What is the greatest spell you have ever seen?
...that involves more parties, and the question I have is: what was he doing?
...that involves more parties, and the question I have is: what was he doing?
AreaCast (vec1,vec2,[spells]) => Casts [spells] on every block within the area from vec1 to vec2, putting the current iterating vector on the stack every time [spells] is called (if you don't need it pop it)
This took me two days to refine and test, enjoy.
It's also super long, so you need to learn how to assemble multiple spell pieces into one, and also write & reuse functions below the main one first (basically dependencies)
You are recommended to finish the dependencies from bottom to top to avoid lacking dependencies to implement the ones above.
Comments are denoted by // and can be skipped.
Numbers should be encoded into the code using the regular way.
// AreaCast Version 1
areacast (vec1, vec2, code):
// During the loop the stack looks like:
// startvec, endvec, countvec, code, countvec
// Useful if you need information extracted out of the areacast without ravenmind by pulling it before startvec
Rotation Gambit II
maxminvec
//code,startvec,endvec
Prospector's Gambit
//code,startvec,endvec,countvec
3
Fisherman's Gambit
//startvec,endvec,countvec,code
===Part1 End, Part2===
//Add code to fetch countvec at the start of the code
Introspection:Prospector's Gambit:Retrospection
Jester's Gambit
Additive Distillation
===Part2 End, Part3===
//Add code to the end to function as a loop
Introspection:
//The Stack: startvec,endvec,countvec,code
Jester's Gambit
//startvec,endvec,code,countvec
//First, add 1 to the end
Vector Reflection +Z
Additive Distillation
//startvec,endvec,code,countvec+(0,0,1)
//Then, carry
3
Fisherman's Gambit II
3
Fisherman's Gambit II
//startvec,endvec,code,countvec+(0,0,1),startvec,endvec
Rotation Gambit
//startvec,endvec,code,startvec,endvec,countvec+(0,0,1)
===Part3 End, Part4===
VecCarry
//startvec,endvec,code,countvec
//if x(1) of countvec > x(1) of endvec then stop loop else continue
Gemini Decomposition
1
nab
3
Fisherman's Gambit II
1
nab
===Part4 End, Part 5===
Maximus Distillation
//startvec,endvec,code,countvec,condition
:Introspection
Bookkeeper's Gambit: Dip Dip Dip Dip
:Retrospection
:Introspection
Jester's Gambit
Gemini Decomposition
Hermes' Gambit
:Retrospection
Augur's Exaltation
Hermes' Gambit
===Part5 End, Part6===
:Retrospection
Additive Distillation
//Start
//Stack should be
Gemini Decomposition
Hermes' Gambit
veccarry (srefvec,erefvec,vec)=>outvec:
Vector Disintegration
// srefvec,erefvec,x,y,z
4
Fisherman's Gambit II
3
nab
// srefvec,erefvec,x,y,z,min
4
Fisherman's Gambit II
3
nab
// srefvec,erefvec,x,y,z,min,max
carry
// srefvec,erefvec,x,y,z(done)
Rotation Gambit II
// srefvec,erefvec,z(done),x,y
4
Fisherman's Gambit
2
nab
4
Fisherman's Gambit
2
nab
// z(done),x,y,min,max
carry
// z(done),x(rounded up),y(done)
Rotation Gambit
// x,y,z
Vector Exaltation
carry (nextvalue, c, min, max)=> carried, c:
// 1, 10.1, 1, 10 => 2, 1.1
// 1, 10, 1, 10 => 1, 10
// if c>max then c=min, nextvalue+=1
// else do nothing and clean
Rotation Gambit
// nextvalue, min, max, c
Dioscuri Gambit
// nextvalue, min, max, c, max, c
Minimus Distillation
// nextvalue, min, max, c, condition
// True Code
Introspection:
// stack while running: nextvalue, min, max, c
Bookkeeper's Gambit: Dip Dip
// nextvalue, updated
// +1 to nextvalue
Jester's Gambit
1
Additive Distillation
Jester's Gambit
:Retrospection
// False Code
:Introspection
Bookkeeper's Gambit: Dip Dip Flat
:Retrospection
// nextvalue, min, max, c, condition, truedo, falsedo
Augur's Exaltation
Hermes' Gambit
maxminvec (vec1,vec2)=>vec1,vec2:
Dioscuri Gambit
//vec1, vec2, vec1, vec2
1
doublenab
max
//vec1, vec2, startvecx
Rotation Gambit II
//startvecx, vec1, vec2
Dioscuri Gambit
//startvecx, vec1, vec2, vec1, vec2
2
doublenab
max
//startvecx, vec1, vec2, startvecy
Rotation Gambit II
//startvecx, startvecy, vec1, vec2
Dioscuri Gambit
3
doublenab
max
Rotation Gambit II
//Now for the min
//startvecx, startvecy, startvecz, vec1, vec2
Dioscuri Gambit
1
doublenab
min
Rotation Gambit II
Dioscuri Gambit
2
doublenab
min
Rotation Gambit II
3
doublenab
min
Vector Exaltation
-3
Fisherman's Gambit
Vector Exaltation
doublenab(vec1,vec2,num)=>num,num:
-1
Fisherman's Gambit II
//vec1,num,vec2,num
nab
//vec1,num,vec2o
Rotation Gambit II
//vec2o,vec1,num
nab
//vec2o,vec1o
Jester's Gambit
//vec1o,vec2o
nab (vec,num)=>num:
//returns the 1st/2nd/3rd of a vector
Jester's Gambit
//num, vec
Vector Disintegration
//num, vecx, vecy, vecz
3
Fisherman's Gambit
//vecx, vecy, vecz, num
3
Jester's Gambit
Subtractive Distillation
//vecx, vecy, vecz, index
Fisherman's Gambit
//vec1, vec2, vecn
Bookkeeper's Gambit: dip, dip, flat
max (num1, num2)=>num:
Dioscuri Gambit
//num1, num2, num1, num2
Maximus Distillation
//num1, num2, bool1
Rotation Gambit II
// bool1, num1, num2
Augur's Exaltation
min (num1, num2)=>num:
Dioscuri Gambit
//num1, num2, num1, num2
Minimus Distillation
//num1, num2, bool1
Rotation Gambit II
// bool1, num1, num2
Augur's Exaltation
The only barrier to this being encoded to a thought-knot in survival are the intermediate spell storage costs (reasonable, around 10-15 knots if you are quite careful) and lag (also reasonable)
For actual running and usage:
You can make something that places/breaks blocks in a customizable area (I personally made a 9x9x9 area miner easily with this)
DO NOT use explode with this, it is not only overkill but also extremely laggy
No, I will not be ever using Thoth's Gambit, it's ass
I’m new to the hex casting mod. I recently found it while making a modpack and immediately fell in love with its magic system (mainly because it’s somewhat similar to my own magic system in my fantasy world).
I’ve watched like one or two tutorials but mostly been exploring the mod by myself (maybe with the occasional Google search). I’ve seen a few creations of others and was wondering if it was possible to create a function to define an area instead of making a list with all the positions (like a simple sphere for example {(X-g)^2 + (Y-h)^2 + (Z-j)^2 = r^2})
Are there any ways to make something like this in base hex casting or are there any addons that help with such?
I’m pretty certain that I’ve got most of the spell figured out in my head, but there’s two main issues;
1, how am I gonna figure out when I’m colliding with the target?
2, Explosion is just far too destructive for me, would there be any kind of replacement that doesn’t harm the terrain?
EDIT! I believe i am only missing one thing right now. How would I make a cyclic wisp only run if a boolean is true? My solution to checking ended up being to have a “setup” spell make a cyclic wisp that would constantly check my position, but I would rather not explode any time i stroll over to somebody.
Hey all, I've been playing hexcasting for a long while now, and I consider myself fairly advanced in the mod, but I feel like I'm running out of new ways to use hexcasting.
I've recently been playing on 1.21.1 to have aeronautics so I only have base hexcasting rn (unless some add-ons have unofficial 1.21.1 versions I'm unaware of). I'm currently using hexcasting for all the usual stuff: breaking blocks, placing lights, altiora & boosts, creating lava water or fire, blowing up monsters, and teleporting entities to mine and another player's base.
I feel like there must be more interesting stuff I'm missing tho. When I was playing older versions, I had some more advanced spells like railguns and automated buffs thru hex cassettes, and the hexical grimoire let me make much more complex hexes, but with only base hexcasting I can't find much else to do.
How do y'all use hexcasting? Any practical applications of spell circles? Or interesting spells I should try and figure out?
My personal industrial sized allay genocide machine. The design is very human.
A simple spell that takes the entity and block target together, and simply casts the mind flay.
I want silk touch for the blocks so I just mine it myself. It makes getting the max sized media bottle very easy.
The soulless bodies are then discarded into lava using an activator rail and the cart circles back to pick up the next allay. The block gets replaced using the block placer from Spectrum.
Full scale allay harvesting has never been so easy!
I recently joined a server that runs a number of magic mods including hex casting. While I’ve definitely gotten better with the system, I’ve yet to find a particularly good option for pvp. Explosion doesn’t seem to do much damage (it took 3 power 10 to kill a spider), and any kind of buff or debuff setup seems way too expensive to be effective. Any suggestions (with instructions) are appreciated.