# Skript 2.14.0 Today, we are excited to release Skript 2.14.0. In accordance with supporting the last 18 months of Minecraft updates, Skript 2.14.0 supports **Minecraft 1.21.0 to 1.21.10**. Newer versions may also work but were not tested at time of release. **[Paper](https://papermc.io) is required**. Below, you can familiarize yourself with the changes. Additionally, [by clicking here](https://docs.skriptlang.org/docs.html?isNew), you can view the list of new syntax on our documentation site. As always, report any issues to our [issues page](https://github.com/SkriptLang/Skript/issues)! Per our [release model](https://stable.skriptlang.org/clockwork-release-model), we plan to release 2.14.1 on February 1st. We may release emergency patches before then should the need arise. Happy Skripting! ## Major Changes ### For-Each Loop For loops are now enabled for all users and do not require `using for loops` anymore. As a reminder, for loops are a 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. ```applescript= for {_index}, {_value} in {my list::*}: broadcast "%{_index}%: %{_value}%" ``` ```applescript= for each {_player} in all players: send "Hello %{_player}%!" to {_player} ``` All existing loop features are also available in this section. ## ⚠ Breaking Changes - ## Changelog ### Additions - ### Changes - #8252 Allows getting the indices of multiple values at once. - #8261 Allows getting and setting the blockdata of falling blocks. - #8280 Moves for loop syntax out of experiments and into mainstream Skript, stablizes the skript reflection feature. ### Bug Fixes - ### API Changes - #8061 Adds tests for entity ai syntaxes. - #8272 Adds `appendIf()` utility method to `SyntaxStringBuilder`. [Click here to view the full list of commits made since 2.12.2](<https://github.com/SkriptLang/Skript/compare/2.13.2...2.14.0>) ## 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](https://github.com/SkriptLang/Skript/tree/2.13.0-pre1/src/main/resources/scripts/-examples/experimental%20features). <details> <summary>Click to reveal the experiments available in this release</summary> ### 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. ```applescript= 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 ``` ```applescript= 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: ```applescript set {_a} to 5 set {_b} to "some string" ... do stuff ... set {_c} to {_a} in lowercase # oops i used the wrong variable ``` Previously, 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: ```applescript {_var} # can use type hints {_var::%player's name%} # can't use type hints ``` ### Runtime 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`. ```applescript 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 **Enable by adding `using damage sources` to your script.** > Note that `type` has been removed as an option for the '[damage cause](https://docs.skriptlang.org/docs.html?search=#ExprDamageCause)' expression as `damage cause` and `damage type` now refer to different things. 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: ```applescript 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) ``` For more details about the syntax, visit [damage source](https://docs.skriptlang.org/docs.html?search=damage%20source) on our documentation website. ### 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: ```applescript 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 ```applescript set the equipment slot of {_item} to helmet slot set {_component} to the equippable component of {_item} allow {_component} to swap equipment ``` For more details about the syntax, visit [equippable component](https://docs.skriptlang.org/docs.html?search=equippable%20component) on our documentation website. </details> ### Help Us Test We have an [official Discord community](https://discord.gg/ZPsZAg6ygu) for beta testing Skript's new features and releases. ### Thank You Special thanks to the contributors whose work was included in this version: - @erenkarakal - @F1r3w477 ⭐ First contribution! ⭐ - @isuniverseok-ua ⭐ First contribution! ⭐ - @sovdeeth - @UnderscoreTud 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.