PSI basic entry tutorial for1.10.2 PSI Minecraft Game

Some irrelevant forewords:

The corresponding game version of this tutorial is 1.10.2, and the corresponding MOD is PSI-R1.0-42

Below is an elderly person who has played this game from Minecraft Beta in the 1.8th of the 198th. Today, I feel that I can really attract my MOD may only be PSI and others.

The PSI module may look very complicated and even troublesome, but please believe that this complexity does not affect the game experience. You can easily get happiness and infinite brain holes from PSI.

Vazkii has made a lot of interesting mods. Perhaps PSI is not the most famous one, but it is the most abundant, even if there are only a few core mechanisms.

Last gossip: Do you need programming and mathematical knowledge to play PSI?

——It do not need, but if you master the mathematical knowledge and basic programming knowledge of high school, you will be able to fully experience the fun of this MOD and be very easy to get started.

In the next, this tutorial will bring you a very rough but effective tutorial as a person who does not become a person who does not become mathematics.

And this tutorial is not applicable to people and programmers who are already inaugurated because this is very rough.You may be angry when you listen.

=== Text ===

Assuming that at this time you have installed PSIMOD and opened Minecraft, and you are strolling in a living mode of an ordinary world, then you need to make the following preparations.

** Basic living facilities, diamond mining level tools, some mineral reserves **

In the list of PSI items, the first thing we came into contact with is two pieces of placed blocks, CAD assembly and surgical writing table

Please refer to the specific content of the encyclopedia PSI, here is the text description in text

Iron ingots | Pistons | Ingle ingots

Iron ingot | space | iron ingot

Space | Iron ingots | Space

#Use synthetic table synthesis

After putting this device and opening it, you will find the following interface

Briefly introduce

The upper part, the left bullet assembly panel. When a finished CAD is placed on it, you can unlock the corresponding empty position according to the magazine capacity.

The upper part, the middle CAD assembly panel, the five empty grooves from left to right, top to bottom: core, body, magazine, battery, color device

The upper part and the right attribute panel. When we put the CAD component into the assembly, it will display the attribute of the CAD that assembled at this time

The lower part, the item bar and the equipment bar

The attribute of a CAD includes the following content

Efficiency: Magic utilization (will consume more magic resources when the efficiency is too low)

Power: Supportable Magic Mighty Energy Value

Complexity: Supportable Number of effective movements

Map: Supportable boot total number

Bandwidth: supportable start -up maximum height/width

Magazine: The number of operating bullets that can be loaded

Frequent value: Magic resource buffer value of battery internal battery

The components just mentioned will increase the corresponding attributes, as follows

Magazine: Increase the number of bandwidths and bomb -loading clamps

Core: Increase complexity and mapping

Battery: increase overflow

Body: High -grade body has higher strength and efficiency

Colorrhea: Let your art has a more beautiful color

It should be noted that for a CAD, the most important part is the body, but only the CAD of the body can use only "startup: debugging"

The color device is not a necessary component, and it can be ignored in the early stage.

How to make a CAD component?

Please refer to the relevant entries of the encyclopedia, where the most basic accessories synthesis method is given here

Iron CAD body

Space | Space | Space

Iron ingots | Iron ingots | Ingotes

Iron ingot | space | space grid

Basic CAD core

Space | Iron ingots | Space

Iron ingots | PSI powder | Iron ingots

Space | Iron ingots | Space

Basic CAD folder

4*4 synthesis

PSI Fan | Iron ingots

Iron ingot | space

Basic CAD battery

Space | Iron ingots | Space

Space | PSI Fan | Space

Space | Gold ingots | Space

##Notice##

The PSI powder mentioned here is not a synthetic table. It is very simple to obtain. It requires a CAD that has been assembled (because we have no PSI powder in the early days, only one body can be assembled).

Throw a red stone powder (or more) to the ground, choose CAD to align him, right -click

Redstone powder will become PSI powder

Back to the topic just now, at this time, you should be able to assemble a slightly cad of CAD

He has 100 intensity and 4 magazines (in my opinion these two attributes are very important)

This means that this CAD can use 4 different surgical bullets, and the intensity of the intensity of surgical magic resources described on the bullets can not exceed 100 points

How to portray the art bullet, this is the second part of the content

Need a surgical writing table, and its approach is also very simple. Reference Encyclopedia related entries

Provide text versions here

Iron ingots | PSI powder | Iron ingots

Iron ingot | space | iron ingot

Iron ingot | space | iron ingot

This is the interface after opening the writing stage

Please don't care about what this picture is written here, it is not important at this time. We only need to know this panel

This is a 9*9 panel

Each block can put a symbol

There are several types of symbols in the magic style in PSI

1. The startup formula, to give an action to the surgical type, you need some parameters to execute

2. The operator provides the operation between the parameters and the parameters for the startup

3. Selected symbols, provide a subject for the action performed in the startup

4. Connecting symbols to provide expansion space for multiple sentences that need multiple operations, or make this technique more beautiful.

The easiest understanding

Let a block explode

Explosion -start -up

Block -Selection Character

Which block is the operator

When you initially know these, you can go to try the built -in tutorial in this game. In the next content, this tutorial will explain the completion methods and ideas of some of these tutorials.

But before that, explain the icon on the right side of the table

From top to bottom

Purple icon: complexity -the total number of effective symbols in the operation

The complexity of the above surgery is 5, which means that there are 5 effective symbols. This is not to say that the extra is invalid, but that the symbols outside these five valid symbols exist only as a parameter only as parameters.EssenceSuch as the number (constant) error shielding symbol (this will be used later, there are some compulsory bugs that do not affect the game itself because of the Minecraft mechanism. At this time, this symbol can be used to cancel his display).)

Blue icon: strength, the explanation given in the game is the power of surgery, but this tutorial recommends that you understand the degree of consumption of magic resources. When this value is higher than the value you can support, the operation is unavailable.of.If you complete this technique with the value close to the online, you will find that you will die whenever you use this technique, why I talk about it later.

White icon: Consumption. In the interpretation of the blue icon, my strong wording is to distinguish it from this distinction. This consumption is a substantial consumption, just like using skills to consume MP consumption.

## Slightly explain why this tutorial is to explain the word magic very well, because this value does not really mean that the surgical style you write is very powerful. Some redundant writing methods will increase the "magic power".The value, but it does not really strengthen the effect of this operation.##

Black icon: mapping, the total number of startup.

Green icon: The maximum value of the bandwidth starting height or width is not necessarily understood here as a narrow height and width. You can understand it as a size of the upper limit value.

For example, assuming a launch type 5 modules and 3 modules, its bandwidth is 5, because the length 5 is greater than the width 3, and then assume that the launch type length and width are all 4 modules, then the start -up bandwidth is 4 to 4

Then, open the propil bar, select a vacant position, and press C (the default button can be modified in the control-prop-PSI key binding)

You will see such an interface

This is the interface in the creative mode, so it is all green that has been unlocked. If you are the survival mode, you will see one white entry after another. You need to complete the task in the tutorial to unlock them.

Complete these tasks, you can get new symbols, higher magic upper limit.

## Note that the size of the magic limit is very important. The value of the white icon "consumption" in your magic style is the value required for this use.Blood.This damage can be killed, and it is easy to die.At this time, we will explain the role of overflow attributes. If your magic is 1,000 and the overflow value is 400, then you have 1400 magic power. You can use 700 surgery twice and will not be harmed.##

The next tutorial will not quote the content of the built -in tutorial in the game in detail. This tutorial will briefly explain the completion methods and ideas of these tasks.

[Once again, the method of using bullets is to control the bullet on the "already written" writer to portray the magic style, and then put the bullet into the CAD through the assembly, use CAD to release the magic on the bullet with CADMode】

[Reference to the encyclopedia of the production method of the art bullet, give the text version, the iron ingot | PSI powder can be available]

Tutorial 1

Use the start -up debugging output to output your current position. This position is consistent with the XYZ coordinates you see in F3.

Idea: No idea, just do it directly.Start-up debugging, target-selection of funerals (that is, you), none of the digital parameters (that is, the middle point)

Tutorial 2

Use the connection symbols and constant numbers to assign the debug content

There is nothing to say about thinking.The previously-launched start-up digital assignment is just fine. PSI supports the constant of [-999,9999] to support integer and two-digit decimal, but in the startup formula

Tutorial 3

A real use of surgery, you can see the powerful power of surgery here, the goal is to make a technical type that allows physical movement.

实体概念并不重要,minecraft的常用实体是一切生物、投射物、物品,在PSI中提供的实体选择如下:动物、可熔物、投射物、敌人、物品、附近生物(包括动物、敌对生物、Other players) ideas:

For start -up formula: exercise addition, he needs 3 parameters

1. Objective, a subject, physical type

2. The direction, the direction you want to exercise, the type of vector

3. Level, exercise strength, constant type

At present, there are only selection facilities: the caster conforms to the type of "one entity", so now let yourself move, and the launching formula: sports additional target options point to the selection symbol: caster

The direction requires a vector to define. Now you can use the operator: the physical sight to define this vector. If you use the promoter: debug it to see its output, you will get a set of XYZ coordinates, and the 3 values ​​are in line with [-111]

This means that in the future surgical writing, if what you need is a direction vector, the result should not be seen that it does not meet the value of [-1,1]

Level, random value, as long as your magic can support him to release.

How to enter a constant?

Right -click after clicking the space, just enter the number.

In this way, the following technique may be obtained

| Selected Faculty: Camer | Connect: Left |

| Start -up formula: Motion additional (level ↓/target ↑/direction →) | Curbers: physical sight (target ↑) |

| Nu value constant: 3 | Space |

I hope you can understand, if you don’t understand, please copy the following code

 {SpellName: "Tutorial 3", UUIDMOST: -29959008791328777L, ValidSpell: 1B, Spellist: [0: {Data: {Key: "SelectorCaster"}, x: 0, y: 0}, 1: {data: {data: {data: {data: {data: {data: {data:{Params: {_ Direction: 4, _Speed: 2, _Target: 1}, key: "trickaddmotion"}, x: 0, y: 1}, 2: {key: "constantnumber", constantvalue: "3"}, x: 0, y: 2}, 3: {data: {params: {_ target: 3}, key: "connector"}, x: 1, y: 0}, 4: {params: {params: {_Target: 1}, key: "OperatorentityLook"}, x: 1, y: 1}], uuidleast: -6805194958068631769L} 

After copying, open the writing table in the game, and click Shift to click the import button below

This means that this surgery allows the target "caster" to perform the action of "movement", and the parameters of the "movement" action point to the "physical sight", and this "entity" points to the target "caster", of course, of course, of course, of course, of courseThis statement is not in line with procedures, but understanding should be enough

Tutorial 4

explode!

This can be achieved with the surgery in the screenshot given above.The specific explanation is as follows

Start -up, explosion.You can explode a target, but you need two parameters and position -where do you want to explode, you need a vector.Level -how big you want to explode, you need a constant number.

You can choose where your own place can be selected by "operator: physical position" and create a level 2 explosion. This can easily complete the task of suicide.

.... Where is wrong?

Yes, something is wrong.

The explosion is of course used to explode other things, not your own.

Therefore, another operator is needed -the vector tracking.

This will be a very common symbol in the future. Please familiarize him as soon as possible.

Vector tracking: Get a block where the vector path is located (maximum range 32)

This is difficult to understand, so in the simplest way, take a vector in any position of this world. For the first block pointed to this vector, this is the vector that the vector tracking is.

It is still difficult to understand, so it is explained with other computing formulas.

For a operator: vector tracking, he needs 3 parameters

Position -starting point

Path -starting from the beginning to one direction, sending a ray

The maximum value -the length of this rays, the default and maximum is 32. Remember the maximum length/width/height of the PSI module is 32

The maximum choice box is a bit strange. There is a origin in the middle of him. When you choose this dot, it means to stay empty. Here he means using the default value 32

So you can contact the content you learned before.

The purpose of this operation is to let our mouse pointer, that is, the block of our physical sight position explodes.

So you need to establish a vector tracking to determine where this block is.

Player location (starting point) is ourselves, that is, the physical location → the caster (will express simple direction in this way later)

There is also a path -our pointer position, that is, the physical sight → the caster

Set a dwarfing maximum value. We don’t want this surgical waste to waste too much magic, so set it to 5

This means that it can point to any square of 5 units of you

But at this time, the vector tracking only output a vector, one [x, y, z]

We also need to let her move.

Substance: Explosion → Vector tracking, we point the target points of the explosion to the vector we get.

At this time, the explosion is completed, and it is described in the bullet and start using it.

Tutorial 5

Recognize numbers, vectors, entities

I don't want to talk about concepts, because I don't know it, I am afraid of misleading everyone, but I must say a few more words here.

"Digital content" in PSI

have

Constant digital type-1.1, 1.1.1

Digital operator - + - * / || (absolute value) countdown

The "vector content" in PSI

have

Vantage value- [1]

The vector operator -vector and vector, poor vector, vector multiplication, vector multiplication, reverse vector, unit vector, vector value ([x, y, z] coordinates), vector divide

Define vectors -storage vectors (stored vector values ​​to memory), constructor (through constant [x] [y] [z] constructor [x, y, z])

There are also many operations related to vector, such as tracking and axis tracking. These will not be spoken. Let's talk about the foundation first.

**Notice**

Due to the translation in this MOD, vector sometimes refers to coordinates, sometimes pointing vector, and their English is vector

In PSI, "entity"

have

Physical selection -Selection: The distance point is the closest, select: random entity (should belong to a physical list) Selection: Focus on the entity, select the physical movement (this will get a vector value)

Selection of physical list -Select nearby: biology, enemies, items, throwing objects, melting materials

Sports list operation -Add the physical list and excrete the entity list

If you want to complete the Tutorial 5, you don't have to do it according to his task. You only need to use the symbol of red in the tutorial task to write a running operation that can be run.

Here, please write some interesting things by yourself

For example, let the creatures around them fly, let them explode, push them in the opposite direction, and push them in the direction that is opposite to them.

Tutorial 6

Alternative casting and square operation, this will be the last content of this tutorial

The so -called alternative cast, involved the bullet

There are many types of operating bullets. For the specific synthesis method, refer to the encyclopedia. The initial author has made up for the review

The effect is as follows

Spell Bullet: Focus -Camer, Function — Instant

Project bullets: Focus -Projection of the Destiny Enthusiasm, Function — Instant

Circular bullets: Focus -Camer, Function — Instant, multiple cycles

Circle Bullet: Focus -The magic array of the projection point itself, the role -instant, multiple cycles

Grenade Bullet: Focus -Projection of the entity and nearby range, role -delay, scope

Remote control bullets, focus -the bullets of the projection point itself, function -can be remotely controlled, remote control with surgery cause

Landmine bullets, function -triggered when the entity stepped, focus -the bullets of the projection point of the land itself,

The focus is that the "selection symbol" that the special bullets must be used are the focus of the caster for the operating bullet.

Speed ​​measuring: Get the vector value of the point marked point mark

The method of vector ruler is as follows

| PSI Fan |

| Iron ingots |

| Iron ingots |

The method of single -point mark is, right -click

Mark the second point, shift+right button

This thing is commonly used when building, you can also use it to quickly get some strange vectors to do some strange things.

This task does not have a substantial goal, so you only need to transform the previously completed surgical explosion so that she can use it on a grenade bullet or a mine bullet.Pay attention to the selection character: focus

Square operation

PSI provides the basic block operation as follows

Place the square: Place the right placement on the right side of the CAD on the proper position of the specified vector

Destroy block: Destroy the block of the position of the specified vector, which is equivalent to digging, rather than destruction.

Place the square sequence: Place the square on the specified vector path

Destroy the block sequence: destroy the square on the specified vector path

This task is very troublesome, give you a surgical style directly

 {SpellName: "by Shinaria", UUIDMOST: 1161667322133040617L, Val Idspell: 1B, Spelllist: [0: {Data: "SelectorCaster"}, x: 2, y: 1}, 1: {{}, 1: { Data: {Params: {_ Target: 1}, Key: "OperatorentityPosition"}, x: 2, y: 2}, 2: {data: {params: {_ target: 2}, "Operaatorentityposition"}, x: 2, y: 4}, 3: {data: {key: "selectorCaster"}, x: 2, y: 5}, 4: {data: {_ target: 3}, key: "operatingtityLook"}, x: 3, y: 1}, 5: {data: {params: {_ ray: 1, _max: 0, _position: 3}, key: "operatorVectorrayCastaxis"}, x: 3, y: 2}, 6: {data: {Params: {_ vector3: 0, _vector2: 2, _vector1: 1}, key: "operatorvectorsum"}, x: 3, y: 3}, 7: {params: {_ ray: 2, _max: 0, _position: 3}, key: "OperatorVectorrayCast"}, x: 3, y: 4}, 8: {data: {_ target: 3}, key: "OperatorentityLook"}, x: 3, y: 5},9: {Data: {Params: {_ Position: 3}, Key: "Trickplaceblock"}, x: 4, y: 3}], UUIDLEAST: -778584441562440146L} 
The remaining symbols are replaced by connecting symbols and optimized arrangement methods)

Its role is to put a block at the position you pointed at your pointer.

This uses a vector tracking, and I talked in the previous tutorial

Tracking a shax direction, you need to mention it a little

The difference between him and vector tracking is that the vector tracking is "vector of the first block on the path to the path".

Simply

The vector tracking is like this

Find the position of the block

The axial tracking of the vector is the direction of the found block

What are the specific differences? You can use the startup formula: debug to feel

I won't go into details here

Here we need to mention vector projection. The general role of projection projection is to prevent the straight line of errors in the path.

For example, to perform a surgical formula, he can destroy the block in front of the pointer and the same direction in the same direction, 5 square blocks behind this block (that is, when you are facing the front, destroy the previous 6 square blocks)

However, it is difficult for normal players to face the "front". This may make the damage path into a slope, destroy the first two, two in front of the left, and the two in front of the left. This is embarrassing.

Therefore, you need to project the vector to a direction facing the player. The easiest usage is to project the axial vector of the block in the native block

How about .... Try more in the game and understand.

This is still an optimized operation, you can change him better.

 {SpellName: "By Shinariay", UUIDMOST: 837003138341618524L, ValidSpell: 1B, Spellist: [0: {Data: "SelectorCaster"}, x: 1, y: 1}, 1: {{{} Data: {Params: {_ Target: 1}, Key: "Operatorentityposition"}, x: 1, y: 2}, 2: {data: {params: {_ target: 3}, "OperaatorentityLook"}, x: 2, y: 1}, 3: {data: {params: {_ ray: 1, _max: 0, _position: 3}, key: "operatorVectorrayCast"}, x: 2, y: 2}, 4: {Params:{_Target: 1}, key: "connector"}, x: 2, y: 3}, 5: {data: {_ vector2: 4, _vector1: 3}, key: "operatorvectorProject"}, x: 3, y: 2}, 6: {data: {params: {_ max: 2, _target: 1, _position: 3}, key: "trickbreakinse sence"}, x: 3, y: 3}, 7: {data: {Key: "Constantnumber", ConstantValue: "8"}, x: 3, y: 4}, 8: {data: {_ target: 2}, key: "OperatingntityaxialLook"}, x: 4, y: 2}, 9: {data: {key: "selectorCaster"}, x: 4, y: 3}], uuidleast: -4798567938708545077l} 
Severe mistakes, or wrong words, please tell the author of this tutorial that the author will correct it in time.

If you have any valid suggestions, please tell him

He will tell more detailed content in the next version of the tutorial, and with more pictures

(If there is a second edition)

2019/3/20 new increase

(The new content is some fast code, which is convenient for the tutorial)

#位

The following code comes from reddit https://www.reddit.com/r/PSISISPELLCOMPENDIUM/

Level 1 -Tutorial 1

{SpellName: "Level 1", uuidmost: -9212014085409912628L, ValidSpell: 1B, Spellist: [0: {Spellposx: 4, SpellData: "TrickDebug", Param s: {PSI.Spellparam.number: 0, PSI.Spellparam.target: 2}}, Spellposy: 3}, 1: {Spellposx: 4, SpellData: {Spellkey: "SelectorCaster", Params: {}, Spellposy: 4}], -78122815094481 44908L}

Level 2 -Tutorial 2

{SpellName: "Level 2", uuidmost: -5142199122538312424L, ValidSpell: 1B, Spellist: [0: {Spellposx: 3, SpellData: "Connector", Params: { psi.spellparam.target:2}}, spellposy: 3}, 1: {Spellposx: 3, SpellData: {Spellkey: "Constantnumber", Params: {}, ConstantValue: "2"}, Spellposy: 4}, 2: {SpellData: {Specialkekee y: "TrickDebug ", Params: {psi.spellparam.number: 3, psi.Spellparam.target: 2}, spellposy: 3}, 3: {spellposx: 4, spellkekey:" selectorCaster ", Params: {}}, Spellposy: 4}], UUIDLEAST: -9206572619882318113L} Level 3 -Tutorial 3

{SpellName: "Level 3", UUIDMOST: 7403931311755382661L, ValidSpell: 1B, Spellist: [0: {Spellposx: 3, SpellData: {Spellkey: "OperatorentityLook", " Params: {psi.spellparam.target:2}, Spellposy:3}, 1: {Spellposx: 3, SpellData: {Spellkey: "Connector", Params: {psi.spel lparam.target:4}, spellposy:4}, 2: {spelldata:trickAddMotion",params:{psi.spellparam.direction:3,psi.spellparam.speed:4,psi.spellparam.target:2}},spellPosY:3},3:{spellPosX:4,spellData:{spellKey:"SelectorCaster ", Params: {}}, Spellposy: 4}, 4: {Spellposx: 5, SpellData: {Spellkey:" Constantnumber ", Params: {}, constantvalue:" 3 "}, Spellposy: 3} ], UUIDLEAST:-7196635200616144816L}

Level 4 -Tutorial 4

{SpellName: "Level 4", UUIDMOST: 8368486197480214426L, ValidSpell: 1B, Spelllist: [0: {Spellposx: 3, SpellData: {Spellkey: "ErRorsuppressor", PARAM s: {}}, Spellposy: 3}, 1: {Spellposx: 3, SpellData: {Spellkey: "OperatorentityLook", Params: {psi.spellparam .Target: 2}, Spellposy: 4}, 2: {SpellData: {Spellkey: "SELECTTT ORCaster ", Params: {}}, Spellposy: 5}, 3: {Spellposx: 4, SpellData: {Spellkey: "Trickexplode", Params: {PSI.Spellparam.power: 4, PSI.Spellparam.positation: 2}, Spellp OSY: 3}, 4: {Spellposx: 4, Spectata: {Spellkey: "OperatorVectorrayCast", Params: {ps I.Spellparam.ray: 3, PSI.Spellparam.max: 0, PSI.Spellparam.positation: 2}}, Spellposy: 4}, 5: {Spellposx: 4, Spectata: {Spellkey: "Operatorentityposity", Params: {psi.spellparam.target:3}, Spellposy: 5}, 6: {Spellposx: 5, Spectata: { Spellkey: "Constantnumber", Params: {}, ConstantValue: "1.4"}, Spellposy: 3}], UUIDLEAST: -8969415790545644311L} Level 5 -Entities 101

{SpellName: "Level 5 -Entities", UUIDMOST: 8211744491209575049L, ValidSpell: 1B, Speciallist: [0: {Spellposx: 3, SpellData: "Connector", "Connector", " Params: {psi.spellparam.target:2},Spellposy: 2}, 1: {Spellposx: 3, SpellData: {Spellkey: "OperatorentityPo", params: {psi.spellparam.target:2}}, Spellposy: 3}, 2: {Spellpos X: 3, SpellData: {Spellkey: "SELECTORCASTER", Params: {}}, Spellposy: 4}, 3: {Spellposx: 3, SpellData: {Spellkey: "Connector", Params: {psi.Spellparam.target:1}, Spellposyy : 5},,4: {Spellposx: 4, SpellData: {Spellkey: "Selectornearbyliving", params: {psi.Spellparam.radius: 4, psi.Spellparam.positation: 3}}, SpellPosy: 2}, 5}, 5}, 5}, 5}, 5}, 5}, 5}, 5 : {Spellposx: 4, SpellData:{spellKey:"operatorClosestToPoint",params:{psi.spellparam.position:3,psi.spellparam.target:1}},spellPosY:3},6:{spellPosX:4,spellData:{spellKey:"trickAddMotion",Params: {psi.Spellparam.direction: 2, PSI.Spellparam.Speed: 4, psi.spel lparam.target:1}, spellposy:4}, 7: spaceposx, spelldata: {wellLLLLLLLLLLLLLLLLLLEY: " operalLookylook ",Params: {psi.Spellparam.Target:3}, Spellposy: 5}, 8: {Spellposx: 5, Spel ldata: {Spellkey: "Constantnumber", Params: {}, constantvalue: "32"}, Spel lposy: 2}, 9: {Spellposx: 5, SpellData: {Spellkey: "Constantnumber", Params: {}, ConstantValue: "5"}, Spellposy: 4}], -822120963477786290L} le Vel 5 -Numbers 101

{SpellName: "Level 5 -Numbers", UUIDMOST: 2366730375812433510L, ValidSpell: 1B, Spelllist: [0: {Spellposx: 3, SpellData: {STANTNUMBER "" , Params: {}, ConstantValue: "5"}, Spellposy: 2}, 1: {Spellposx: 3, SpellData: {Spellkey: "Operatorsum", params: {psi.spe llparam.number2: 2, psi.Spellparam.number3: 0, PSI.Spellparam.number1: 1} }, Spellposy: 3}, 2: {Spellposx: 3, SpellData: {Spellkey: "Constantnumber", Params: {}, ConstantValue: "5"}, Spellposy: 4}, 3: {SpellData: {Spellkekee y: "TrickDebug ", Params: {PSI.Spellparam.number: 0, PSI.Spellparam.target: 4}, Spellposy: 5}, 4: {SpellPosx: 4, SpellData: {STANTNUMBER ", Params: {},ConstantValue: "5"}, Spellposy: 2}, 5: {Spellposx: 4, SpellData: {Spellkey: "Operatorsubtract", Params: {psi.spellparam.number2: 1, PSI.SPellparam.nu mber3: 0, PSI.Spellparam.number1: 3}}, Spellposy: 3}, 6: {Spellposx: 4, SpellData: {Spellkey: "Constantnumber", Params: {}, constantValue: "5"}, Spellposy: 4}, 7: {Spellp OSX:4, SpellData: {Spellkey: "Operatorabsolute", params: {psi.spellparam.tar Ber ", Params: {},ConstantValue: "-5"}, Spellposy: 2}, 9: {Spellposx: 5, SpellData: {Spellkey: "Operatultiply", Params: {psi.spellparam.number2: 1, PSI.SpectPellparam. number3: 0, PSI.Spellparam.number1: 3}, Spellposy: 3}, 10: {SpellPosx: 5, SpellData: {Spell Key: "Operatodivide", params: {psi.Spellparam.number2: 3, psi.Spellparame .number1: 1}},,spellPosY:4},11:{spellPosX:5,spellData:{spellKey:"operatorInverse",params:{psi.spellparam.target:1}},spellPosY:5}],uuidLeast:-7629156968557284112L}Level 5 - Vectors

{SpellName: "Level 5 -Vectors", UUIDMOST: 3770320837875810916L, ValidSpell: 1B, Spelllist: [0: {Spellposx: 2, SpeellData: {STAMBER "" Constantnumber "" , Params: {}, ConstantValue: "1"}, Spellposy: 4}, 1: {Spellposx: 3, SpellData: {Spellkey: "Constantnumber", Params: {}, ConstantValue: "0"}, Spellposy: 3}, 2: {SpellData: {Spellkekee y: "OperatorVectorConStruct ", Params: {psi.Spellparam.z: 2, psi.spellparam.y: 3, psi.spellparam.x: 1}, Spellposy: 4}, 3: {Spellposx: 3, SpellData: {Spelll Key: "Constantnumber ", Params: {}, ConstantValue:" 0 "}, Spellposy: 5}, 4: {Spellposx: 4, Spectata: {Spellkey:" Operatorvectorsum ", Params: {psi.Spectparam. vector1: 3, psi.spellparam.vector2: 4, psi.Spellparam.vector3: 0}}, Spellposy: 4}, 5: {Spellposx: 4, SpellData: {Spellkey: "TrickadDMotion", Params: {psi.Spellparam.direct Ion: 1, PSI.Spellparam.speed: 2, psi.Spellparam.target: 4}, Spellposy: 5}, 6: {Spellposx: 4, SpellData: {Spellkey: "Constantnumber", Params: {}, constantvalue: "5"}, SP ellposy:6}, 7: {Spellposx: 5, SpellData: {Spellkey: "OperatorentityLook", params: {p si.spellparam.target:2}, spellposy:4}, 8: {spelldata: {Spel LKEY: "SelectorCaster ", Params: {}}, Spellposy: 5}], UUIDLEAST: -4776321351084635164L} Level 6 -Alternative Casting

{SpellName: "Level 6 -Casting", uuidmost: -3349788316653367715L, ValidSpell: 1B, Spelllist: [0: {Spellposx: 2, SpellData: "Constantnumber" " , Params: {}, ConstantValue: "32"},Spellposy: 2}, 1: {Spellposx: 3, SpellData: {Spellkey: "Selectornearbyliving", params: {psi.Spellparam.radius: 3, psi.Spellparam.positation: 2}}, s pellposy: 2}, 2: {{Spellposx: 3, Spectata: {Spellkey: "Operatorentityposition", params: {ps I.Spellparam.target:2}, spellposy:3}, 3: {spelldata: {Spel LKEY: "SelectorFocalpoint", Params: {}}, Spellposy: 4}, 4: {Spellposx: 3, SpellData: {Spellkey: "Constantnumbe R", Params: {}, ConstantValue: "0"}, SpellPosy: 5}, 5: {Spellposx: 4, Spelll DATA:{Spellkey: "OperatorListAdd", params: {psi.spellparam.list: 3, psi.spell Param.target: wi PERATORCLOSESTTOPOINT ", Params: {PSI.Spellparam.position: 3, PSI.Spellparam.target: 1}, Spellposy: 3}, 7: {Spellposx: 4, Spellkey: {Trickaddmotion ", Params: {PSI .spellparam.direction:2, PSI.Spellparam.Speed: 4, PSI.Spellparam.Target: 1}, Spellposy: 4}, 8: {Spellposx: 4, Spellkekey: "OperatorVectorConStruct", Params: {PRAMS: {p si.spellparam.z:4, PSI.Spellparam.y: 2, psi.spellparam.x: 3}}, Spellposy: 5}, 9: {Spellposx: 4, SpellData: {Spellkey: "Constantnumber", Params: {}, Constantvalue: "6"}, Spellposy: 6}, 10: {Spellposx: 5, SpellData: {Spellkey:" Selectorcast onstantnumber ", Params: {}, ConstantValue: "3"}, Spellposy: 4}, 12: {Spellposx: 5, Spelldat A: {CONSTAMBER ", Params: {}, ConstantValue:" 0 "}, Spellposyy : 5}], UUIDLEAST: -6876291904710124281L} Level 6 -Blockworks

{SpellName: "Level 6 -BLOCKWORKS", UUIDMOST: -5283637968492673429L, ValidSpell: 1B, Speciallist: [0: {SpellPosx: 2, Spellkey: "SELECTORC Aster ", Params: {}}, Spellposy: 3}, 1: {Spellposx: 2, SpellData: {Spellkey: "OperatorentityLook", Params: {PSI. Spellparam.Target: 1}, Spellposy: 4}, 2: {Spellposx: 3, SpecialData: {Spel LKEY: "Operatorentityposition", Params: {psi.spellparam.target:3}, spellposy: 3}, 3: {spellposx: 3, spellData: {SPLLLKEY: "OperatorVectorraycast", params: {psi.Spellparam.ray: 3, PSI .spellparam.max:0, PSI.Spellparam.positation: 1}}, Spellposy: 4}, 4: {Spellposx: 3, SpellDat A: {CONSTANTNUMBER ", Params: {}, ConstantValue:" 0 "}, Spellposyy : 5},,5: {Spellposx: 4, SpellData: {Spellkey: "TrickBreakinsequency", Params: {psi.Spellparam.max: 4, psi.Spellparam.positation: 3, psi.Spelllparam.target: 2 }}, Spellposy: 4},6: {Spellposx: 4, SpellData: {Spellkey: "OperatorVectorConStruct", params: {psi.spellparam.z: 4, psi.spellparam.y: 2, psi.Spellparam.x: 3}, Spellposyy : 5},,7: {SpellPosx: 4, SpellData: {Spellkey: "Constantnumber", Params: {}, const valposy Antnumber ", Params: {}, constantValue: "5"}, SpellPosy: 4}, 9: {Spellposx: 5, SpellData: {Spellkey: "Constantnumber", params: {}, constantvalue: "0"}, Spellposy: 5}] ,,UUIDLEAST: -6342914191252957484L} Level 10 -PSIMETAL INFUSION

{SpellName: "Level 10 -Infusion", UUIDMOST: 937319485095756237L, ValidSpell: 1B, Spelllist: [0: {Spellposx: 4, SpellData: "TrickinFusion ", Params: {}}, Spellposy: 4}], UUIDLEAST: -4802225136594637561L}

Level 11 -Block Movement

{SpellName: "Level 11 -blocks", uuidmost: -6214458512418585102L, ValidSpell: 1B, Spelllist: [0: {Spellposx: 2, SpellData: "SELECTORCAST Er ", Params: {}}, Spellposy: 3}, 1: {Spellposx: 2, SpellData: {Spellkey: "Operating TitityLook", Params: {PSI. Spellparam.Target: 1}, Spellposy: 4}, 2: {Spellposx: 2, SpecialData: {Spel LKEY: "Connector", Params: {PSI.Spellparam.target:1}, Spellposy: 5}, 3: {Spellposx: 3, SpellData: {Spellkey: "Operatorentityposition", params: {psi.spellparam.target:3 }}, Spellposy: 3}, 4: {Spellposx: 3, SpellData: {Spellkey: "OperatorVectorrayCast", params: {psi.Spellparam.ray: 3, psi.Spellparam.max: 0, PSI.Spellparam.positation: 1} }, Spellposy: 4}, 5: {Spellposx: 3, SpellData: {Spellkey: "Connector", Params: {psi.Spell connector ", Params: {PSI.Spellparam.Target:3}, Spellposy: 3}, 7: {Spellposx: 4, S PellData: {Spellkey: "Trickmoveblock", Params: {psi.Spellparam.positi ON: 3, PSI.Spellparam.Target: 4}}, Spellposy: 4}, 8: {Spellposx: 4, SpellData: {Spellkey: "CONN ECTOR", params: {psi.spellparam.target:3}, Spellposy: 5}, 9: {Spellpo sx:5. SpellData: {Spellkey: "Connector", params: {psi.Spellparam.target:3}, Spellposy: 3}, 10: {SpellPosx: 5, Spellkey: "OperatorVectorrayc ASTAXIS ", Params: {PSI.Spellparam.ray: 2, PSI.Spellparam.max: 0, PSI.Spellparam.positation: 1}, Spellposy: 4}, 11: {Spellposx: 5, Spellkey: "Connector", PARAMS: {PSI.Spellparam.target:3}}, spellposy:5}] ,uidLeast:-8745872989061678L }level 11 -Elemental Arts

{SpellName: "Level 11 -Elements", uuidmost: -427272400789585051629L, ValidSpell: 1B, Spellist: [0: {Spellposx: 3, Spellkey: "SELECTORASTER ", Params: {}}, Spellposy: 2}, 1: {Spellposx: 3, SpellData: {Spellkey: "Operating TitityLook", Params: {PSI. Spellparam.Target: 1}, Spellposy: 3}, 2: {Spellposx: 4, SpecialData: {Spel LKEY: "Operatorentityposition", Params: {PSI.Spellparam.target:3}, Spellposy: 2}, 3: {Spellposx: 4, SpellData: {Spellkey: "OperatorVectorrayCast", Params: {psi.spellparam.ray: 3, PSI .spellparam.max:0, PSI.Spellparam.positation: 1}}, Spellposy: 3}, 4: {Spellposx: 4, Spell ATA: {Spellkey: "Tricksmite", Params: {psi.SPELLLAM.POSITION: 1}, s pellposy: 4}], UUIDLEAST: -774458369032647711L} Level 11 -Movement Advances

{SpellName: "Level 11 -Movement", UUIDMOST: 8556088057853461432L, ValidSpell: 1B, Spect: [0: {Spellposx: 4, SpellData: "SELECTORCAST Er ", Params: {}}, Spellposy: 3}, 1:{Spellposx: 4, SpellData: {Spellkey: "Trickblink", Params: {psi.Spellparam.distance: 4, PSI.Spellparam.Target: 1}, Spellposy: 4}, 2: {Spellposxx : 5, SpellData: {Spellkey: "Constantnumber", Params: {}, ConstantValue: "3"}, Spellposy: 4}], uuidleast: -64159654931377096L}

Level 12 -LOOPCASTING

{SpellName: "Level 12 -LOOPCAST", UUIDMOST: 4196101305383603782L, ValidSpell: 1B, Spelllist: [0: {Spellposx: 3, SpellData: {Spellkey: "Connector", P. arams: {psi.spellparam.target:2},Spellposy: 3}, 1: {Spellposx: 3, SpellData: {Spellkey: "Selectorloopcast Index", Params: {}, Spellposy: 4}, 2: {SpellPosx: 3, Spellkey: {Spellkeyey : "Connector", Params:{psi.spellparam.target:1}}, spellposy:5}, 3: {wellposx, spellData: {SpellKey: {para.spellparam.target:3}, spellposy:3},4: {Spellposx: 4, SpellData: {Spellkey: "TrickDebug", Params: {PSI.Spell Param.number: 3, PSI.Spellparam.Target: 4}, Spellposy: 4}, 5: {Spellpos X: 4, SpellData: {Spellkey: "Connector", Params: {psi.Spellparam.target:3}, Spellposy: 5}, 6: {Spellposx: 5, SpellData: {CONSTAMBER ", Params: {}, Params: {}, constantvalue: ""5 "}, Spellposy: 2}, 7: {Spellposx: 5, SpellData: {Spellkey:" Operatomodulus ", Params: {psi.Spellparam.number2: 1, PSI.Spellparam.number1: 3}, s pellposy: 3}, 8: {Spellposx: 5, SpellData: {Spellkey: "OperatorVectorConStruct", Params: {psi.spellparam.z: 2, psi.Spellparam.y: 4, psi.spellparam.x: 1}, Spellpos Y: 4}, 9: {Spellposx: 5, SpellData: {Spellkey: "OperatorIntegerDivide", Params: {psi.Spellparam.number2: 2, psi.Spellparam.number1: 3}, Spellposy: 5}, 10, 10 : {Spellposx: 5,SpellData: {Spellkey: "Constantnumber", Params: {}, ConstantValue: "5"}, SPE LLPOSY: 6}, 11: {Spellposx: 6, Spellkey: "Constantnumber", Params: Params: {}, constantValue: ""0 "}, Spellposy: 4}], UUIDLEAST: -5100334125835926349L} Level 15 -Greater Infusion (Note: Requires A Psimetal Cad Assembly.)

{SpellName: "Level 15 -Infusion", UUIDMOST: 187774011911040796l, ValidSpell: 1B, Spelllist: [0: {Spellposx: 4, SpeellData: {Trickreaterin fusion, params: {}}, Spellposy: 4}], uuidleast: -5153093074527711708L} Level 16 -Positive Effects

{SpellName: "Level 16 -Effects+", UUIDMOST: 2810673416522055961L, ValidSpell: 1B, Spelllist: [0: {SpellData: "SELECTOR Caster ", Params: {}, Spellposy: 4}, 1:{Spellposx: 4, SpellData: {Spellkey: "Constantnumber", Params: {}, consta ntvalue: "1"}, Spellposy: 3}, 2: {SpellData: {SpecialKey: "Trick Speed ​​", Params: {PSI.Spellparam.time: 4, PSI.Spellparam.power: 1, PSI.Spellparam.Target: 3}, Spellposy: 4}, 3: {Spellposx: 5, SpellData: {Spellkey: "Constantnumber", Params: {}, ConstantValue: "46"}, Spellposy: 4}], UUIDLEAST: -59295834015616339L}

Level 16 -Tool Casting (Note: Does Not Require A Psimetal Tool.)

{SpellName: "Level 16 -Tools", uuidmost: -3224407275760434824L, ValidSpell: 1B, Spelllist: [0: {Spellposx: 3, SpellData: "SELECTORBLOC KBroken ", Params: {}}, Spellposy: 4}, 1: {Spellposx: 4, Spectata: {Spellkey: "Trickexplode", Params: {PSI.Spel lparam.power: 4, PSI.Spellparam.positation: 3}}, Spellposy: 4}, 2: {Spellpp OSX: 5, SpellData:{Spellkey: "Constantnumber", Params: {}, ConstantValue: "3"}, Spellposy: 4}], UUIDLEAST: -624651400038679987L}

Level 17 -Negative Effects

{SpellName: "Level 17 -Effects-", UUIDMOST: 6179586791346620499L, ValidSpell: 1B, Spelllist: [0: {Spellposx: 3, SpellData: "CONSTANTNUM Ber ", params: {}, constantvalue:" 32 "},Spellposy: 2}, 1: {Spellposx: 3, SpellData: {Spellkey: "Constantnumber", Params: {}, ConstantValue: "1", SpellPosy: 4}, 2: {Spellposx: 4, Spectata:: {Spellkey:"Selectornearbyliving", Params: {psi.Spellparam.radius: 3, PSI.Spellpa PERATORCLOSESTTOPOINT ", Params: {PSI.spellparam.position: 4, psi.spellparam.target: 1}}, Spellposy: 3}, 4: {S Pellposx: 4, SpeellData: {Trickwither ", PARAMS: {psi.Spellparam .time: 2, PSI.spellparam.power: 3, psi.spellparam.target: 1}}, Spellposy: 4}, 5: {Spellposx: 4, SpellData: {Spellkey: "Constantnumber", Params: {}, ConstantValue: "10"},Spellposy: 5}, 6: {Spellposx: 5, SpellData: {Spellkey: "Connector", params: {psi.Spellparam.target:2}, spellposy:2}, 7: {spellData: {SPA:5,sp Ellkey: "Operatancentityposition", params: {psi.Spellparam.target:2}, Spellpo SY: 3}, 8: spielposx: 5, spellData: {SELECTORCASTER ", Params: {}} }, Spellposy: 4}], UUIDLEAST: -7222266151421316184L} Level 19 -Exosuit Casting (Note: DOES Not Require An Exosuit.)

{SpellName: "Level 19 -Exosuit", uuidmost: -2484323517920689246L, ValidSpell: 1B, Speciallist: [0: {Spellposx: 3, SpellData: "CONSTANTNUMB Er ", Params: {}, constantvalue:" 24000 "},Spellposy: 3}, 1: {Spellposx: 4, SpellData: {Spellkey: "OperatorIntegerDivide", params: {psi.Spellparam.number2: 3, psi.Spellparam.number1: 2}, SP ellposy: 3}, 2: {{Spellposx: 4, Spectata: {Spellkey: "SELECTORTIME", Params: {}}, Spect I.Spellparam.number: 0, PSI.Spellparam.target: 3}}, Spellposy: 3}], UUIDLEAST: -8258580910153057937L} Level 20 -BLOCK Conjuration

{SpellName: "Level 20 -Conjure", UUIDMOST: 7636987302376456748L, ValidSpell: 1B, Spect: [0: {Spellposx: 3, Spellkey: "OperatorVectorCon struct ", params: {psi.spellparam.z: 0, PSI.Spellparam.y: 2, PSI.Spellparam.x: 0}}, Spellposy: 3}, 1: {Spellposx: 3, SPE LLDATA: {SPLLKEY: "Constantnumber", Params: {}, constantvalue: "2"}, Spel lposy: 4}, 2: {Spellposx: 4, SpellData: {Spellkey: "OperatorVectorsubtract", Params: {psi.spellparam.vector1: 4, psi.Spellparam.vector2: 3, PSI.Spellparam .vector3: 0}}, Spellposy: 3}, 3: {Spellposx: 4, SpellData: {Spellkey: "TrickConjureBlock", Params: {psi.Spellparam.time: 2, psi.Spellparam.positation: 1}}, Spellposy: 4}, 4: {Spellposx: 4, SpellData: {Spellkey: "Constantnumber", Params: {}, ConstantValue: "360 0"}, Spellposy: 5}, 5: {SpellData: {Spellkey: "Operatorentitypo signion ", params: {PSI.spellparam.target:2}}, spellposy:3}, 6: {spellposx:5, spelldata: {spellkey:"selectorcaster",params: {}, spellposy :-593955019208 1109205L}

Level 20 -Flow Control

{SpellName: "Level 20 -Flow", UUIDMOST: -2742816938132617352L, ValidSpell: 1B, Spelllist: [0: {Spellposx: 2, Spellkey: "SelectorCaster", "SELECTORCASTER", Params: {}}, Spellposy: 2}, 1: {Spellposx: 2, SpellData: {Spellkey: "Operating TitityLook", Params: {PSI. Spellparam.Target: 1}, Spellposy: 3}, 2: {Spellposx: 3, SpecialData: {Spel LKEY: "Operatorentityposition", Params: {PSI.Spellparam.target:3}, Spellposy: 2}, 3: {Spellposx: 3, SpellData: {Spellkey: "OperatorVectorrayCast", Params: {psi.spellparam.ray: 3, PSI .spellparam.max:0, PSI.Spellparam.positation: 1}}, Spellposy: 3}, 4: {Spellposx: 3, SpellData: {Spellkey: "Trickexplode", Params: {PSI.Spellparam.power: 4, PSI.S pellparam.position:1}}, Spellposy: 4}, 5: {Spellposx: 4, SpellData: {Spellkey: "Trickevalu ate", params: {psi.spellparam.target:3}, Spellposy: 3}, 6: {Spellpos X: 4,SpellData: {Spellkey: "Constantnumber", Params: {}, ConstantValue: "2"}, SPE LLPOSY: 4}, 7: {Spellposx: 5, Spellkey: "Constantnumber", Params: Params: {}, constantValue: "60 "}, Spellposy: 2}, 8: {Spellposx: 5, SpellData: {Spellkey:" TrickDela ", Params: {psi.Spellparam.time: 1}, Spellposy: 3}], uuiceast: -73866666666666666666666666666 192494504514998L} Level20 -SMELTERY

{SpellName: "Level 20 -SMELTERY", UUIDMOST: -2728099047452032452L, ValidSpell: 1B, Spelllist: [0: {Spellposx: 3, SpellData: {Spellkey: "Connector", P. arams: {psi.spellparam.target:2}}, Spellposy: 2}, 1: {Spellposx: 3, SpellData: {Spellkey: "OperatorentityP Osition", params: {psi.Spellparam.target:2}, Spellposy: 3}, 2: {Spellpo SX: 3, Spelldata: {Spellkey: "SelectorCaster", Params: {}}, Spellposy: 4}, 3: {Spellposx: 4, SPE LLDATA: {SELECTORNEARBYSMELTables ", Params: {psi.spellparam.r.r.r.r adius: 4, PSI.Spellparam.posice:3}}, Spellposy: 2}, 4: {Spellposx: 4, SpellData: {Spellkey: "OperatorClosesttopoint", Params: {psi.Spellparam.position: 3, PSI.Spellparam.Target: 1 }}, Spellposy: 3}, 5: {Spellposx: 4, SpellData: {Spellkey: "TricksmetItem", params: {psi. Spellparam.target:1}, spellposy: 6: {sPELLDATA: {Spel lKEY: "Constantnumber", Params: {}, ConstantValue: "32"}, Spellposy: 2}], UUIDLEAST: -9045729525948132940L} Level 20 -trigonometryy

{SpellName: "Level 20 -TRIG", UUIDMOST: 1515715686137741577L, ValidSpell: 1B, Spelllist: [0: {Spellposx: 1, Spectoda: {STANTNUMBER ", PAR ams: {}, constantValue: "1"}, Spellposy: 5}, 1: {Spellposx: 2, SpellData: {Spellkey: "TrickDebug", Params: {PSI.Spellparam.number: 0, PSI.Spellparam.target: 2}, Spellposy: 4}, 2: {s: {s pellposx: 2, SpellData: {Spellkey: "OperatorIntegerDivide", Params: {psi.spellpar2: 3, PSI.Spellparam.number1: 4}, Spellposy: 5}, 3: {Spellposx: 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, SpellData: {Spellkey:"Constantpi", Params: {}}, Spellposy: 6}, 4: {Spellposx: 3, SpellData: {Spellkey: "SELECTORCASTER", Params: {}}, Spellposy: 2}, 5: {Spellposx: 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, SpellData: {Spellkey: "OperatorentityLook", params: {psi.Spellparam.target:1}, spellposy: 3}, 6: {Spellposx: 3, SpellData: {Spellkey: "Connector", PARAMS: {psi.spellparam.target: 1}}, Spellposy: 4}, 7: {Spellposx: 3, SpellData: {Spellkey: "Operatulmult", params: {psi.spellparam.number2: 2, PSI.Spellparam.number3: 0, PSI .spellparam.number1: 4}}, Spellposy: 5}, 8: {Spellposx: 3, SpellData: {Spellkey: "Operators Ide", Params: {psi.spellparam.number2: 3, PSI.Spellparam.number1: 4}, s pellposy: 6}, 9: {Spellposx: 4, SpellData: {Spellkey: "Trickevaluate", Params: {PSI. Spellparam.target: 3}, Spellposy: 3}, 10: {Spellposx: 4, SPLLDATA: {sp stepkey: "OperatorVectOTPRODUCT", Params: {PSI.Spellparam.vector1: 3, PSI.Spellparam.vector2: 4}, Spell POSY: 4}, 11: {Spellposx: 4, Spellkekey:" Operaatoracos ", Params: { psi.spellparam.target: 1}}, Spellposy: 5}, 12: {Spellposx: 4, SpellData: {Spellkey: "Constantnumber", Params: {}, ConstantValue: "180"}, Spellposy: 6}, 13: {Spel lposx:5, SpellData: {Spellkey: "Constantnumber", Params: {}, constantValue: "60"

}, Spellposy: 2}, 14: {Spellposx: 5, SpellData: {Spellkey: "TrickDlay", Params: {psi.Spellparam.time: 1}, Spellposy: 3}, 15: {SPLLLLPOSX: 5, SP elldata:{Spellkey: "OperatorentityLook", Params: {psi.Spellparam.target:2}, SP Ellposy: 4}, 16: {Spellposx: 5, Spellkey: "SelectorCaster", PARA ms: {}}, Spellposy: 5}], UUIDLEAST: -8035775209093477793L} Level 24 -Eidos Manipulation

{SpellName: "Level 19 -EIDOS", UUIDMOST: 6688561894757191000L, ValidSpell: 1B, Spelllist: [0: {Spellposx: 4, Spellkey: "Trickeidosrever SAL ", Params: {psi.spellparam.time: 4}},Spellposy: 4}, 1: {Spellposx: 5, SpellData: {Spellkey: "Constantnumber", P ARAMS: {}, ConstantValue: "19"}, Spellposy: 4}], -6755519768692020 833062L}