0.前言
更新日志:
20250303更新,加入基础教程,用列表的方式整理术式
20250224更新,调整个人术式的排版
20250221更新,对个人术式进一步调整更新
20250202更新,将大部分术式重置
20250123更新,在原教程的基础上,增加了个人术式的章节
希望我们可以在评论区相互交流,进一步优化术式
1.毕业机体及条件
机体使用乌黑色Psi金属CAD机体(效率:90,强度:350,需求前往末地,前期可使用Psi金属CAD机体);
弹夹使用巨型CAD弹夹(带宽:8,弹夹:12,需求地狱萤石粉,可通过模组结构获得或换用透射弹夹-9/10);
核心使用极频CAD核心(复杂度:32,映射:6,部分术式复杂度较高,刚需);
除部分术式复杂度要求较高外,如果因为各种原因难以到达其他维度,所有术式都可以通过调整数值压到Psi金属CAD机体(效率:80,强度:250)水平。
2.术式一览及常用术式简介
我们可以把术式理解为选择符+运算符+启动式,选择符是初始目标,运算符是调整的计算过程,启动式执行效果,再辅以其他术式优化整个术式的结构,得到最后的术式。
当我需要一个术式的时候,首先大致规划一下执行的方式,要如何达到预期的效果,这里可以参照新生魔艺、咒法学已有的法术,他们的流程有时很有参考价值。
第一步:通过选择符,选择合适的初始目标,一般是施术者自身。
第二步,通过运算符,确定最后的目标,最终目标可以是某一实体,也可以是坐标(该坐标对应的方块)等。
第三步,通过启动式,执行相应的效果,可以是药水效果,施加力或闪现,破坏或构筑方块等。
接下来我会列出所有的术式和简介方便查询,详细的复杂度、强度和消耗可以在游戏中查询,我主要会提到一些常用的术式,其余的留待读者自行探索。
其他术式
constant_number(常量:数值),选择然后输入以设定值,一般常用32(索敌距离上限)、20及其倍数(1tick)、1/0/-1(用于构筑向量等);
constant_wrapper(常量:封装),将一个变量封装为常量以用于属性计算,一般用于将不确定的数值锁定上限,例如根据视线所指方块选择闪现距离,或者根据相对距离确定引力大小等;
cross_connector(十字连接符),可以连接两条路径,不同于普通的连接符,十字连接符有1的复杂度,但依然在很多时候适合用来压缩复杂度和带宽;
error_suppressor(错误消除符),消除魔法式产生的错误,你也不想左下角一直弹出红字吧;
error_catch(错误捕获符),用指定值替换错误,参照MC百科Psi评论区喷泉广场leaves168楼的评论,讲的很详细,也可以参照已有的术式greatwarp。
constant_number | 常量:数值 | 选择然后输入以设定值 |
constant_pi | 常量:Pi | 返回圆周率Pi的值 |
constant_e | 常量:e | 返回自然对数底数e的值 |
constant_tau | 常量:Tau | 返回Tau的数值 |
constant_wrapper | 常量:封装 | 将一个变量封装为常量以用于属性计算 |
connector | 连接符 | 起连接程序的作用 |
cross_connector | 十字连接符 | 可以连接两条路径 |
error_suppressor | 错误消除符 | 消除魔法式产生的错误 |
error_catch | 错误捕获符 | 用指定值替换错误 |
选择符
selector_caster(选择符:施术者),获取展开术式的人,最常用的选择符,代表玩家本身的实体;
selector_focal_point (选择符:焦点),获取该魔法式焦点所属的实体,我一般用在圈阵,代表法阵;
selector_nearby_animals(选择符:附近动物),获取指定位置附近的动物,一般配合离点最近或者离线最近使用,还可以切换为附近生物、附近玩家、附近敌对生物、附近投射物等等;
selector_sneak_status(选择符:潜行状态),获取施术者潜行状态(未潜行为1潜行时为0),非常适合用来切换术式效果或者修改索敌定位逻辑。
一般常用的起点就是玩家自身(引申出施术者+位置+视线矢量+矢量追踪获得视线所指方块坐标),圈阵法术起始点,某一坐标附近的实体然后再定位。
selector_attacker | 选择符:攻击者 | 获取攻击施术者的实体 |
selector_attack_target | 选择符:攻击目标 | 获取需要攻击的实体 |
selector_block_broken | 选择符:被破坏的方块 | 获取被破坏的方块的位置(仅工具可用) |
selector_block_presence | 选择符:方块存在性 | 获取一个方块的存在性以及其固体性 |
selector_block_side_broken | 选择符:被破环的方块|挖掘面 | 获取被破坏的方块的被挖掘面的法向量(仅工具可用) |
selector_caster | 选择符:施术者 | 获取展开术式的人 |
selector_caster_battery | 选择符:电池 | 获取CAD电池能量等级 |
selector_caster_energy | 选择符:施术者能量 | 获取施术者能量等级 |
selector_damage_taken | 选择符:受到的伤害 | 获取施术者受到的伤害 |
selector_eidos_changelog | 选择符:时空变更记录 | 从时空变更记录中读取一个位置 |
selector_focal_point | 选择符:焦点 | 获取该魔法式焦点所属的实体 |
selector_is_elytra_flying | 选择符:装备鞘翅 | 如果施术者装备有鞘翅则返回1 |
selector_item_count | 选择符:物品数量 | 计算背包中与目标格相同的物品的数量 |
selector_item_presence | 选择符:物品存在性 | 获取物品栏中指定物品的数量 |
selector_loopcast_index | 选择符:循环型次数 | 获取循环型弹药已循环的次数 |
selector_nearby_animals | 选择符:附近动物 | 获取指定位置附近的动物 |
selector_nearby_charges | 选择符:遥控型弹药 | 获取指定位置附近的遥控型弹药的数量 |
selector_nearby_enemies | 选择符:附近敌对生物 | 获取指定位置附近的敌对生物 |
selector_nearby_falling_blocks | 选择符:附近下落方块 | 获取指定位置附近的下落中的方块 |
selector_nearby_glowing | 选择符:高亮 | 获取指定位置附近高亮/发光的实体 |
selector_nearby_items | 选择符:附近物品 | 获取指定位置附近的物品 |
selector_nearby_living | 选择符:附近生物 | 获取指定位置附近的生物 |
selector_nearby_players | 选择符:附近玩家 | 获取指定位置附近的玩家 |
selector_nearby_projectiles | 选择符:附近投射物 | 获取指定位置附近的投射物 |
selector_nearby_smeltables | 选择符:附近可熔物 | 获取指定位置附近的可熔炼物品 |
selector_nearby_vehicles | 选择符:附近可骑乘实体 | 获取指定位置附近可骑乘的实体 |
selector_ruler_vector | 选择符:矢量尺 | 获取矢量尺界定的矢量 |
selector_saved_vector | 选择符:读取矢量 | 从CAD内存中读取一个储存的矢量 |
selector_sneak_status | 选择符:潜行状态 | 获取施术者潜行状态(未潜行为1潜行时为0) |
selector_sucession_counter | 选择符:成功次数 | 获取装甲成功施展的魔法式的次数 |
selector_time | 选择符:时间 | 获取CAD的内部时间(以tick计) |
selector_transmission | 选择符:最新消息 | 获取此CAD在指定频道中收到的最后一条消息 |
selector_tick_time | 未汉化 | Returnsthemeanofticktimesforthefocalpointdimension |
selector_tps | 未汉化 | Returnsthemeanoftickspersecondforthefocalpointdimension |
运算符
我这里大致按照输入类型作了区分,可以了解一下不同输入各自能够使用的运算,除了简单的数学运算外,我这边举几个常用的例子:
operator_entity_motion(运算符:实体运动),获取一个实体的运动矢量,点乘玩家运动矢量,根据夹角余弦值正负,判断投射物是否为玩家发出,进一步判断是否拦截该投射物;
operator_vector_raycast(运算符:矢量追踪),获取射线追踪目标方块的坐标(最大范围32),起点为玩家坐标,射线为玩家视线,就可以得到玩家视线所指定方块,这个非常常见;
operator_extract_sign(运算符:符号位),获取输入值的符号位(正0负1),这个建议拿调试看一下输出,包括其他的operator_planar_normal_vector(运算符:平面法向矢量)、operator_block_hardness(运算符:方块硬度)等,可能存在不同版本输出不同导致实际返回值发生变化。
operator_vector_construct | 运算符:矢量构造 | 通过XYZ三个参数构造一个矢量 | |
operator_closest_to_line | 运算符:离线最近 | 从列表中获取离指定线段最近的实体 | 列表 |
operator_closest_to_point | 运算符:离点最近 | 从列表中获取距离某一点最近的实体 | 列表 |
operator_list_add | 运算符:加入列表 | 将指定实体加入列表 | 列表 |
operator_list_remove | 运算符:移出列表 | 将指定实体移出列表 | 列表 |
operator_list_union | 运算符:合并列表 | 将两个列表合并为一个 | 列表 |
operator_list_intersection | 运算符:列表求交 | 求两个列表的交集 | 列表 |
operator_list_exclusion | 运算符:列表求差 | 返回从第一个列表中除去第二个列表中的元素的结果 | 列表 |
operator_random_entity | 运算符:随机实体 | 从列表中随机获取一个实体 | 列表 |
operator_list_index | 选择符:元素索引 | 从实体列表中获取指定索引的实体 | 列表 |
operator_list_size | 运算符:列表大小 | 获取列表中元素的数量 | 列表 |
operator_entity_axial_look | 运算符:实体轴向视线 | 获取一个实体的视线矢量,与某一轴对齐 | 实体 |
operator_entity_health | 运算符:实体生命值 | 获取指定实体当前生命值百分比 | 实体 |
operator_entity_height | 运算符:实体高度 | 获取指定实体的高度 | 实体 |
operator_entity_look | 运算符:实体视线 | 获取一个实体的视线矢量 | 实体 |
operator_entity_motion | 运算符:实体运动 | 获取一个实体的运动矢量 | 实体 |
operator_entity_position | 运算符:实体位置 | 获取一个实体的位置 | 实体 |
operator_focused_entity | 运算符:焦点实体 | 获取指定实体所看的实体 | 实体 |
operator_vector_absolute | 运算符:矢量绝对值 | 根据指定矢量各参数数值的绝对值构造一个矢量 | 矢量 |
operator_vector_extract_sign | 运算符:符号位矢量 | 根据指定矢量各参数数值的符号位构建一个矢量 | 矢量 |
operator_vector_extract_x | 运算符:提取矢量X | 从一个矢量中提取X坐标值 | 矢量 |
operator_vector_extract_y | 运算符:提取矢量Y | 从一个矢量中提取Y坐标值 | 矢量 |
operator_vector_extract_z | 运算符:提取矢量Z | 从一个矢量中提取Z坐标值 | 矢量 |
operator_vector_subtract | 运算符:矢量差 | A-B(-C) | 矢量 |
operator_vector_sum | 运算符:矢量和 | A+B(+C) | 矢量 |
operator_vector_dot_product | 运算符:矢量点乘 | A.B | 矢量 |
operator_vector_cross_product | 运算符:矢量叉乘 | AxB | 矢量 |
operator_vector_multiply | 运算符:矢量乘 | A*B | 矢量 |
operator_vector_divide | 运算符:矢量除 | A/B | 矢量 |
operator_vector_magnitude | 运算符:矢量模长 | 获取一个矢量的模 | 矢量 |
operator_vector_normalize | 运算符:矢量归一化 | 归一化一个矢量使其模为1 | 矢量 |
operator_vector_negate | 运算符:反向矢量 | 求出一反向矢量 | 矢量 |
operator_vector_project | 运算符:矢量投影 | 将矢量A投影到矢量B | 矢量 |
operator_vector_raycast | 运算符:矢量追踪 | 获取射线追踪目标方块的坐标(最大范围32) | 矢量 |
operator_vector_raycast_axis | 运算符:矢量轴向追踪 | 获取射线追踪目标方块所指向面的法向单位矢量(最大范围32) | 矢量 |
operator_vector_rotate | 运算符:旋转矢量 | 环绕一个轴旋转矢量 | 矢量 |
operator_planar_normal_vector | 运算符:平面法向矢量 | 通过两个交叉的矢量获取一个法向矢量。等价于:基于<1,1,1>旋转2π/3 | 矢量 |
operator_vector_piecewise_maximum | 运算符:矢量分段最大值 | 通过输入矢量各个对应参数的最大值构建矢量 | 矢量 |
operator_vector_piecewise_minimum | 运算符:矢量分段最小值 | 通过输入矢量各个对应参数的最小值构建矢量 | 矢量 |
operator_absolute | 运算符:绝对值 | 计算一个数的绝对值 | 数值 |
operator_subtract | 运算符:减法 | A-B(-C) | 数值 |
operator_sum | 运算符:加法 | A+B(+C) | 数值 |
operator_multiply | 运算符:乘法 | A*B(*C) | 数值 |
operator_divide | 运算符:除法 | A/B | 数值 |
operator_integer_divide | 运算符:整除 | A/B(取整) | 数值 |
operator_modulus | 运算符:求余 | A%%B(取整) | 数值 |
operator_round | 运算符:四舍五入 | 将一个数四舍五入取整 | 数值 |
operator_sin | 运算符:正弦 | sin(A) | 数值 |
operator_cos | 运算符:余弦 | cos(A) | 数值 |
operator_acos | 运算符:反余弦 | acos(A) | 数值 |
operator_asin | 运算符:反正弦 | asin(A) | 数值 |
operator_extract_sign | 运算符:符号位 | 获取输入值的符号位(正0负1) | 数值 |
operator_ceiling | 运算符:向上取整 | 将一个数向上取整 | 数值 |
operator_floor | 运算符:向下取整 | 将一个数向下取整 | 数值 |
operator_gamma_function | 运算符:伽玛函数 | Γ(x),等价于(x-1)! | 数值 |
operator_max | 运算符:最大值 | 获取输入值中的最大值 | 数值 |
operator_min | 运算符:最小值 | 获取输入值中的最小值 | 数值 |
operator_random | 运算符:随机 | 返回在下限(默认为0)与给定上限(不包含)之间随机生成的数值 | 数值 |
operator_square_root | 运算符:平方根 | sqrt(A) | 数值 |
operator_root | 运算符:次方根 | 取一个数的n次方根 | 数值 |
operator_square | 运算符:平方 | A^2 | 数值 |
operator_cube | 运算符:立方 | A^3 | 数值 |
operator_power | 运算符:幂 | A^B | 数值 |
operator_log | 运算符:对数 | log(A)或logB(A) | 数值 |
operator_inverse | 运算符:倒数 | 计算一个数的倒数 | 数值 |
operator_block_comparator_strength | 运算符:方块比较器 | 获取指定方块的比较器强度数值 | 坐标 |
operator_block_hardness | 运算符:方块硬度 | 获取方块的硬度 | 坐标 |
operator_block_light | 运算符:方块亮度 | 获取方块的亮度 | 坐标 |
operator_block_mining_level | 运算符:方块挖掘等级 | 获取指定位置的方块的挖掘等级 | 坐标 |
operator_entity_raycast | 运算符:射线追踪-实体 | 从指定位置开始进行射线追踪,返回第一个追踪到的实体 | 坐标 |
operator_block_side_solidity | 运算符:方块面固体性 | 获取指定方块的面是否是固体 | 坐标 |
启动式
首先是药水效果,一般来说Ⅰ级药水能持续45-65s,包括速度、急迫、力量、跳跃提升、水下呼吸、抗火、隐身、再生、抗性、缓慢、虚弱、凋零、夜视,常用的有夜视,水下呼吸,抗火,再生;
trick_blink(启动式:闪现)、trick_mass_blink(启动式:群体闪现)与(群体)附加运动不同,只能以视线方向闪现,但数值可以是负值(反向闪现);
trick_delay(启动式:休眠)延迟术式指定tick时间,参照下面的延迟模块;
trick_break_loop(启动式:终止循环),如果输入值在(-1,1)区间内则终止循环,常用前接潜行终止;
trick_detonate(启动式:触发引信),触发指定位置半径32格内所有的遥控型弹药,头盔可以用引信触发器,配合trick_spin_chamber(启动式:旋转装弹)和自身一次性触发4个术式,但注意使用调试寻找合适的轮转数值;
trick_particle_trail(启动式:粒子轨迹),从指定位置沿指定方向产生粒子轨迹,单纯的粒子效果,但不消耗能量,可以用来填补强度。
trick_debug | 启动式:调试 | 测试用,输出目标调试信息 |
trick_delay | 启动式:休眠 | 延迟术式指定tick时间 |
trick_die | 启动式:终结 | 如果输入值处于(-1,1)区间内则停止魔法式的执行 |
trick_evaluate | 启动式:求值 | 对指定目标求值,不作任何改变 |
trick_add_motion | 启动式:附加运动 | 给予实体一个特定方向上的速度 |
trick_explode | 启动式:爆炸 | 产生爆炸 |
trick_break_block | 启动式:破坏方块 | 破坏一个方块 |
trick_break_in_sequence | 启动式:破坏方块序列 | 破坏指定方向上的一系列方块 |
trick_place_block | 启动式:放置方块 | 放置一个方块 |
trick_place_in_sequence | 启动式:放置方块序列 | 在指定方向上放置一系列方块 |
trick_infusion | 启动式:灌注 | 将金锭转换为Psi金属,将红石粉转换为Psi粉末 |
trick_blink | 启动式:闪现 | 向前方闪现 |
trick_mass_blink | 启动式:群体闪现 | 让指定的生物朝它们所看方向闪现一段距离 |
trick_mass_add_motion | 启动式:群体运动 | 给予实体列表内的所有实体一个速度 |
trick_mass_exodus | 启动式:群体移动 | 将实体列表内所有实体附加一个指向指定位置方向的速度 |
trick_move_block | 启动式:移动方块 | 将一个方块沿单位轴向矢量移动 |
trick_move_block_sequence | 启动式:移动方块序列 | 沿单位轴向矢量移动一系列方块 |
trick_collapse_block | 启动式:方块崩塌 | 使一个方块像沙子般下落 |
trick_smite | 启动式:雷击 | 在指定点召唤闪电 |
trick_blaze | 启动式:烈焰 | 在指定点制造火焰 |
trick_torrent | 启动式:洪流 | 在指定点制造流水 |
trick_overgrow | 启动式:催生 | 催生指定点的方块 |
trick_greater_infusion | 启动式:高级灌注 | 将钻石转变为Psi宝石,同时也可灌注红石粉和金锭 |
trick_ebony_ivory | 启动式:阴阳变化 | 灌注煤炭和石英.必须在末地进行,同样可以灌注红石,金锭和钻石 |
trick_speed | 启动式:速度 | 赋予速度效果 |
trick_haste | 启动式:急迫 | 赋予急迫效果 |
trick_strength | 启动式:力量 | 赋予力量效果 |
trick_jump_boost | 启动式:跳跃提升 | 赋予跳跃提升效果 |
trick_water_breathing | 启动式:水肺 | 赋予水下呼吸效果 |
trick_fire_resistance | 启动式:抗火 | 赋予抗火效果 |
trick_invisibility | 启动式:隐形 | 赋予隐身效果 |
trick_regeneration | 启动式:再生 | 赋予再生效果 |
trick_resistance | 启动式:抗性 | 赋予抗性效果 |
trick_slowness | 启动式:缓慢 | 赋予缓慢效果 |
trick_weakness | 启动式:虚弱 | 赋予虚弱效果 |
trick_wither | 启动式:凋零 | 赋予凋零效果 |
trick_ignite | 启动式:引燃 | 使一个实体燃烧起来 |
trick_eidos_anchor | 启动式:时空之锚 | 在指定时间后将施术者送回当前位置 |
trick_eidos_reversal | 启动式:时空逆流 | 让施术者时光倒流 |
trick_smelt_item | 启动式:熔炼物品 | 将一个物品实体熔炼为对应的产物 |
trick_smelt_block | 启动式:熔炼方块 | 将一个方块熔炼为对应的产物 |
trick_conjure_block | 启动式:构筑方块 | 在指定位置构筑一个方块 |
trick_conjure_light | 启动式:构筑光线 | 在指定位置构筑一团亮光 |
trick_conjure_block_sequence | 启动式:构筑方块序列 | 在指定方向上构筑一系列的方块 |
trick_switch_target_slot | 启动式:切换焦点槽位(快捷栏) | 改变快捷栏的焦点槽位 |
trick_save_vector | 启动式:储存矢量 | 将一个矢量存入CAD的内存中 |
trick_play_sound | 启动式:播放音符 | 播放音符盒的一个声音 |
trick_break_loop | 启动式:终止循环 | 如果输入值在(-1,1)区间内则终止循环 |
trick_detonate | 启动式:触发引信 | 触发指定位置半径32格内所有的遥控型弹药 |
trick_till | 启动式:犁地 | 犁一个方块 |
trick_till_sequence | 启动式:犁方块序列 | 犁指定方向上一系列方块 |
trick_broadcast | 启动式:广播 | 在指定的频道上广播一个号码到附近的CAD |
trick_change_slot | 启动式:设置焦点槽位(背包) | 将焦点槽位设定为背包内任意槽位 |
trick_smelt_block_sequence | 启动式:熔炼方块序列 | 熔炼指定方向上一系列方块 |
trick_collapse_block_sequence | 启动式:崩塌方块序列 | 让一系列方块像沙子一样崩塌 |
trick_debug_spamless | 启动式:频道调试 | 输出目标调试信息,替换之前同一频道的信息 |
trick_night_vision | 启动式:夜视 | 赋予夜视效果 |
trick_particle_trail | 启动式:粒子轨迹 | 从指定位置沿指定方向产生粒子轨迹 |
trick_spin_chamber | 启动式:旋转装弹 | 根据输入选择下一个/上一个术式弹药 |
trick_russian_roulette | 启动式:俄罗斯转盘 | 随机选择一个术式弹药 |
3.术式编写思路(没有兴趣的玩家可以下拉到术式分享)
这里我以附加药水效果为例。
最简单的术式,例如施术者+夜视+45,就能得到一个45s的夜视效果:
但这里只能给施术者本人使用,如果想给队友呢?
变式1:施术者+位置+附近玩家+离点最近+夜视+45,用施术者的位置引到离点最近,半径可以设为16格:
这样就可以给最近的其他玩家加上夜视效果了。
缺点:不能给自己夜视效果。
变式2:施术者+位置+附近玩家+加入列表+离线最近+夜视+45:
不足:没有压缩带宽和复杂度,1.12.2可能还需要视线矢量x16或者x32,这部分我不太确定,但其他术式从1.16.5移植到1.12.2后,方向矢量的模好像同时起了常量封装的作用。
优化结果如下(这是我现在用的夜视术式)
变式3:
这里的选择符一直都是施术者,如果你打算做一把凋零剑,可以使用被攻击的实体+凋零+等级/持续时间,但是凋零1持续45s,凋零2持续6s,火焰附加、缓慢、虚弱等负面buff同上,所以不推荐上负面buff,仅防火、夜视、水肺等推荐。
2.术式功能优化
这里我以熔炼(圈阵施法)为例。
变式4:这里是基础的循环熔炼术式,每秒熔炼1个物品。
优化结果如下(这是我现在用的熔炼术式)
变式5:
这里我添加了三个功能,分别是延时熔炼、终止循环和倒计时,接下来我分别讲一下思路:
变式6:延时熔炼
每秒执行4次即5tick执行一次,20次耗时100tick,那么就可以利用循环次数和延时,每次减少5tick的延时,得到一个一次性执行20次的效果,这个术式在1.16.5的官方教程里面有提到,这里在使用的时候记得注意下休眠符的位置,可以利用术式整体对称和旋转来改变方位。
变式7:倒计时
变式8:潜行终止循环
或者利用循环次数和调试信息,完成一个圈阵施法的倒计时;或者加一个潜行+终止循环,可以增加术式的灵活度。
3.复合功能
对我来说,弹夹只给12个远远不够,但1.16.5没有1.12.2(随想)那么方便,所以可以利用潜行来提高术式的复杂度,把术式融合。
首先以锄和骨粉催生为例。
变式9和变式10:锄和骨粉催生
二者都是作用于某一坐标(的方块)且功能相近,所以我们可以利用潜行输入的0和1改变坐标,比如在正常的施术者视线位置(从施术者的位置使用施术者视线作为方向向量指向的方块)使用骨粉,利用潜行构建y轴(mc里指向上)的单位矢量,矢量和得到目标上的空气方块,这样只有一个坐标是存在非空气方块的,就可以得到骨粉和锄的复合术式,记得添加错误消除符,除非你喜欢看到红色的提示。
变式11:骨粉和锄的复合术式
然后我们以索敌举例,可以使用施术者视线位置定义为一号坐标,二号坐标为距离施术者最近的敌对生物,两个坐标分别乘以0或1(通过潜行和减一取反构建两个相反的常量)就可以通过潜行切换索敌,除了自动锁敌外还可以精准打击指定位置。
变式12:雷击
但以上通过坐标计算切换的方式,好像1.12.2在计算过程中有一坐标不存在时不能使用,以变式12为例,必须在附近存在敌对生物的时候,才能通过潜行切换到在视线所指方块位置打雷,但1.16.5好像可以,存疑。
4.术式整合优化
首先是术式本身的优化。
我目前总结出了三个方向,首先是复用选择符和运算符,降低了术式可读性;其次是优化计算方式,调整术式角度和位置压缩带宽;前两者都可以降低复杂度,但还有一种情况,复杂度过高难以降低,可以牺牲一部分带宽,用已有的运算符和选择符指向所需使用的位置,带宽换取复杂度,只要带宽、复杂度、强度和映射数都在CAD的限制范围内即可。
然后我们开始整合术式,这里我以护腿上的术式为例;
不知道能不能贴原术式,而且我没有做出本质上的改动,所以这里只给出来源和我压缩的最终带宽:
引用术式1:(压缩至3x8)
拦截投射物,MC百科评论区142楼金红水晶,利用投掷物运动向量和坐标向量(以玩家为原点)内积的正负判断投掷物是否为玩家发出。
引用术式2:(压缩至5x6)
敌对生物探测,Lanzr的PSI教程,分享一些个人写的和搬运的生存向psi(无附属),距离视线方向最近的怪物,会有一道粒子轨迹指示
以及怪物信息的打印
引用术式3:(未压缩)
空中搭桥,酒石酸菌PSI教程最后1P,相比“魔毯”术式和其他类似术式,酒石酸菌的术式足够简洁。
变式13:摔落保护/跳跃提升(插空就行,记得运算符的服用)
持续给玩家一个向上的力就行,这里就不贴术式了,力度调整不低于0.15且不高于消耗,然后选择自己喜欢的程度就行。
这里直接给出结论,敌对生物探测+投射物探测(拦截的术式删掉构筑方块改成轮转,这样可以留出消耗给空中搭桥和摔落保护)可以压缩到8x8内还有一定空余,具体轮转术式之后会提到。
除此之外,百科教程里的“土遁术”和“安全闪现”可以合成,代价是闪现距离变短,也可以加入潜行+终止术式,配合触发引信,在特殊情况下可以通过潜行闪现触发引信,进而一次性触发头盔上的三个术式(具体原理其他教程已提到不再赘述)
5.个人常用术式总结
现在来到最重要的地方了
1(引信)短效再生 对视线所指方块一定范围内最近玩家上1s的再生1buff,耗能低可以快速回血,同时潜行可以连续触发头盔三个术式。
{modsRequired:[{modName:"psi",modVersion:"2.0.0"}],spellList:[{data:{key:"psi:selector_caster"},x:2,y:1},{data:{key:"psi:operator_entity_position",params:{_target:1}},x:2,y:2},{data:{key:"psi:connector",params:{_target:1}},x:2,y:3},{data:{key:"psi:selector_sneak_status"},x:2,y:4},{data:{key:"psi:operator_subtract",params:{_number1:1,_number2:4,_number3:0}},x:2,y:5},{data:{key:"psi:trick_die",params:{_target:1}},x:2,y:6},{data:{key:"psi:operator_entity_look",params:{_target:3}},x:3,y:1},{data:{key:"psi:operator_vector_multiply",params:{_number2:4,_vector1:1}},x:3,y:2},{data:{key:"psi:operator_vector_sum",params:{_vector1:3,_vector2:1,_vector3:0}},x:3,y:3},{data:{key:"psi:connector",params:{_target:1}},x:3,y:4},{data:{constantValue:"1",key:"psi:constant_number"},x:3,y:5},{data:{key:"psi:trick_detonate",params:{_radius:4}},x:3,y:6},{data:{constantValue:"16",key:"psi:constant_number"},x:4,y:2},{data:{key:"psi:selector_nearby_players",params:{_position:3,_radius:1}},x:4,y:3},{data:{key:"psi:connector",params:{_target:3}},x:4,y:4},{data:{constantValue:"1",key:"psi:constant_number"},x:4,y:5},{data:{constantValue:"1",key:"psi:constant_number"},x:4,y:6},{data:{key:"psi:selector_caster"},x:5,y:2},{data:{key:"psi:operator_list_add",params:{_list:3,_target:1}},x:5,y:3},{data:{key:"psi:operator_closest_to_line",params:{_list:1,_ray_end:3,_ray_start:4}},x:5,y:4},{data:{key:"psi:trick_regeneration",params:{_power:3,_target:1,_time:4}},x:5,y:5},{data:{key:"psi:operator_entity_position",params:{_target:3}},x:6,y:2},{data:{key:"psi:connector",params:{_target:1}},x:6,y:3},{data:{key:"psi:connector",params:{_target:1}},x:6,y:4},{data:{constantValue:"10",key:"psi:constant_number"},x:6,y:5}],spellName:"1(引信)短效再生",uuidLeast:-9173618291973107036L,uuidMost:-5070675399376548027L,validSpell:1b}
20250202更新 修改buff时间为10s,原因是低于10s后再生buff不会立刻回血
2(PVE)圈阵黑洞 加入了倒计时和潜行停止执行术式,可以用来收集掉落物,聚怪,用掉落伤害杀怪等功能
{modsRequired:[{modName:"psi",modVersion:"2.0.0"}],spellList:[{data:{constantValue:"24",key:"psi:constant_number"},x:1,y:1},{data:{key:"psi:selector_loopcast_index"},x:1,y:4},{data:{key:"psi:operator_subtract",params:{_number1:4,_number2:1,_number3:0}},x:1,y:5},{data:{key:"psi:trick_debug_spamless",params:{_number:0,_target:1}},x:1,y:6},{data:{key:"psi:operator_vector_construct",params:{_x:0,_y:3,_z:0}},x:2,y:1},{data:{key:"psi:operator_vector_sum",params:{_vector1:1,_vector2:4,_vector3:0}},x:2,y:2},{data:{key:"psi:trick_mass_exodus",params:{_position:1,_speed:2,_target:4}},x:2,y:3},{data:{constantValue:"3.5",key:"psi:constant_number"},x:2,y:4},{data:{constantValue:"20",key:"psi:constant_number"},x:2,y:5},{data:{key:"psi:selector_focal_point"},x:3,y:1},{data:{key:"psi:operator_entity_position",params:{_target:1}},x:3,y:2},{data:{key:"psi:connector",params:{_target:4}},x:3,y:3},{data:{constantValue:"32",key:"psi:constant_number"},x:3,y:4},{data:{constantValue:"32",key:"psi:constant_number"},x:4,y:1},{data:{key:"psi:selector_nearby_enemies",params:{_position:3,_radius:1}},x:4,y:2},{data:{key:"psi:connector",params:{_target:4}},x:4,y:3},{data:{key:"psi:selector_nearby_projectiles",params:{_position:2,_radius:3}},x:4,y:4},{data:{key:"psi:operator_entity_position",params:{_target:2}},x:4,y:5},{data:{key:"psi:selector_focal_point"},x:4,y:6},{data:{key:"psi:selector_nearby_animals",params:{_position:4,_radius:3}},x:5,y:1},{data:{key:"psi:operator_list_union",params:{_list1:1,_list2:3}},x:5,y:2},{data:{key:"psi:operator_list_union",params:{_list1:1,_list2:2}},x:5,y:3},{data:{key:"psi:operator_list_union",params:{_list1:3,_list2:2}},x:5,y:4},{data:{key:"psi:selector_nearby_items",params:{_position:3,_radius:4}},x:5,y:5},{data:{key:"psi:selector_sneak_status"},x:5,y:6},{data:{key:"psi:operator_entity_position",params:{_target:2}},x:6,y:1},{data:{key:"psi:selector_focal_point"},x:6,y:2},{data:{constantValue:"32",key:"psi:constant_number"},x:6,y:5},{data:{key:"psi:trick_break_loop",params:{_number:3}},x:6,y:6}],spellName:"2(圈阵)PVE黑洞",uuidLeast:-7006076702864575105L,uuidMost:-5639823071135317371L,validSpell:1b}
20250202更新 将投射物包括在内,并优化了索敌,加强吸力
3(PVE)水冷爆炸 用水取消爆炸破坏方块的效果,在索敌和地形保护方面做了调整,但依然有很大的优化空间
{modsRequired:[{modName:"psi",modVersion:"2.0.0"}],spellList:[{data:{key:"psi:connector",params:{_target:4}},x:3,y:1},{data:{key:"psi:operator_vector_multiply",params:{_number2:4,_vector1:1}},x:3,y:2},{data:{key:"psi:connector",params:{_target:1}},x:3,y:3},{data:{constantValue:"5.01",key:"psi:constant_number"},x:3,y:4},{data:{key:"psi:operator_vector_normalize",params:{_target:4}},x:4,y:1},{data:{constantValue:"32",key:"psi:constant_number"},x:4,y:2},{data:{key:"psi:connector",params:{_target:3}},x:4,y:3},{data:{key:"psi:trick_explode",params:{_position:4,_power:3}},x:4,y:4},{data:{key:"psi:operator_entity_look",params:{_target:4}},x:5,y:1},{data:{key:"psi:selector_nearby_living",params:{_position:4,_radius:3}},x:5,y:2},{data:{key:"psi:operator_closest_to_line",params:{_list:1,_ray_end:3,_ray_start:4}},x:5,y:3},{data:{key:"psi:operator_entity_position",params:{_target:1}},x:5,y:4},{data:{key:"psi:selector_caster"},x:6,y:1},{data:{key:"psi:operator_entity_position",params:{_target:1}},x:6,y:2},{data:{key:"psi:connector",params:{_target:1}},x:6,y:3},{data:{key:"psi:error_suppressor"},x:6,y:4}],spellName:"3(索敌)PVE爆炸",uuidLeast:-5593200039385862874L,uuidMost:4832058053974050934L,validSpell:1b}
20250202更新 简单的就是最好的,优化索敌,取消水冷
4(指向)构筑圣盾 索敌是1的简化用了离点最近,因为实在不好压缩带宽了,效果是构筑方块保护玩家
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5 (轮转)穿透闪现 同时集成了破坏方块,闪现,脚下构筑方块防摔落,同时潜行使用还能切换到下一个术式
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20250221修改 移除了挖掘方块功能,并拉长闪现距离,但仍可自行添加回挖掘功能防止卡死
6 (圈阵)PVE黑洞 2的索敌修改,只保留控制效果
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7 (圈阵)PVE爆炸 没有水冷会破坏地形,为了爆炸威力牺牲了其他功能,但psi伤害不尽人意
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8 (圈阵)短效诅咒 持续进行1s的诅咒效果,包括凋零,缓慢5,点燃,雷击
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20250202 修改了诅咒效果,把点燃雷击改成向后闪现,缓慢5改为缓慢7,自己体验下来更恶心了
9 (指向)锄肥雷火 集成了锄、骨粉、雷击、打火石的功能,对同一格使用的效果,所以谨慎在树场使用
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20250202 把雷击和打火石放到潜行里面,这样更安全一点不容易烧房子
10(切换)竖直挖掘 集成了六向3X3和竖直向上挖掘砍树的功能,较为早期的功能集成,有优化空间
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11(圈阵) 循环熔炼 同时熔炼20个,带倒计时带延时带终止,耗能低可以多放
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20250202 用粒子效果填满强度。。和之前比单纯是美观效果
12 (圈阵)区块清理 20250202发现重写
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20250202 已重写,加入了粒子效果分辨挖掘方向(x、z坐标分别+16格的一个区块),有4秒的缓冲时间方便终止,但会挖掘第一个方块,可以用来定位起始位置
我认为,头盔一般用来配合引信连续触发四个术式达到复杂的效果,盔甲用来保命,护腿是持续执行的效果,靴子是不常用术式,
13 护腿术式1,包括投射物拦截(射向玩家,调整了带宽)、生物探测(连线和调试信息),具体可自行调整删除
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14 护腿术式2 使用向后闪现排斥距离过近的生物,然后切换回术式3
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15 护腿术式3 持续使用大范围光线干扰视线,并在视线方向构筑方块阻拦行动,在距离过近时切换到术式2
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16 头盔术式,利用了其他教程使用触发引信连续执行术式的思路,再生、抗火、隐身
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其余术式不再附图
15 盔甲术式,使用穿透闪现(5),长效治疗(头盔),构筑圣盾(4)
16 靴子术式,使用立体调谐(其他教程),精准采集(丝绸之触,其他教程),长效水肺
6 后记
以上是我对PSI这个模组一坤年以来的全部理解,我主要把精力放到了压缩带宽,添加不消耗强度的功能,以及术式整合上,在索敌优化、降低能量消耗、不常用术式、结合现实算法等方面没有什么经验,如果各位和我的术式有不一样的地方,我们可以相互交流,相互借鉴一下