Skript 2.16.2
Supports: Paper 1.21.4 - 26.2
Today, we are releasing Skript 2.16.2 with a handful of bug fixes to further improve stability.
As always, you can report any issues on our issue tracker.
Happy Skripting!
Changelog
Additions
- #8839 Adds support for specifying multiple gamemodes in the 'gamemode change' event's header.
Changes
- #8861 Enables the long parse time warning by default with a value of 2 seconds.
Bug Fixes
- #8795 Fixes an exception that could occur when attempting to modify the time of a world without a clock.
- #8805 Fixes an invalid example for the 'create boss bar' expression section.
- #8807 Fixes an exception that could occur when attempting to set the 'respawn location' to a location without a world.
- Going forward, the default world will be used for locations without a world.
- #8808 Fixes an issue where a warning would not be printed for empty sections that occurred as the last line in a script.
- #8813 Fixes an exception that could occur when attempting to automatically parse URLs in formatted strings.
- #8814 Fixes an issue where checking whether certain potion effects were in fact potion effects would fail.
- #8815 Fixes an issue where the 'equip' effect did not work with newer armors (such as copper).
- #8820 Fixes an issue where some potion effects were not copied when set into variables.
- #8839 Fixes an issue where the 'gamemode change' event would only trigger when switching to survival (unless explicitly specified in the event header).
- #8844 Fixes an exception that could rarely occur when loading aliases. Please note that, to address this issue, aliases now load synchronously. Typical servers should see no change in loading times as a result of this change.
- #8850 Corrects an invalid example for the 'hover list' expression.
- #8857 Fixes an exception that could occur when stringifying certain particle types.
- #8857 Fixes an issue where certain types of sheep could not be saved in variables.
- #8857 Fixes an exception that could occur when stringifying the
bucket catch entityevent. - #8857 Fixes an issue where the damage source could be built and used (before full completion) in a damage source creation section, potentially causing an exception.
- #8863 Fixes an issue where
event-locationdid not work in the 'pick up' event. It now resolves to the location of theevent-item.
API Changes
- #8803 Improves the accuracy and qualiy of the documentation for the modern EntryValidator class.
Click here to view the full list of commits made since 2.16.1
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.
Click to reveal the experiments available in this release
Queue
Enable by adding using queues to your script.
A collection that removes elements whenever they are requested.
This is useful for processing tasks or keeping track of things that need to happen only once.
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
Queues can be looped over like a regular list.
Script Reflection
Enable by adding using script reflection to your script.
This feature includes:
- The ability to reference a script in code.
- Finding and running functions by name.
- Reading configuration files and values.
Local Variable Type Hints
Enable by adding using type hints to your script.
Local variable type hints enable Skript to understand what kind of values your local variables will hold at parse time. Consider the following example:
set {_a} to 5
set {_b} to "some string"
... do stuff ...
set {_c} to {_a} in lowercase # oops i used the wrong variablePreviously, the code above would parse without issue. However, Skript now understands that when it is used, {_a} could only be a number (and not a text). Thus, the code above would now error with a message about mismatched types.
Please note that this feature is currently only supported by simple local variables. A simple local variable is one whose name does not contain any expressions:
{_var} # can use type hints
{_var::%player's name%} # can't use type hintsRuntime Error Catching
Enable by adding using error catching to your script.
A new catch [run[ ]time] error[s] section allows you to catch and suppress runtime errors within it and access them later with [the] last caught [run[ ]time] errors.
catch runtime errors:
...
set worldborder center of {_border} to {_my unsafe location}
...
if last caught runtime errors contains "Your location can't have a NaN value as one of its components":
set worldborder center of {_border} to location(0, 0, 0)Equippable Components
Enable by adding using equippable components to your script.
Equippable components allows retrieving and changing the data of an item in the usage as equipment/armor.
Below is an example of creating a blank equippable component, modifying it, and applying it to an item:
set {_component} to a blank equippable component:
set the camera overlay to "custom_overlay"
set the allowed entities to a zombie and a skeleton
set the equip sound to "block.note_block.pling"
set the equipped model id to "custom_model"
set the shear sound to "ui.toast.in"
set the equipment slot to chest slot
allow event-equippable component to be damage when hurt
allow event-equippable component to be dispensed
allow event-equippable component to be equipped onto entities
allow event-equippable component to be sheared off
allow event-equippable component to swap equipment
set the equippable component of {_item} to {_component}Changes can be made directly on to the existing equippable component of an item whether using the item itself or the retrieved equippable component
set the equipment slot of {_item} to helmet slot
set {_component} to the equippable component of {_item}
allow {_component} to swap equipmentFor more details about the syntax, visit equippable component on our documentation website.
New Documentation Site
Over the past few months, we have been working hard to build our new documentation site. Not only do we have a new-and-improved syntaxes page, we are also finally launching a proper platform for official tutorials on using Skript, from writing scripts to building addons.
As we continue to prepare the site for launch later this year, the beta is available for viewing at https://beta-docs.skriptlang.org.
Join us on Discord
We have an official Discord community where we share announcements and and perform testing for upcoming features.
Thank You
Special thanks to the contributors whose work was included in this version:
- @AnOwlBe
- @APickledWalrus
- @bluelhf
- @Efnilite
- @erenkarakal
- @TFSMads_
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.