Patterns
A list of all the patterns I've discovered, as well as what they do.
MieHex Patterns
Guardian Sequence Meditation (→ list)
This pattern returns a special pattern list that remains itself after a Hermes Strategy, perhaps this will have some good use.
Insertion Refinement (list,list,num → list)
Accepts a list at position 0, a list at position 1, and a number at position 2. Inserts elements from the list at position 1 after the element at the given index in the list at position 0.
Extraction Strategy (list,num,num → list)
Accepts a list and two numbers. Returns the sublist starting at the first number with length equal to the second number, and the remaining elements.
Discerning Meditation (any → type_iota)
Reveals the type of the topmost iota, returning it as a TypeIota.
Mishap Iota
The deeper my understanding of meta-evaluation grows, the clearer the mechanisms of hex casting become. I can now catch a mishap when a pattern fails, preventing nature from disrupting my casting, and encapsulate that mishap into a so-called Mishap Iota. Only when I execute it again will the mishap be thrown. When a Mishap Iota is revealed, focusing on it will display detailed information about the mishap. However, under certain circumstances, a Mishap Iota will decay—it can still interrupt casting, but all other side effects will vanish.
Hephaestus's Gambit (list of patterns → many|mishap)
Removes the topmost evaluatable iota from the stack. If a mishap is thrown during its execution, the pattern immediately breaks out of that evaluation and pushes the resulting Mishap Iota onto the top of the stack.
Apollo's Gambit (any →)
Throws a given iota as a mishap. If the mishap is caught, that iota is pushed onto the top of the stack.
Causal Purification (mishap → type)
Reveals the mishap type stored inside a Mishap Iota, also as a TypeIota. If the mishap has decayed, it will indicate a "Broken Mishap".
Rational Distillation (mishap → many)
Extracts key parameters from a Mishap Iota: the invalid perpetrator, the number of missing arguments, the offending entity or location, etc. Returns Null if the mishap type is not supported.
Spells
Patterns and actions that perform a magical effect on the world.
Enchantment Iota
I discovered that item enchantments can actually be abstracted to form Iotas. Using these Iotas, I can easily and conveniently use hexcraft to enchant items
Enchanter Purification (entity → list of enchant)
Accepts an item entity and returns a list of iotas corresponding to all enchantments on it
Enchanter Strategy (entity,enchant →)
Accepts an enchantment iota and an item entity, enchants that item, consuming media of amethyst dust with the cube of the enchantment level plus one amethyst shard
Enchant Add (enchant,enchant → enchant)
Accepts two enchantment iotas of the same type, adds their levels together, and returns a new high-level enchantment
Ideas
The eternal templates of all things
Socrates Distillation (entity, idea → idea)
Consumes a small amount of media. Extracts base attributes (max health, speed, attack, armor) from the target entity into an empty idea.
Timaeus Magic (idea, vec →)
Summons a living entity at the target position based on the given idea, with attributes from the idea. Consumes (max health * 10 + speed * 1000 + attack * 100 + armor * 50) amethyst dust, minimum 1 charged amethyst.
Aristotle Refinement (idea, num, num → idea)
Consumes a small amount of media. Modifies one attribute of an idea. Indices 1~4 correspond to: max health, speed, attack, armor.
MieHex Meta