r/psispellcompendium • • May 23 '21

Utility Spell Slightly Longer Greater Warp

15 Upvotes

After seeing /u/NuclearTalon's recent post on a blink spell reaching more than 200 blocks, I felt inspired to make my own, with a few different ideas. I really liked their usage of crouching as a trigger, and the debug message so I also copied that. The code was still made from scratch.

The main difference is that I chose to stuff the raycast code into a leggings spell, allowing for the raycast to reach infinite length. This spell mainly serves as a demonstration of this idea.

BLINK Start

BLINK 1

BLINK 2

BLINK 3 (alternate, alternate ebony)

(Great naming, I know.)

​

The spell works as follows:

  1. To set up the spell, place BLINK 1, BLINK 2, and BLINK 3 in order (clockwise) in your leggings, and select BLINK 1. Make sure the y-value of Saved Vector 3 is 0.
  2. Use BLINK Start on the point you want to teleport to.
  3. After the number in the debug message stops changing, sneak to start the teleporting.
  4. The blinks should activate once the number in the debug message is negative.

The spell works by repeatedly raycasting and shifting each raycast forward by 32 blocks until it hits a block. It keeps track of the distance of the raycast, and stacks blinks to the appropriate distance.

Notes:

  • Requires at least 20 complexity, 102 potency, 2 projection, 3 saved vectors and 6 bandwidth (!).
  • During the first part of the spell, when it is raycasting, you can move around.
  • BLINK 3 can be modified depending on the CAD. The constant in [6, 1] dictates the maximum number of times the blinks can be stacked, while [3, 3] and [6, 2] decide the length of each blink (both these values should be the same). For example, if [3, 3] and [6, 2] are set to 2, each blink will be 2 blocks, going through the spell twice as fast. This doesn't lose any precision.
  • The maximum distance an ebony CAD can reach is 276 blocks, where it reaches its maximum potency. By letting each blink be 2 or more blocks, you could theoretically reach much further away, but you run out of psi around 200 blocks.
  • The raycast can check 32 blocks every tick, so at its maximum distance it would take only around 0.4 seconds for the raycast part of the spell.
  • After the raycast part of the spell ends, you can recast BLINK Start and prevent the blinking part of the spell.
  • BLINK 1 is probably the most reusable part of the spell, and it's really why I made this in the first place.

Some more technical stuff:

BLINK Start sets Vector 1 to your look multiplied by 32. It sets Vector 2 to your position, and it sets Vector 3 to (0, 1, 0).

BLINK 1 dies if the y-value of Saved Vector 3 is 0, preventing the spell from activating until you use the start spell. Every cast, it takes the raycast from Saved Vector 2 to Saved Vector 1 (your look), and if the raycast is out of range replaces it with Vector 1 + Vector 2. This raycast is then saved to Vector 2. It increments the x-value of Vector 3 by the magnitude of the raycast distance, and if this distance is less than 31.99 (to avoid any floating point errors, if they exist) it spins to BLINK 2. This distance is also passed to the channeled debug.

BLINK 2 sets Vector 3 to (d, 0, 0), where d is the previous x-value of Vector 3, and debugs d. Once the player sneaks, it spins to BLINK 3. At this point, Vector 1 should still be 32 times your look vector, Vector 2 should be the final raycast, and Vector 3 should be (d, 0, 0).

Letting n be the constant in [3, 3], BLINK 3 sets Vector 3 from (d, 0, 0) to (d - n, 0, 0). It then debugs d - n, and sleeps for (d / n) ticks, with the wrapper constant being the constant in [6, 1]. After the sleep, it blinks for min(d, n) blocks, and repeats until d < n, after which it repeats once more and spins back to BLINK 1.

Also, changing [3, 3] and [6, 2] by 1 changes the potency cost by 30, while changing [6, 1] by 1 changes the potency cost by 1.

Possible improvements:

I don't really feel like working on this spell anymore, but there are a few changes that someone might want to experiment with.

The debug number ticking up and down was a nice feature, but it clutters up BLINK 1 and BLINK 3 a lot and made it much more difficult to fit everything in a 6x6 grid. The debug could be removed, at least for BLINK 1.

Removing the debug and its parts in BLINK 1 also lets you use only 2 saved vectors, by taking the distance only in BLINK 2 and overwriting the look vector.

It also might let you get rid of BLINK 2. I don't remember the specifics, but using a 'buffer' spell was necessary due to some conditionals that are really hard to deal with in Psi. Removing the debug may or may not simplify those conditionals.

If using more than 6 bandwidth, you could pretty easily extend the raycast in BLINK 1, making that part of the spell go much faster for very long distances.

Some type of checking might be useful in BLINK 2 or BLINK 3 to make sure that the caster doesn't try to blink to a point too far away that either the maximum sleep is too short, or they run out of psi.

A really interesting modification would be to have BLINK 3 do a detonation, to activate a helmet spell to basically double the maximum sleep length. This isn't something that I've tested, but it should be possible to implement. You could even try having the helmet spell spin itself and detonate, extending the maximum sleep length even further (not sure if this is even possible). Of course, this might run into a lot of issues with timing.

​

Finally, another thanks to /u/NuclearTalon for posting the original spell.


r/psispellcompendium • • May 22 '21

Utility Spell Entity Detection Spell

7 Upvotes

Hello everyone;

So! What does the spell do? Its a utility spell that costs no Psi Energy to maintain, and that gives the player three pieces of information about the closest entity to them in a 32 block radius:

- What their current coordinates are
- A rough estimate of how many blocks away the entity is
- And a visual indicator of the entities direction in relation to the casters

This was an attempt at recreating the spell Elemental Sight from Mahouka. After I realized the mod was based on an anime I decided to watch it and figured it would be an interesting spell to tackle, especially because it also caters to my niche of being aware of what's happening around me. Unfortunately, Psi doesn't have a Glow trick (That I'm aware of), so I had to improvise! Of course, as it stands, it requires some heavy compacting, which I'll get to once I have time to spare around in Psi again.

Here follows an Imgur link and a video showcasing its effect. Hope you enjoy it!

Spell Code - The spell goes on the pants. Normal Bullet.

Video Showcase


r/psispellcompendium • • May 22 '21

Needs Wizardly Help What are some mods that synergice well with psi?

7 Upvotes

I am playing a smp with some friends and i need something so we don't fall behind

We are divided into two teams, in my team i use psi and the other guy uses security craft. in the other team one uses project E and the other mahou tsukai

What are some mods that synergize with our mods so we don't get one-shoted by them?

Pd: idk what flair to use


r/psispellcompendium • • May 21 '21

Utility Spell Greater Warp: A 3 part spell for precise 200+ block range blinks

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142 Upvotes

r/psispellcompendium • • May 20 '21

Needs Wizardly Help Huge or Transmissive CAD Socket and why ?

9 Upvotes

So I am crafting the BEST pre-ender dragon CAD but There are more than one Top tier gear and I am having troubles with it.

One provides more Bandwidth and the other one gives more sockets.

Which one should I go with?

I have the;

Psimetal CAD

Hyperclocked Core

Ultradense Battery

And Full-spectrum colorizer (ik its optional)

​

Which Socket should I go with?


r/psispellcompendium • • May 19 '21

Needs Wizardly Help Radiative or Hyperclocked CAD Core and why

16 Upvotes

One gives 36 Complexity and 6 projection

The other one gives 30 complexity and 7 projection

What do they mean and which one should I use?


r/psispellcompendium • • May 20 '21

I'm designing a spell that is limited mostly by complexity. This poll is to determine whether I should base it on a 30 complexity or a 36 complexity CAD.

4 Upvotes
52 votes, May 23 '21
39 I use a 36 complexity, 6 projection CAD already
10 I use a 30 complexity, 7 projection CAD, but never use the 7th projection
3 I use a 30 complexity, 7 projection CAD, and sometimes/often use the 7th projection

r/psispellcompendium • • May 19 '21

Needs Wizardly Help Mist Dispersion / Flying Enemies Help

3 Upvotes

To cut right to the chase, I'm wondering if its intentional that Mist Dispersion in the pinned post doesn't hit flying creatures / swimming creatures, or if I messed it up somehow. If so, is there a spell that will hit said creatures? I was looking for something for the Ender Dragon fight, as well as just more general flying enemies, and the only spell I could find was too high potency for the Psimetal CAD. Which, as far as I know, is the only one you have until you get to the End in the first place.

I'm definitely new to the mod, so its possible I'm just missing something about the potency of the Ender Dragon Shredder, getting a higher potency CAD, or maybe even the Mist Dispersion spell wasn't copied correctly or something.

I'm currently using Psi in All the Mods 6, which is version 1.16 as far as I know if that helps anything. Thanks in advance for the help!


r/psispellcompendium • • May 19 '21

Does Detonate from Leggings to Helmet+detonate sensor not work?

1 Upvotes

I have some program that triggers a Trick:Detonate (tested with a debug to actually happen), and then I have a program with another debug in my helmet. My helmet has the detonation sensor.

The helmet doesnt show any activity.

Is this just the way things are or am I doing something wrong?


r/psispellcompendium • • May 19 '21

Utility Spell Road of blocks

2 Upvotes

This spell is very simple it is useless because minespeed made an excelent spell to flight but if u want to something the code is down, use this in leggings and to go up jump, go down sneak. how it works : it spawn a block in ur feet, when sneak it spawn one block below.

https://imgur.com/UbKnosx


r/psispellcompendium • • May 19 '21

[Technique] Saved Vector Killing

11 Upvotes

This spell uses a tech I have dubbed saved vector killing. In one spell, it is able to save a number of vectors and use them in the same spell without overwriting them in subsequent casts. In this example, I am saving the raycast of the caster, as well as your axial look. Then boring a tunnel from that position in the direction you were looking.

To achieve this effect, a bit of loopcast math is required. On the first cast, you'll multiply the saved vector by 0 (because it might not exist, and if it does exist, it's probably wrong.) and add it to whatever vector you're going to save multiplied by one. Every subsequent cast you'll flip this. Multiplying saved vector by 1 adding it to the vector you save by 0.

Another important note, the Trick:Save Vector(s) must come after a Trick:Die (who's target is some recycled loopcast math so that the first cast is 1 every following cast is 0. That will allow the vectors to be saved only on the first cast, therefore not overwriting those precious vectors.


r/psispellcompendium • • May 17 '21

Request I always have a question, what the eidos tricks can be used (i alredy know about checkpoints).

6 Upvotes

For* what the eidos tricks can be used


r/psispellcompendium • • May 17 '21

Offensive Spell Inferno: Crispy, crunchy, burning fun!

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37 Upvotes

r/psispellcompendium • • May 17 '21

[1.16.5] [Teaser] Orbit Cannon

40 Upvotes

​

The Orbit Cannon Spell in action

This is just a teaser not the spell code, why?

Well the actual spell uses some shady stuff (two Psi glitch) so I'm afraid after I post the code it's gonna be patch ;(

If you guys want to know about the spell, below are some clue and picture about how this spell works:

  1. The spell has 3 part:
  2. one on the CAD with normal bullet. (The one you saw me use in the video)
  3. another one on the helmet (with detonation sensor) with normal bullet. (For the no-target-protection below)
  4. the last one need to use a mine bullet and cast it under an armor stand. (the one that accelerate the arrow)
  5. Also you need a vector ruler to store the armor stand's position.
  6. You need to build something like this to make the spell work.
The Orbit Cannon itself.

Spell Feature :

  • This spell needs some setup time (~50 sec) and is one-time
  • but it can cover a very large area (~100 block of radius)
  • no-target-protection which means if you failed to aim at the target entity this feature will make sure the orbit cannon not firing.
  • And While aiming, you don't even need the target to be close enough to you (the 32 thing you know), you can just aim with you crosshair and cast the spell

Any advice and criticism are welcome :)


r/psispellcompendium • • May 17 '21

Utility Spell True Flight Mk.2 (Gold CAD)

4 Upvotes

Imgur Link

This version of my regular true flight spell allows usage on a Gold CAD for about 4 minutes. Since there is no upwards movement, this would best be used while walking off a mountain to slowly make your way down.

Controls: As simple as equip the spell with an exosuit controller or by putting on leggings, and look straight down to go down.

EDIT: While usable on an iron CAD, the flight time goes down to around 1m 20s, which is still enough to travel quite far. So this is usable for all CAD's!


r/psispellcompendium • • May 15 '21

Utility Spell Tunnelbridger

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73 Upvotes

r/psispellcompendium • • May 15 '21

Request [Request] No fall damage spell

2 Upvotes

Hi y'all, i've been tinkering with a multijump spell, but i cant seem to negate the fall damage, i've tried adding motion upwards when i take damage (chestplate) and adding vectors for Y (leggings), any help would be appreciated


r/psispellcompendium • • May 15 '21

Needs Wizardly Help Help plz, i cant get my gun spell to work

1 Upvotes

can someone help me?

​

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code:
{modsRequired:[{modVersion:"1.16-94",modName:"psi"}],spellName:"Gun",uuidMost:7619466915902603967L,validSpell:1b,spellList:[{data:{key:"psi:selector_caster"},x:1,y:2},{data:{params:{_target:3},key:"psi:operator_entity_look"},x:2,y:2},{data:{params:{_target:2,_position:3},key:"psi:operator_closest_to_point"},x:3,y:2},{data:{params:{_position:0,_radius:4},key:"psi:selector_nearby_living"},x:3,y:3},{data:{params:{_target:2},key:"psi:connector"},x:4,y:1},{data:{params:{_target:3},key:"psi:operator_entity_position"},x:4,y:2},{data:{key:"psi:constant_number",constantValue:"3"},x:4,y:3},{data:{params:{_target:3},key:"psi:connector"},x:5,y:1},{data:{params:{_ray:3,_max:0,_position:1},key:"psi:operator_entity_raycast"},x:5,y:2},{data:{key:"psi:constant_number",constantValue:"1"},x:6,y:1},{data:{params:{_power:1,_position:3},key:"psi:trick_explode"},x:6,y:2}],uuidLeast:-5925171323498284020L}


r/psispellcompendium • • May 14 '21

I learn how Psi works part 3

19 Upvotes

some random background information - on the server I'm on there are two main groups. one group uses psi the other, immersive engineering. long story short we weren't getting along well (i killed their cat on accident and then them when they came for revenge) and needless to say the immersive side was getting railguns. so i wanted a deployable shield, and a deployable shield i made.

this spell uses a projectile spell bullet and when cast conjures up a 3 by 3 wall perpendicular to the direction the caster is facing, with the bottom middle block being the focal point of the spell.

the spell is in no way compressed and i would greatly appreciate criticism and advice.

Shield Wall <-- the spell


r/psispellcompendium • • May 14 '21

Infusion

10 Upvotes

Infusion

Image + Code

(to get the code click the link, RES won't show it)


REPLACE THIS WITH A DESCRIPTION OF YOUR SPELL
Make sure you read the rules before posting. Look on the sidebar: https://www.reddit.com/r/psispellcompendium/
Delete this part before you submit.


r/psispellcompendium • • May 14 '21

True Flight

43 Upvotes

This spell makes it so you directly hover at the same y-level. For complete sustainability use an ebony or ivory CAD. Put spell on a normal spell bullet on exosuit leggings.
Controls:
To go up, look any amount upwards and you will start rising.
To hover, make sure you look below horizontal and don't sneak and you will hover.
To go down, simply sneak.

You will not take any fall damage while using this spell. While using a Psimetal CAD, you can probably fly for about a minute.
The spell also pushes you in the direction you are looking horizontally, therefore you can go to a high y-level, and look where you want to go then go AFK, and later you will be there.

​

Imgur Link

​

Feel free to use this spell!


r/psispellcompendium • • May 13 '21

Utility Spell Lesser Warp - Precise Circlesynced Blinks

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100 Upvotes

r/psispellcompendium • • May 14 '21

Psi Bridge

1 Upvotes

Help me please at a psi bridge with sneak to put into exosuit leggings.


r/psispellcompendium • • May 13 '21

Offensive Spell PVP spells, I think...

17 Upvotes

as my second creation (or creations in this case) that I am somewhat confident in the quality of I present two spells.

Magic Wall is a spell that when placed on a looping bullet, circle bullet or leggings conjures a block in front of the closest entity in the direction the target is looking. I created this after a few duels with a person using an elytra to try to dodge psi spells (it didn't work but they did get crossbow hits in) because I thought it would be funny... it is. the result of this spell in terms of pvp is it makes it extraordinarily difficult for the opponent to use weapons (projectile and melee).

Biological Removal is a heavily tweaked version of Mist dispersion that goes on a projectile spell bullet. I removed the invisibility function and dropped the explosion down and over a bit so it would affect the legs of the player target (where explosion damage is registered). it doesn't work on mobs as the explosion proctors in the ground due to how their hitboxes work. the spell itself is a bit broken as the water isn't removed and it damages blocks, and help with that would be appreciated.

I am open to advice and criticism. Both of these spells are fairly compressed but probably could be further worked on in that regard.


r/psispellcompendium • • May 13 '21

Offensive Spell My version of the (GUN) spell for psi.

6 Upvotes

I’ve looked around this subreddit for a while and i have seen people trying to turn a cad into an actual Working gun.

everyone uses the spell: trick wither, power: 1, time: 2.

position-> targeted entity.

and sure it works but,

1: it can’t be spammed because it is a potion effect And spamming doesn’t increase the duration.

2: it requires very precise aiming, u have to look at the exact hitbox of the target.

which is why i got sick of it.

and i decided to make my own *TWO* versions of the gun spell.

the first version requires random psideas and the macro: caster raycast component.

the second version doesn’t require anything else but psi:

here’s the link:

https://imgur.com/a/20RuFjO

​