From Skript
Paste a Skript script and get it back in HyperScript. The common things are rewritten for you: events, command options, arguments, variables, lists, messages and comparisons. What the converter does not know stays as it was, for you to finish.
This will not always work.The converter goes line by line and knows the common things. A simple script usually comes out right. A complex one will not: menus, anything from a Skript addon, event values, nested loops over lists, functions with default values and long conditions come out half converted or wrong. Always read the result and check it in the playground before it goes on a server.
Lines to look at yourself
What HyperScript makes of the result
What is rewritten
- Events:
on join:becomeson player join:,on rightclick holding a stick:becomeson right click with stick:, and so on. - Commands:
<player>and[<text>]in the header,executable by:, aliases, andarg-1asarg.1. - Variables:
{coins::%player's uuid%}becomes{coins.%player.uuid%}, a list{names::*}becomes{names}, and avariables:block becomeson load:. - Statements:
message,send ... to console,make console execute command,loop {list::*}:,exit loop,clearand others. - Comparisons:
isn't,is greater than,doesn't have. - Players:
player's healthbecomeshealth of player, likewise level, food and balance;kick player due tobecomeskick player because. - Functions:
function f(n: number) :: number:becomesfunction f(_n):.
What it does not do
- Menus and inventories (
open chest,format slot, skript-gui): write these again withopen gui. - Event values such as
event-blockandevent-item: HyperScript writes themevent.block, and has different ones for each event. - Items with enchantments and lore, vectors, NBT, metadata, YAML and regular expressions.
- Anything that is laid out differently, such as
whileloops that wait, or sections an addon adds.
Addon syntax (SkBee, skript-gui, Skellett and the like) is not known to it. The Docs say how HyperScript writes menus, scoreboards and the rest.