HyperScript 1.7.36
Addons from inside the game, scripts into a folder of their own, and a clearer mistake when a command has no trigger.
Added
/hyperscript addon install <name>fetches the newest jar of an addon from the HyperScript website into the plugins folder, after checking that the file is the one the website describes. Tab offers the addons the server does not have yet. The addon is loaded when the server is next started./hyperscript addon listshows every addon with its newest version and whether the server has it./hyperscript install <id> [folder]can put a script into a folder inside the scripts folder:/hyperscript install Ranks ServerSetup. The folder is made if it is not there.world <name> existssays whether there is a world of that name, loaded or not:
if world "arena" exists:
teleport player to spawn of world "arena"
Changed
- A command whose code is not under
trigger:says so. Code written straight undercommand /x:used to be reported asExpected 'key: value' inside a command, or as an unknown option. Now the mistake readsCommand /x has no 'trigger:' section, on the line the code starts, and a line that stands after the trigger instead of inside it is told that. A misspelt option such astriger:is still answered with what was meant. - SetupServer.hs keeps its scripts in a folder of their own,
scripts/ServerSetup, apart from yours, and fetches all of them at once instead of one every three seconds. The folder's name is the optionfolder. A script from an earlier setup that is still in the scripts folder itself is taken out, so that nothing runs twice. It now needs HyperScript 1.7.36. - The VS Code extension is 1.0.2: Enter starts a new line. With the list of suggestions open, Enter used to write the highlighted suggestion into the script. Now Tab takes a suggestion and Enter never does, and the list no longer opens after every space.
Fixed
- The status page showed
/api/scripts/getas answering 404, because it asked for a script that is no longer among the ready-made ones.