getItem(inventory, slotindex)
inv.open shows an inventory to a player
Format inv.open(inventory, player)
inv.close closes an inventory of a player
Format inv.close(player)
inv.clear clears an inventory
Format inv.clear(inv)
inv.getID returns the id of an inventory or -1 if no custom inventory
Format inv.getID(inventory)
inv.closeAll() closes all custom inventories of all players
Format inv.closeAll()
world.get returns a world
Format world.get(name)
world.getName returns the name of a world
Format world.getName(world)
world.getPlayers returns a list with all players in a world
Format world.getPlayers(world)
world.setDifficulty sets the difficulty of a world
Format world.setDifficulty(world, difficulty)
world.setSpawn sets the world spawn
Format world.setSpawn(location)
world.getSpawn returns the world spawn as location
Format world.getSpawn(world)
world.getAll returns a list with all loaded worlds
Format world.getAll()
world.setTime sets the time for a world
Format world.setTime(world, time)
Arguments time from 0 to 24000
world.getTime returns the time of a world
Format world.getTime(world)
world.hasRain returns true if it is raining in the world
Format world.hasStorm(world)
world.hasThunder returns true if there is thunder in the world
Format world.hasThunder(world)
world.clearWeather clears the weather of a world
Format world.clearWeather(world, ticks)
Info ticks when the next rain is allowed to start
world.setRain sets the weather of a world to rain
Format world.setRain(world, ticks)
Info ticks how long the rain stays
world.setThunder sets the weather of a world to thunder
Format world.setThunder(world, ticks)
Info ticks how long the thunder stays
world.getEntities returns a list with all entities in a world
Format world.getEntities(world)
world.load returns the loaded world
Format world.load(name)
world.unload returns true if unloading a world is successful
Format world.unload(world)
world.getLoadedChunks returns an array with all loaded chunks
Format world.getLoadedChunks(world)
world.unloadChunk returns true if unloading a chunk is successful
Format world.unloadChunk(chunk)
world.getChunkX returns the x chunk coordinate
Format world.getChunkX(chunk)
world.getChunkZ returns the x chunk coordinate
Format world.getChunkZ(chunk)
world.isForceLoadedChunk returns true if a chunk is forced to be loaded
Format world.isForceLoadedChunk(chunk)
entity.getUuid returns the uuid of an entity
Format entity.getUuid(entity)
entity.getType returns the type of an entity as string
Format entity.getType(entity)
entity.setName sets the name of an entity
Format entity.setName(entity, text, [nameVisibility | false])
Info nameVisibility true means an always visible name)
entity.getName returns the name of an entity as text
Format entity.getName(entity)
entity.getLocation returns the location of an entity
Format entity.getLocation(entity)
entity.teleport teleports an entity
Format entity.teleport(entity, location)
entity.setInvulnerable sets an entity (in)vulnerable
Format entity.setInvulnerable(entity, boolean)
entity.remove removes an entity
Format entity.remove(entity)
entity.removeAll remove specific entities from an area
Format entity.removeAll(entity_class, location, radius)
entity.setSilent true sets an entity silent
Format entity.setSilent(entity, boolean)
entity.mount lets an entity ride another entity
Format entity.mount(entity, mount_entity)
entity.unmount unmounts an entity
Format entity.unmount(entity)
entity.getMount returns the mount of an entity
Format entity.getMount(entity)
entity.getPassengers returns a list of passengers of an entity
Format entity.getPassengers(entity)
entity.isWet returns true if an entity is wet
Format entity.isWet(entity)
entity.isBurning returns true if an entity burns
Format entity.isBurning(entity)
entity.setBurning sets an entity on fire
Format entity.setBurning(entity, ticks)
Info 0 ticks extinguish the entity
entity.setNoPickup sets an arrow_entity not pickupable
Format entity.setNoPickup(arrow_entity)
entity.get returns the next entity to a location or null
Format entity.get(location, radius, entity_class)
entity.spawn spawns an entity and returns it
Format entity.spawn(location, type)
entity.setGravity toggles the gravity of an entity
Format entity.setGravity(entity, boolean)
entity.setGrowingAge sets the growing age of an entity
Format entity.setGrowingAge(entity, age_int)
entity.getPotionType returns the itemstack of a thrown potion
Format entity.getPotionType(potion_entity)
entity.near returns a list with all entities within a location / a radius of an entity
Format entity.near(location / entity, radius)
entity.getLook returns the look direction as array
Format entity.getLook(entity)
entity.setLook sets the look of an entity
Format entity.setLook(entity, x, y, z)
entity.getMotion returns the motion as array
Format entity.getMotion(entity)
entity.setMotion sets the motion of an entity
Format entity.setMotion(entity, x, y, z)
Info x/y/z is clamped in the interval from -3.9 to 3.9 by Minecraft
entity.frame.spawn spawns an itemframe with an itemstack
Format entity.frame.spawn(location, block_face, itemstack)
entity.frame.getItem returns the itemstack of an itemframe
Format entity.frame.getItem(entity_frame)
entity.frame.hide hides an itemframe
Format entity.frame.hide(entity_frame)
entity.frame.show shows an itemframe
Format entity.frame.show(entity_frame)
entity.frame.setFixed sets the fixed tag for an itemframe
Format entity.frame.setFixed(entity_frame, boolean)
entity.frame.setFacing sets the facing for an itemframe
Format entity.frame.setFacing(entity_frame, block_face)
entity.spawnSeat returns an itemframe (as a seat to mount another entity)
Format entity.spawnSeat(location)
rabbit.spawnKillerBunny spawns a killer bunny and returns it
Format rabbit.spawnKillerBunny(location)
creeper.explode lets a creeper explode
Format creeper.explode(entity)
sheep.isSheared returns true if a sheep is sheared
Format sheep.isSheared(entity)
sheep.getColor returns the color of a sheep as string
Format sheep.getColor(entity)
pet.isTamed returns true if a pet is tamed
Format pet.isTamed(tameable_entity)
pet.setTamed sets tame state for a tameable entity
Format pet.setTamed(tameable_entity, boolean, [owner])
Example pet.setTamed(horse, true)
pet.setTamed(horse, false)
pet.setTamed(horse, true, player)
pet.setTamed(horse, false, player)
pet.getOwner returns the owner of a pet
Format pet.getOwner(tameable_entity)
living.setHealth sets the health points of a living entity
Format living.setHealth(living_entity, amount)
living.getHealth returns the health points of a living entity
Format living.getHealth(living_entity)
living.damage damages a living entity
Format living.damage(living_entity, damage_amount, damagesource)
Info triggers events on the next server tick
living.heal heals a living entity
Format living.heal(living_entity, heal_amount)
Info triggers events on the next server tick
living.setEquip sets the equipment of a living entity
Format living.setEquip(living_entity, slot, itemstack)
living.getEquip returns the equipment of a living_entity
Format living.getEquip(living_entity, slot)
living.near returns a list with all living entities within a location / a radius of a living entity
Format living.near(location / living_entity, radius)
living.setAi sets if the AI of an entity is active
Format living.setAi(living_entity, boolean)
generic living commands commands for living properties
Format living.get...(living_entity)
living.set...(living_entity, value)
living.reset...(living_entity)
Properties attributes without "GENERIC." and "_"
living.shootProjectile returns the shooten entity
Format living.shootProjectile(living_entity, entity_class)
living.setInvisible sets a living_entity (in)visible
Format living.setInvisible(living_entity, boolean)
living.addEffect adds an effect to a living_entity
Format living.addEffect(living_entity, effect, ticks, amplifier, [particle | true])
Arguments amplifier 0 means potion level 1
living.clearEffects removes all effects from a living entity
Format living.clearEffects(living_entity)
living.getEffectAmplifier returns the amplifier (effect level), -1 if not existing
Format living.getEffectAmplifier(entity, effect)
particle.get returns a particle
Format particle.get(name)
particle.getAll returns an array of all particles
Format particle.getAll()
particle.spawn spawns a particle
Format particle.spawn(location, particle, [count | 1], [speed | 0.0], [offX | 0.0], [offY | 0.0], [offZ | 0.0])
particle.spawnPlayer spawns a particle
Format particle.spawnPlayer(location, particle, player, [count | 1], [speed | 0.0], [offX | 0.0], [offY | 0.0], [offZ | 0.0])
sound.get returns a sound
Format sound.get(name)
sound.getCategory returns a sound category
Format sound.getCategory(name)
sound.spawn plays a sound
Format sound.spawn(location, sound, sound_category, [volume | 1.0], [pitch | random from 0.9 to 1.0])
sound.spawnForPlayer plays a sound for a player
Format sound.spawnForPlayer(player, sound, sound_category, [volume | 1.0], [pitch | random from 0.9 to 1.0])
boss.create returns a bossbar
Format boss.create(title, color, barstyle)
Arguments title as string
color as string
barstyle as string
boss.addPlayer add a player to the bossbar
Format boss.addPlayer(bossbar, player)
boss.removePlayer remove a player from the bossbar
Format boss.removePlayer(bossbar, player)
boss.removeAll remove all players from the bossbar
Format boss.removeAll(bossbar)
boss.addFlag adds a flag to the bossbar
Format boss.addFlag(bossbar, flag)
Arguments flag as string
boss.removeFlag removes a flag from the bossbar
Format boss.removeFlag(bossbar, flag)
Arguments flag as string
boss.setTitle sets the title for the bossbar
Format boss.setTitle(bossbar, string)
boss.setProgress sets the progress of the bossbar
Format boss.setProgress(bossbar, double)
Arguments double from 0 to 1
whitelist.enable enables the whitelist
Format whitelist.enable()
whitelist.disable disables the whitelist
Format whitelist.disable()
whitelist.add adds a player to the whitelist
Format whitelist.add(uuid / uuid_string / player)
whitelist.remove removes a player from the whitelist
Format whitelist.remove(uuid / uuid_string / player)
whitelist.clear clears the whitelist
Format whitelist.clear()
as.getBodyPose returns the body pose of an armor stand
Format as.getBodyPose(armor_stand)
as.getHeadPose returns the head pose of an armor stand
Format as.getHeadPose(armor_stand)
as.getLeftArmPose returns the left arm pose of an armor stand
Format as.getLeftArmPose(armor_stand)
as.getRightArmPose returns the right arm pose of an armor stand
Format as.getRightArmPose(armor_stand)
as.getLeftLegPose returns the left leg pose of an armor stand
Format as.getLeftLegPose(armor_stand)
as.getRightLegPose returns the right leg pose of an armor stand
Format as.getRightLegPose(armor_stand)
as.hasArms returns true if an armor stand has arms
Format as.hasArms(armor_stand)
as.hasBasePlate returns true if an armor stand has a base plate
Format as.hasBasePlate(armor_stand)
as.isMarker returns true if an armor stand is a marker
Format as.isMarker(armor_stand)
as.isSmall returns true if an armor stand is small
Format as.isSmall(armor_stand)
as.setArms sets that an armor stand can have arms
Format as.setArms(armor_stand, boolean)
as.setBasePlate sets that an armor stand can have a base plate
Format as.setBasePlate(armor_stand, boolean)
as.setMarker sets that an armor stand can be a marker
Format as.setMarker(armor_stand, boolean)
as.setSmall sets that an armor stand is small
Format as.setSmall(armor_stand, boolean)
as.canMove sets that an armor stand can move
Format as.canMove(armor_stand, boolean)
as.canTick sets that an armor stand can tick
Format as.canTick(armor_stand, boolean)
as.setBodyPose sets the body pose of an armor stand
Format as.setBodyPose(armor_stand, euler_angle)
as.setHeadPose sets the head pose of an armor stand
Format as.setHeadPose(armor_stand, euler_angle)
as.setLeftArmPose sets the left arm pose of an armor stand
Format as.setLeftArmPose(armor_stand, euler_angle)
as.setRightArmPose sets the right arm pose of an armor stand
Format as.setRightArmPose(armor_stand, euler_angle)
as.setLeftLegPose sets the left leg pose of an armor stand
Format as.setLeftLegPose(armor_stand, euler_angle)
as.setRightLegPose sets the right leg pose of an armor stand
Format as.setRightLegPose(armor_stand, euler_angle)
euler.new returns a new created euler angle
Format euler.new(x, y, z)
euler.getX returns the x angle of an euler angle
Format euler.getX(euler_angle)
euler.getY returns the y angle of an euler angle
Format euler.getY(euler_angle)
euler.getZ returns the z angle of an euler angle
Format euler.getZ(euler_angle)
euler.setX sets the x angle of an euler angle
Format euler.setX(euler_angle, value)
euler.setY sets the y angle of an euler angle
Format euler.setY(euler_angle, value)
euler.setZ sets the z angle of an euler angle
Format euler.setZ(euler_angle, value)