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:

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第1张图片

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:

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第2张图片

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:

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第3张图片

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:

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第4张图片

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。

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第5张图片

优化结果如下(这是我现在用的熔炼术式)

变式5:

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第6张图片

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

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第7张图片

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

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第8张图片变式8:潜行终止循环

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第9张图片

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

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第10张图片

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

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第11张图片

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

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第12张图片

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

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第13张图片

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

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第14张图片

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

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第15张图片

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

{modsRequired:[{modName:"psi",modVersion:"2.0.0"}],spellList:[{data:{key:"psi:selector_caster"},x:0,y:2},{data:{key:"psi:operator_entity_look",params:{_target:1}},x:0,y:3},{data:{key:"psi:operator_vector_multiply",params:{_number2:4,_vector1:1}},x:0,y:4},{data:{key:"psi:operator_vector_sum",params:{_vector1:1,_vector2:2,_vector3:0}},x:0,y:5},{data:{key:"psi:operator_entity_position",params:{_target:2}},x:0,y:6},{data:{key:"psi:selector_caster"},x:0,y:7},{data:{constantValue:"2",key:"psi:constant_number"},x:1,y:0},{data:{constantValue:"1",key:"psi:constant_number"},x:1,y:2},{data:{key:"psi:operator_vector_construct",params:{_x:0,_y:0,_z:1}},x:1,y:3},{data:{constantValue:"16",key:"psi:constant_number"},x:1,y:4},{data:{key:"psi:connector",params:{_target:3}},x:1,y:5},{data:{key:"psi:connector",params:{_target:1}},x:1,y:6},{data:{key:"psi:connector",params:{_target:3}},x:1,y:7},{data:{key:"psi:operator_vector_construct",params:{_x:0,_y:0,_z:3}},x:2,y:0},{data:{key:"psi:operator_vector_subtract",params:{_vector1:2,_vector2:1,_vector3:0}},x:2,y:1},{data:{key:"psi:connector",params:{_target:2}},x:2,y:2},{data:{key:"psi:operator_vector_sum",params:{_vector1:2,_vector2:3,_vector3:0}},x:2,y:3},{data:{key:"psi:cross_connector",params:{_from1:3,_from2:4,_to1:2,_to2:1}},x:2,y:4},{data:{key:"psi:selector_nearby_players",params:{_position:3,_radius:4}},x:2,y:5},{data:{key:"psi:cross_connector",params:{_from1:1,_from2:3,_to1:2,_to2:4}},x:2,y:6},{data:{key:"psi:operator_list_add",params:{_list:1,_target:3}},x:2,y:7},{data:{constantValue:"500",key:"psi:constant_number"},x:3,y:0},{data:{key:"psi:trick_conjure_block_sequence",params:{_max:4,_position:3,_target:2,_time:1}},x:3,y:1},{data:{key:"psi:connector",params:{_target:4}},x:3,y:2},{data:{key:"psi:trick_conjure_block_sequence",params:{_max:4,_position:3,_target:1,_time:2}},x:3,y:3},{data:{key:"psi:cross_connector",params:{_from1:2,_from2:4,_to1:1,_to2:3}},x:3,y:4},{data:{constantValue:"500",key:"psi:constant_number"},x:3,y:5},{data:{key:"psi:operator_closest_to_point",params:{_position:3,_target:2}},x:3,y:6},{data:{key:"psi:connector",params:{_target:3}},x:3,y:7},{data:{constantValue:"4",key:"psi:constant_number"},x:4,y:1},{data:{key:"psi:operator_vector_construct",params:{_x:0,_y:1,_z:0}},x:4,y:2},{data:{constantValue:"4",key:"psi:constant_number"},x:4,y:3},{data:{key:"psi:connector",params:{_target:4}},x:4,y:4},{data:{key:"psi:connector",params:{_target:2}},x:4,y:5},{data:{key:"psi:operator_entity_position",params:{_target:3}},x:4,y:6},{data:{key:"psi:selector_sneak_status"},x:4,y:7},{data:{constantValue:"500",key:"psi:constant_number"},x:5,y:0},{data:{key:"psi:trick_conjure_block_sequence",params:{_max:3,_position:4,_target:2,_time:1}},x:5,y:1},{data:{key:"psi:connector",params:{_target:3}},x:5,y:2},{data:{key:"psi:trick_conjure_block_sequence",params:{_max:3,_position:4,_target:1,_time:2}},x:5,y:3},{data:{key:"psi:cross_connector",params:{_from1:2,_from2:4,_to1:1,_to2:3}},x:5,y:4},{data:{key:"psi:cross_connector",params:{_from1:2,_from2:3,_to1:1,_to2:4}},x:5,y:5},{data:{constantValue:"500",key:"psi:constant_number"},x:5,y:6},{data:{key:"psi:trick_spin_chamber",params:{_number:3}},x:5,y:7},{data:{key:"psi:operator_vector_construct",params:{_x:4,_y:0,_z:0}},x:6,y:0},{data:{key:"psi:operator_vector_subtract",params:{_vector1:2,_vector2:1,_vector3:0}},x:6,y:1},{data:{key:"psi:connector",params:{_target:2}},x:6,y:2},{data:{key:"psi:operator_vector_sum",params:{_vector1:2,_vector2:4,_vector3:0}},x:6,y:3},{data:{key:"psi:connector",params:{_target:2}},x:6,y:4},{data:{key:"psi:operator_vector_sum",params:{_vector1:3,_vector2:4,_vector3:0}},x:6,y:5},{data:{key:"psi:trick_conjure_block_sequence",params:{_max:2,_position:1,_target:4,_time:3}},x:6,y:6},{data:{constantValue:"7",key:"psi:constant_number"},x:6,y:7},{data:{constantValue:"2",key:"psi:constant_number"},x:7,y:0},{data:{constantValue:"1",key:"psi:constant_number"},x:7,y:2},{data:{key:"psi:operator_vector_construct",params:{_x:1,_y:0,_z:0}},x:7,y:3},{data:{constantValue:"-3",key:"psi:constant_number"},x:7,y:4},{data:{key:"psi:operator_vector_construct",params:{_x:0,_y:1,_z:0}},x:7,y:5},{data:{key:"psi:operator_vector_construct",params:{_x:0,_y:2,_z:0}},x:7,y:6},{data:{key:"psi:connector",params:{_target:3}},x:7,y:7}],spellName:"4(轮转)构筑圣盾",uuidLeast:-5518907174995236402L,uuidMost:-5756364455101118477L,validSpell:1b}

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第16张图片

 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

{modsRequired:[{modName:"psi",modVersion:"2.0.0"}],spellList:[{data:{key:"psi:connector",params:{_target:2}},x:0,y:0},{data:{key:"psi:connector",params:{_target:2}},x:0,y:1},{data:{key:"psi:connector",params:{_target:4}},x:0,y:2},{data:{key:"psi:operator_vector_magnitude",params:{_target:3}},x:1,y:0},{data:{key:"psi:connector",params:{_target:4}},x:1,y:1},{data:{key:"psi:operator_vector_construct",params:{_x:1,_y:2,_z:4}},x:1,y:2},{data:{constantValue:"8",key:"psi:constant_number"},x:1,y:3},{data:{key:"psi:operator_vector_multiply",params:{_number2:1,_vector1:2}},x:1,y:4},{data:{key:"psi:operator_entity_look",params:{_target:2}},x:1,y:5},{data:{key:"psi:selector_caster"},x:1,y:6},{data:{key:"psi:connector",params:{_target:3}},x:2,y:0},{data:{key:"psi:connector",params:{_target:2}},x:2,y:1},{data:{key:"psi:operator_floor",params:{_number:2}},x:2,y:2},{data:{key:"psi:operator_vector_magnitude",params:{_target:2}},x:2,y:3},{data:{key:"psi:operator_vector_project",params:{_vector1:3,_vector2:2}},x:2,y:4},{data:{key:"psi:operator_planar_normal_vector",params:{_vector1:4}},x:2,y:5},{data:{key:"psi:operator_entity_axial_look",params:{_target:3}},x:2,y:6},{data:{key:"psi:connector",params:{_target:3}},x:3,y:0},{data:{key:"psi:constant_wrapper",params:{_constant:2,_target:1}},x:3,y:1},{data:{constantValue:"11",key:"psi:constant_number"},x:3,y:2},{data:{constantValue:"-1",key:"psi:constant_number"},x:3,y:3},{data:{key:"psi:operator_vector_construct",params:{_x:0,_y:1,_z:0}},x:3,y:4},{data:{key:"psi:cross_connector",params:{_from1:2,_from2:1,_to1:3,_to2:4}},x:3,y:5},{data:{key:"psi:operator_planar_normal_vector",params:{_vector1:3}},x:3,y:6},{data:{key:"psi:trick_blink",params:{_distance:3,_target:2}},x:4,y:1},{data:{key:"psi:selector_caster"},x:4,y:2},{data:{key:"psi:operator_entity_position",params:{_target:1}},x:4,y:3},{data:{key:"psi:operator_vector_sum",params:{_vector1:3,_vector2:1,_vector3:0}},x:4,y:4},{data:{key:"psi:operator_vector_sum",params:{_vector1:3,_vector2:1,_vector3:0}},x:4,y:5},{data:{key:"psi:selector_sneak_status"},x:4,y:7},{data:{key:"psi:operator_entity_position",params:{_target:3}},x:5,y:2},{data:{constantValue:"1",key:"psi:constant_number"},x:5,y:6},{data:{key:"psi:operator_subtract",params:{_number1:1,_number2:3,_number3:0}},x:5,y:7},{data:{key:"psi:trick_conjure_block",params:{_position:2,_time:4}},x:6,y:1},{data:{key:"psi:operator_vector_sum",params:{_vector1:3,_vector2:2,_vector3:0}},x:6,y:2},{data:{key:"psi:operator_vector_construct",params:{_x:0,_y:4,_z:0}},x:6,y:3},{data:{key:"psi:trick_die",params:{_target:3}},x:6,y:7},{data:{constantValue:"1200",key:"psi:constant_number"},x:7,y:1},{data:{constantValue:"-4",key:"psi:constant_number"},x:7,y:3},{data:{constantValue:"1",key:"psi:constant_number"},x:7,y:6},{data:{key:"psi:trick_spin_chamber",params:{_number:1}},x:7,y:7}],spellName:"5(轮转)构筑闪现",uuidLeast:-5781430480709002662L,uuidMost:-9010728369323032476L,validSpell:1b}

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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

{modsRequired:[{modName:"psi",modVersion:"2.0.0"}],spellList:[{data:{key:"psi:trick_debug_spamless",params:{_number:0,_target:2}},x:1,y:0},{data:{key:"psi:operator_subtract",params:{_number1:2,_number2:4,_number3:0}},x:1,y:1},{data:{constantValue:"95",key:"psi:constant_number"},x:1,y:2},{data:{key:"psi:selector_loopcast_index"},x:2,y:0},{data:{key:"psi:operator_multiply",params:{_number1:1,_number2:4,_number3:0}},x:2,y:1},{data:{constantValue:"32",key:"psi:constant_number"},x:2,y:2},{data:{key:"psi:selector_loopcast_index"},x:2,y:3},{data:{key:"psi:operator_subtract",params:{_number1:4,_number2:1,_number3:0}},x:2,y:4},{data:{key:"psi:trick_debug_spamless",params:{_number:0,_target:1}},x:2,y:5},{data:{constantValue:"5",key:"psi:constant_number"},x:3,y:1},{data:{key:"psi:selector_nearby_items",params:{_position:4,_radius:3}},x:3,y:2},{data:{key:"psi:connector",params:{_target:1}},x:3,y:3},{data:{constantValue:"20",key:"psi:constant_number"},x:3,y:4},{data:{key:"psi:selector_sneak_status"},x:3,y:5},{data:{key:"psi:operator_vector_construct",params:{_x:0,_y:3,_z:0}},x:4,y:1},{data:{key:"psi:operator_vector_sum",params:{_vector1:1,_vector2:4,_vector3:0}},x:4,y:2},{data:{key:"psi:trick_mass_exodus",params:{_position:1,_speed:2,_target:3}},x:4,y:3},{data:{constantValue:"0",key:"psi:constant_number"},x:4,y:4},{data:{key:"psi:trick_break_loop",params:{_number:3}},x:4,y:5},{data:{key:"psi:selector_focal_point"},x:5,y:1},{data:{key:"psi:operator_entity_position",params:{_target:1}},x:5,y:2},{data:{constantValue:"3.5",key:"psi:constant_number"},x:5,y:3},{data:{key:"psi:operator_vector_construct",params:{_x:0,_y:4,_z:0}},x:6,y:1},{data:{key:"psi:operator_vector_sum",params:{_vector1:1,_vector2:3,_vector3:0}},x:6,y:2},{data:{key:"psi:trick_mass_exodus",params:{_position:1,_speed:3,_target:4}},x:6,y:3},{data:{constantValue:"32",key:"psi:constant_number"},x:7,y:1},{data:{key:"psi:selector_nearby_living",params:{_position:3,_radius:1}},x:7,y:2},{data:{key:"psi:operator_list_remove",params:{_list:1,_target:2}},x:7,y:3},{data:{key:"psi:selector_caster"},x:7,y:4}],spellName:"6(圈阵)PVE黑洞",uuidLeast:-6438054484873029593L,uuidMost:-357004976497668177L,validSpell:1b}

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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

{modsRequired:[{modName:"psi",modVersion:"2.0.0"}],spellList:[{data:{key:"psi:trick_explode",params:{_position:2,_power:4}},x:0,y:0},{data:{key:"psi:operator_entity_position",params:{_target:2}},x:0,y:1},{data:{key:"psi:operator_closest_to_point",params:{_position:2,_target:4}},x:0,y:2},{data:{key:"psi:connector",params:{_target:4}},x:0,y:3},{data:{constantValue:"5.01",key:"psi:constant_number"},x:1,y:0},{data:{key:"psi:connector",params:{_target:4}},x:1,y:1},{data:{key:"psi:connector",params:{_target:1}},x:1,y:2},{data:{key:"psi:operator_entity_position",params:{_target:4}},x:1,y:3},{data:{key:"psi:trick_debug",params:{_number:0,_target:2}},x:2,y:0},{data:{key:"psi:selector_nearby_living",params:{_position:2,_radius:4}},x:2,y:1},{data:{key:"psi:operator_entity_position",params:{_target:2}},x:2,y:2},{data:{key:"psi:selector_focal_point"},x:2,y:3},{data:{constantValue:"32",key:"psi:constant_number"},x:3,y:1},{data:{key:"psi:selector_sneak_status"},x:3,y:2},{data:{key:"psi:trick_break_loop",params:{_number:1}},x:3,y:3}],spellName:"7(圈阵)PVE爆炸",uuidLeast:-6509561546856255125L,uuidMost:4768447013848891393L,validSpell:1b}

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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

{modsRequired:[{modName:"psi",modVersion:"2.0.0"}],spellList:[{data:{constantValue:"1",key:"psi:constant_number"},x:1,y:1},{data:{key:"psi:trick_slowness",params:{_power:2,_target:4,_time:1}},x:1,y:2},{data:{constantValue:"7",key:"psi:constant_number"},x:1,y:3},{data:{constantValue:"1",key:"psi:constant_number"},x:2,y:0},{data:{key:"psi:trick_wither",params:{_power:1,_target:2,_time:3}},x:2,y:1},{data:{key:"psi:connector",params:{_target:4}},x:2,y:2},{data:{key:"psi:connector",params:{_target:1}},x:2,y:3},{data:{key:"psi:connector",params:{_target:1}},x:2,y:4},{data:{key:"psi:connector",params:{_target:4}},x:3,y:1},{data:{key:"psi:operator_closest_to_point",params:{_position:2,_target:1}},x:3,y:2},{data:{key:"psi:operator_entity_position",params:{_target:4}},x:3,y:3},{data:{key:"psi:trick_blink",params:{_distance:4,_target:3}},x:3,y:4},{data:{key:"psi:selector_nearby_living",params:{_position:2,_radius:4}},x:4,y:1},{data:{key:"psi:operator_entity_position",params:{_target:2}},x:4,y:2},{data:{key:"psi:selector_focal_point"},x:4,y:3},{data:{constantValue:"-1.53",key:"psi:constant_number"},x:4,y:4},{data:{constantValue:"32",key:"psi:constant_number"},x:5,y:1},{data:{key:"psi:selector_sneak_status"},x:5,y:2},{data:{key:"psi:trick_break_loop",params:{_number:1}},x:5,y:3},{data:{key:"psi:selector_caster"},x:5,y:4}],spellName:"8(圈阵)短效诅咒",uuidLeast:-5777443836075061337L,uuidMost:-5109909788200122953L,validSpell:1b}

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

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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

{modsRequired:[{modName:"psi",modVersion:"2.0.0"}],spellList:[{data:{key:"psi:selector_sneak_status"},x:1,y:4},{data:{key:"psi:selector_caster"},x:2,y:2},{data:{key:"psi:operator_entity_position",params:{_target:1}},x:2,y:3},{data:{key:"psi:operator_subtract",params:{_number1:3,_number2:2,_number3:0}},x:2,y:4},{data:{constantValue:"1",key:"psi:constant_number"},x:2,y:5},{data:{key:"psi:operator_entity_look",params:{_target:3}},x:3,y:2},{data:{key:"psi:operator_vector_raycast",params:{_max:0,_position:3,_ray:1}},x:3,y:3},{data:{key:"psi:trick_die",params:{_target:3}},x:3,y:4},{data:{key:"psi:connector",params:{_target:4}},x:3,y:5},{data:{key:"psi:trick_smite",params:{_position:1}},x:3,y:6},{data:{key:"psi:trick_till",params:{_position:2}},x:4,y:2},{data:{key:"psi:connector",params:{_target:3}},x:4,y:3},{data:{key:"psi:connector",params:{_target:1}},x:4,y:4},{data:{key:"psi:connector",params:{_target:1}},x:4,y:5},{data:{key:"psi:trick_blaze",params:{_position:1}},x:4,y:6},{data:{key:"psi:trick_overgrow",params:{_position:3}},x:5,y:3}],spellName:"9(切换)潜行雷火",uuidLeast:-5454722015964865884L,uuidMost:2131215644970205433L,validSpell:1b}

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

20250303编写思路分享暨个人术式成果展示-Zoe Segal-第21张图片

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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20250303编写思路分享暨个人术式成果展示-Zoe Segal-第22张图片

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

{modsRequired:[{modName:"psi",modVersion:"2.0.0"}],spellList:[{data:{constantValue:"95",key:"psi:constant_number"},x:0,y:0},{data:{key:"psi:constant_wrapper",params:{_constant:1,_target:4}},x:0,y:1},{data:{key:"psi:trick_delay",params:{_time:1}},x:0,y:2},{data:{key:"psi:selector_sneak_status"},x:0,y:4},{data:{key:"psi:connector",params:{_target:3}},x:1,y:0},{data:{key:"psi:operator_subtract",params:{_number1:1,_number2:4,_number3:0}},x:1,y:1},{data:{key:"psi:trick_die",params:{_target:3}},x:1,y:4},{data:{key:"psi:selector_loopcast_index"},x:2,y:0},{data:{key:"psi:operator_multiply",params:{_number1:1,_number2:2,_number3:0}},x:2,y:1},{data:{constantValue:"5",key:"psi:constant_number"},x:2,y:2},{data:{key:"psi:trick_smelt_item",params:{_target:4}},x:2,y:3},{data:{constantValue:"3",key:"psi:constant_number"},x:2,y:4},{data:{key:"psi:operator_subtract",params:{_number1:4,_number2:3,_number3:0}},x:3,y:0},{data:{key:"psi:trick_debug_spamless",params:{_number:0,_target:1}},x:3,y:1},{data:{constantValue:"0",key:"psi:constant_number"},x:3,y:2},{data:{key:"psi:operator_list_index",params:{_list:2,_number:1}},x:3,y:3},{data:{key:"psi:selector_nearby_smeltables",params:{_position:4,_radius:3}},x:3,y:4},{data:{constantValue:"20",key:"psi:constant_number"},x:4,y:0},{data:{key:"psi:selector_focal_point"},x:4,y:3},{data:{key:"psi:operator_entity_position",params:{_target:1}},x:4,y:4}],spellName:"11(圈阵)循环熔炼",uuidLeast:-7926869978376107421L,uuidMost:132795998671490634L,validSpell:1b}

20250202 用粒子效果填满强度。。和之前比单纯是美观效果

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12 (圈阵)区块清理 20250202发现重写

{modsRequired:[{modName:"psi",modVersion:"2.0.0"}],spellList:[{data:{key:"psi:selector_sneak_status"},x:1,y:3},{data:{key:"psi:trick_break_loop",params:{_number:1}},x:1,y:4},{data:{key:"psi:selector_loopcast_index"},x:1,y:5},{data:{key:"psi:operator_integer_divide",params:{_number1:1,_number2:4,_number3:0}},x:1,y:6},{data:{key:"psi:trick_die",params:{_target:1}},x:1,y:7},{data:{key:"psi:selector_loopcast_index"},x:2,y:0},{data:{constantValue:"1200",key:"psi:constant_number"},x:2,y:1},{data:{key:"psi:connector",params:{_target:1}},x:2,y:2},{data:{key:"psi:trick_debug",params:{_number:0,_target:2}},x:2,y:4},{data:{key:"psi:operator_subtract",params:{_number1:3,_number2:2,_number3:0}},x:2,y:5},{data:{constantValue:"4",key:"psi:constant_number"},x:2,y:6},{data:{constantValue:"16",key:"psi:constant_number"},x:2,y:7},{data:{constantValue:"0.99",key:"psi:constant_number"},x:3,y:0},{data:{key:"psi:trick_particle_trail",params:{_distance:1,_position:4,_ray:2,_time:3}},x:3,y:1},{data:{key:"psi:cross_connector",params:{_from1:2,_from2:3,_to1:1,_to2:4}},x:3,y:2},{data:{key:"psi:operator_vector_negate",params:{_target:2}},x:3,y:3},{data:{key:"psi:operator_planar_normal_vector",params:{_vector1:4}},x:3,y:4},{data:{key:"psi:operator_vector_multiply",params:{_number2:3,_vector1:1}},x:3,y:5},{data:{key:"psi:operator_vector_sum",params:{_vector1:1,_vector2:4,_vector3:0}},x:3,y:6},{data:{key:"psi:trick_break_in_sequence",params:{_max:3,_position:1,_target:4}},x:3,y:7},{data:{key:"psi:selector_focal_point"},x:4,y:0},{data:{key:"psi:connector",params:{_target:4}},x:4,y:1},{data:{key:"psi:trick_particle_trail",params:{_distance:4,_position:1,_ray:2,_time:3}},x:4,y:2},{data:{key:"psi:operator_vector_negate",params:{_target:2}},x:4,y:3},{data:{key:"psi:operator_planar_normal_vector",params:{_vector1:4}},x:4,y:4},{data:{key:"psi:connector",params:{_target:1}},x:4,y:5},{data:{key:"psi:cross_connector",params:{_from1:4,_from2:1,_to1:3,_to2:2}},x:4,y:6},{data:{key:"psi:connector",params:{_target:1}},x:4,y:7},{data:{key:"psi:operator_entity_position",params:{_target:3}},x:5,y:0},{data:{key:"psi:operator_vector_sum",params:{_vector1:1,_vector2:4,_vector3:0}},x:5,y:1},{data:{key:"psi:cross_connector",params:{_from1:2,_from2:1,_to1:3,_to2:4}},x:5,y:2},{data:{constantValue:"0.99",key:"psi:constant_number"},x:5,y:3},{data:{key:"psi:operator_vector_negate",params:{_target:2}},x:5,y:4},{data:{key:"psi:operator_vector_negate",params:{_target:4}},x:5,y:5},{data:{key:"psi:operator_vector_sum",params:{_vector1:1,_vector2:2,_vector3:0}},x:5,y:6},{data:{key:"psi:operator_entity_position",params:{_target:4}},x:5,y:7},{data:{constantValue:"1",key:"psi:constant_number"},x:6,y:0},{data:{key:"psi:operator_vector_construct",params:{_x:1,_y:4,_z:2}},x:6,y:1},{data:{key:"psi:cross_connector",params:{_from1:4,_from2:3,_to1:1,_to2:2}},x:6,y:2},{data:{key:"psi:connector",params:{_target:1}},x:6,y:3},{data:{constantValue:"-1",key:"psi:constant_number"},x:6,y:4},{data:{key:"psi:operator_vector_construct",params:{_x:0,_y:4,_z:0}},x:6,y:5},{data:{key:"psi:operator_entity_position",params:{_target:2}},x:6,y:6},{data:{key:"psi:selector_focal_point"},x:6,y:7},{data:{constantValue:"1.99",key:"psi:constant_number"},x:7,y:0},{data:{key:"psi:cross_connector",params:{_from1:4,_from2:1,_to1:3,_to2:2}},x:7,y:1},{data:{key:"psi:cross_connector",params:{_from1:4,_from2:1,_to1:3,_to2:2}},x:7,y:2},{data:{key:"psi:trick_particle_trail",params:{_distance:1,_position:3,_ray:2,_time:4}},x:7,y:3},{data:{key:"psi:operator_vector_construct",params:{_x:4,_y:0,_z:3}},x:7,y:4},{data:{constantValue:"1",key:"psi:constant_number"},x:7,y:5},{data:{key:"psi:operator_vector_sum",params:{_vector1:3,_vector2:2,_vector3:0}},x:7,y:6},{data:{key:"psi:operator_vector_construct",params:{_x:0,_y:4,_z:0}},x:7,y:7},{data:{constantValue:"1",key:"psi:constant_number"},x:8,y:1},{data:{constantValue:"1",key:"psi:constant_number"},x:8,y:2},{data:{constantValue:"1200",key:"psi:constant_number"},x:8,y:3},{data:{constantValue:"-1",key:"psi:constant_number"},x:8,y:4},{data:{key:"psi:trick_break_block",params:{_position:2}},x:8,y:5},{data:{key:"psi:connector",params:{_target:3}},x:8,y:6},{data:{constantValue:"-1",key:"psi:constant_number"},x:8,y:7}],spellName:"12(圈阵)区块挖掘",uuidLeast:-5456698571940758834L,uuidMost:-7633798015994082364L,validSpell:1b}

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

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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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20250303编写思路分享暨个人术式成果展示-Zoe Segal-第28张图片

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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20250303编写思路分享暨个人术式成果展示-Zoe Segal-第29张图片

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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20250303编写思路分享暨个人术式成果展示-Zoe Segal-第30张图片其余术式不再附图

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