HyperScript 1.7.37
Noise generators, and turning somebody to look where you want.
Added
- Noise generators. Noise is a number for every place that changes smoothly from one place to the next: what hills, caves, ore veins and flower patches are made of. A generator is a value you keep in a variable and ask for a number between 0 and 1:
set {_hills} to noise generator "perlin" with seed 42 and scale 24 and octaves 3
set {_height} to round(noise of {_hills} at player's location * 12)
- The kinds are
"perlin"(soft hills),"simplex"(the same, rounder),"value"(blockier blobs),"cells"(points scattered about, rising between them),"ridged"(sharp ridges and rivers) and"white"(every block on its own). with seedsays which noise it is: the same seed gives the same numbers every time, on every server.with scaleis how many blocks one hill spans, andwith octaveshow many layers of finer detail are laid over each other.noise of <generator> at <location>reads it as on a map, where only x and z count;at <x>, <z>andat <x>, <y>, <z>take numbers;solid noise of <generator> at <location>counts the height too, for caves.- A generator can be kept in a saved variable. What is kept is its recipe, not a table of numbers.
make <who> look at <location>turns a player or a creature to face a place, written as a location, asx, y, z, or as somebody:make player look at arg.1. They stay where they are.make <who> look north(oreast,south,west,up,down) turns them that way.
Changed
- The VS Code extension is 1.0.3 and knows the new syntax: it completes and explains noise generators,
make <who> look atandworld <name> exists.