Patterns and actions that perform a magical effect on the world.
I have discovered various spells for creating particles and sounds but initially, these are plainly visible to everyone. What if instead, I wanted to only create effects for myself or haunt a specific player? That's where this pattern comes in. For the remainder of the Hex, I can choose only certain players to be made privy.
Haunt (null | list of entities →)
Sets a list of players to be exclusively influenced by my special effects. If Null, all can see my effects again.
If a particle effect happens near me, I can query and replay them to add a bit of flair to my Hexes for essentially free!
All those moments will be lost in time, like tears in rain.
Particulate Reflection (→ list of identifiers)
Pushes the last sixteen unique particles that have happened around me.
Conjure Particle (identifier, vector, vector →)
Conjures a particular particle with a specified position and velocity (blocks per twentieth of a second). Costs about 1/32th of an Amethyst Dust.
This spell only works for "simple" particles, which are the majority. The remaining are too complicated to be boiled down into just a position and velocity but fortunately, I have documented various patterns for these more complicated effects.
They are all priced like the general spell and take a position and a velocity (compressed as "...") along with extra parameters.
Conjure Dust (..., vector, number →)
Conjures a small mote of dust of a given color. The number relates vaguely to scale and lifespan.
Conjure Sparkly Dust (..., vector, vector, number →)
Conjures a gradient-like mote of dust, which smoothly transitions between the two colors given over the given number of seconds.
Conjure Debris (..., identifier →)
Conjures a visual bit of debris, similar to that caused by breaking a block. Takes in a block identifier.
Conjure Sediment (..., identifier →)
Conjures particles similar to that caused by suspended gravity-affected blocks. Takes in a block identifier.
Conjure Fragments (..., item →)
Conjures a visual bit of fragments, similar to that caused by a tool breaking after wearing. Takes in an item iota.
Conjure Media (..., vector →)
Conjures a blob of visible media, not unlike the waste product of my Hexes. Takes in a color.
Conjure Fume (..., vector →)
Conjures a swirling particle like the ones that emanate from me when I am under the effects of a potion. Takes in a color.
Conjure Supply (item, vector, entity →)
Conjures an illusion of the given item iota at the location and makes it fly into the given entity before disappearing, as though the entity had picked it up.
I can hear sounds around me. After that, I am able to replay them to add fun sound effects to my Hexes.
If a tree falls in a forest and no one is around to hear it, does it make a sound?
Audio Reflection (→ list of identifiers)
Pushes the last sixteen unique sounds that I have heard.
Play Sound (id, vec, num, num →)
Plays a sound at a particular location, volume, and pitch. Costs about a sixteenth of an Amethyst Dust.
Volume and pitch are all numbers that range between 0 and 2. Volume controls both loudness and distance that sound can be heard. Meanwhile, pitch controls the "speed" the sound is played.
The sound is entirely disembodied to any body or event. It seems that the spell essentially uses tiny bits of media manipulation to vibrate the air precisely into a given sound.