Skip to content

Skript Conditions

Jay edited this page Oct 22, 2025 · 3 revisions

Conditions

# Check if a display animator is animating on an active group
if {_animator} is animating {_activegroup}:

# Check if an active group is animating at all
if {_activegroup} is animating:

# Check if an activegroup/activepart/multipartselection is packet-based
if {_activegroup} is packet-based:

if (_activepart} is packet-based:

if {_multipartselection} is packet-based:

# Check if a player can see an active group/part
if player can see {_activegroup}:

# Check if an activegroup/savedgroup/animation has a tag
if {_savedgroup} has a tag:

# Check if an interaction command is a player/console command
if {_interactioncmd} is a player cmd:

if {_interactioncmd} is a console cmd:

# Check if an activepart/display entity is the master/parent of a group
if {_displayentity} is master part:

# Check if a spawnedgroup is spawned in the game world:
if {_spawnedgroup} is spawned:

# Check if a spawnedgroup is registered:
if {_spawnedgroup} is registered:

# Check if a activegroup is persistent:
if {_activegroup} is persistent:

# Check if a spawnedgroup allows chunk loading to override its persistence (config option)
if {_spawnedgroup} allows persistence override:

# Check if a spawnedgroup is in a loaded chunk
if {_spawnedgroup} is in a loaded chunk:

# Check if a spawnedgroup is visible by default
if {_spawnedgroup} is visible by default:

DisplayEntityUtils Wiki

Overview

General Help / Examples

Display Groups

Interaction Entities

Animations

Animation Effects (w/ Frame Points)

DisplayControllers (Mounting, Custom Entities & Equipment)

Skript Help / Examples

API Help / Examples

Old Help / Examples

Clone this wiki locally