Patterns
A list of all the patterns I've discovered, as well as what they do.
HexKinetics Mathematics
Optician's Distillation (vector, vector → vector)
This operation retrieves two vectors from the stack and calculates a vector reflection of the first vector based on the second vector, which acts as a normal and defines the reflection plane.
Hadamard's Distillation (vector, vector → vector)
Elements corresponding to the same columns of given vectors are multiplied together to form a new vector.
Imprecision Purification (num/vec → num/vec)
Number or elements in given vector are rounded to the nearest whole.
Sphere Distillation (vec, num → list)
Take a position and maximum distance on the stack, and combine them into a list of all block positions that are needed to create an hollow sphere of that range.
Span Distillation (list of vectors → list)
Combine two positions in a list and create a list that includes those points as well as all block positions located between them.
HexKinetics Patterns
Alidade's Purification II (entity → vector)
Alidade's Purification but it returns the direction player is looking in form of full, round vectors, as (0,1,0).
Sniper's Distillation (vector, vector → vector)
Architect's Distillation but it returns the precise hit position. Very versatile, it can be used on various entities and materials with the exception of air.
Inertia Purification (entity → bool)
Determines whether the entity is currently in a state of inertia or if it is subject to the force of gravity. If the entity is found to be in a state of inertia, purification returns true.
Visibility Distillation (entity, vector → bool)
Returns whether a vector is currently within vision of an entity.
Vehicle Purification (entity → entity)
Pops the entity off the stack and pushes a reference to the vehicle it is currently occupying. Returns Null if the entity is not riding any vehicle.
Jockey Purification (entity → entity)
Pops the entity (vehicle) off the stack and pushes a reference to the entity that is currently occupying it. If vehicle has more than one passenger it returns the first one.
Shooter Purification (entity → entity)
It pops an object off the stack and pushes out the reference to the entity that fired it. Returns Null if the entity isn't a projectile. Only works if shooter is in your ambit.
Spells
Patterns and actions that perform a magical effect on the world.
HexKinetics Spells
Lesser Teleport (entity, vec/num →)
Takes entity and number or vector off the stack, then teleports the entity to its vector but with all fractions changed to given number, or fractions of every component changed to number in responding component in given vector.
For example if given 5 and entity is on [35.11, 9.56, -10] it teleports it to [35.05, 9.05, -10.05]. It doesn't take numbers from 100 and up. Costs 1/5 of an amethyst dust.
Place Projectile (vector →)
Remove a location from the stack, then pick a projectile item and place it at the given location. The following items are currently compatible: normal, tipped, and spectral arrows, snowballs, eggs, tridents, ender pearls, eyes of ender, and fire charges. Costs 1 amethyst shard.
Rotation Spells
Rotate (entity, vec →)
Takes an entity and a vector as inputs and performs a rotation of the entity, to the direction indicated by the vector. It costs 1/8 of amethyst dust or if cast on another player it will cost one amethyst shard.
Rotate II (entity, vec →)
Accepts an entity and a vector, rotates the entity motion direction in direction of a vector. If rotated to [0, 0, 0] it will completly stop its velocity. Costs 3/4 amethyst dust.
Rotate: Block (vector, vector →)
Accepts a vector and a direction vector, rotates block at a given vector. Although it may appear to function similar to explosions, high explosion-resistant blocks are not affected. Costs 1/8 of amethyst dust.
Great Spells
The spells catalogued here are purported to be of legendary difficulty and power. They seem to have been recorded only sparsely (for good reason, the texts claim). It's probably just the hogwash of extinct traditionalists, though-- a pattern's a pattern. What could possibly go wrong?
Greater Translocation
Greater Translocation (vector, vector →)
This spell lets me teleport almost any block nearly anywhere in the entire world! There does seem to be a limit, but it is much greater than the normal radius of influence I am used to.
The block will be teleported by the given vector, which is an offset from its given position. If block will be translocated to a harder block, the original block will be completely removed. If moved to a softer block, the destination block is destroyed, similary to using Break Block on it. In the case of blocks with equal hardness, the translocated block remains in place. Nature seems to struggle to find a solution in such instances, rendering the translocation ineffective, yet it still consumes amount of media needed for normal translocation.
For distances up to 1 block, the charge is only one amethyst shard. If distance is greater than 1 block but not exceeding 100 blocks, the cost increases to 5 charged amethyst. When the distance falls within the range of 100 to 10,000 blocks, the cost becomes 10 charged amethyst. For distances larger than 10,000 blocks, the price rises to every additional block from 10,000 as amethyst shard plus 10 charged amethyst.
Kinetics
Twokai's Ideal Condition (entity, number →)
Makes an entity not affected by gravity or friction for certain amount of time.
Which when combined with Impulse can make player go in a certain direction with given speed of a vector for given amount of time. Although it can be difficult to move on your own in this state of inertia. Costs units of Amethyst Dust equal to amount of time given times two. Unless time is 1 or less then it will cost only time.
Propulsion (entity, number, vector →)
This spell utilizes a vector to impulse a target entity, applying a continuous force over a duration determined by a given number.
The force is exerted in intervals of 5 ticks (1/4 of a second). The duration is limited to a range of 0 to 200 units of time (50 seconds). Costs length of the vector squared times time or if length of this vector is less then one it will cost one * time.