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grapedog
04-26-2017, 11:25 PM
So, i could use a few tips to clean up how I'm doing with archery since I just started it.

Seems really frustrating dealing with e-bladed arrows and normal arrows, but perhaps I just need a better system. Do you just gather whatever arrows you have shot and put them in a different container, until your entire quiver has been emptied? Then bundle all the bundles and put them back into the quiver for that second charge? I think I was getting mine all messed up.

I've got two scripts I use. One for gathering, which just gathers, bundles and puts them in my pack. Now that I have no ebladed arrows, it's never a mess. it seems to work ok, and i just bundle the bundles when I'm back in town.

For the second one, I use a macro to set my stance, then quickly start my script to get an arrow, aim's at a specific creature part, then fire... but it seems to not always hit the right creature. If I have a bear and a boar in the same room, even though I've executed my .reye bear script, it will target the boar... and continue to target the boar. It happens with other creatures too not even slightly related spelling wise.

are there better script ideas out there for hunting?

also, why do I sometimes come out of hiding when I'm nocking and arrow to my bow, and other times I don't?

BriarFox
04-26-2017, 11:29 PM
.gather
put gather arrow
put put arrow in arrow in quiver

.reye
put aim right eye
put fire %1


also, why do I sometimes come out of hiding when I'm nocking and arrow to my bow, and other times I don't?

You failed a skill check. It'll get better.

grapedog
04-28-2017, 06:11 AM
So, how do i differentiate between two of the same mod in the room? I've tried both other, and 2nd, but the script cannot use either of those terms. Would i have to separately target a mob before hand and use a more manual means of targeting a secondary creature?

BriarFox
04-28-2017, 06:53 AM
So, how do i differentiate between two of the same mod in the room? I've tried both other, and 2nd, but the script cannot use either of those terms. Would i have to separately target a mob before hand and use a more manual means of targeting a secondary creature?

.reye other_orc

You need the underscore.

jtyler
05-02-2017, 04:07 PM
hii

Here's what I've done to make things more reasonable


f1=\xget icy ar from my thigh-quiver\rstance offensive\rfire TARGET\r
shift f1= \xget pure arrow from my thigh-quiver\rstance offensive\rfire TARGET\r

\\

;alias add =gar=gather arrows\rput arrows in pur arrows in my thi\rput arrows in icy arrows in my thi\r

\\

This lets you gather your arrows and rebundle them just by typing GAR, assuming you're using two different arrow types for ebladed (in my case icy-blue) and blessed (pure-white)

FLIP your shaft three times during fletching to allow the noun to be defined by its color type. a pure white faewood arrow is PURE ARROW, where if you don't flip it three times, it's often FAEWOOD ARROW.

I also use fire TARGET and just target my monster beforehand

so if I see a 'scary orangutan', a 'deadly kitten' and a 'menacing undead kobold' I'll target the one I want to kill then hit my macro.

For AIMING, I've set up aliases for that too.

;alias add reye=aim right eye\r
;alias add leye=aim left eye\r

etc etc etc. I have them all bound (right eye, left eye, neck, back, right arm, left arm, right leg, left leg. Head seems useless - can't hit it if both eyes are knocked out).

so a hunt looks like this.

tar men kob
leye
shift-f1

tar kitten
f1

tar oran
f1

gar
gar
gar
gar
gar
gar
gar
gar
gar


etc

its very useful and saves a lot of hassle. let me know if you have any questions

Orthin
05-02-2017, 04:11 PM
.reye other_orc

You need the underscore.

This just blew my mind

phalen33
05-02-2017, 05:08 PM
IMO lich is your friend for archery. Unless you really really like hitting macro buttons endlessly. This is a stripped down version of what I use with my col ranger. I say stripped down because he uses a mechanical crossbow. So I took out the parts where I kneel, cock the crossbow, load ammo and track the number of bolts loaded in the crossbow.

The second npcs_delete_if line that is commented out is what I enable to skip specific critters. I find my hunting goes faster when I skip things that can't be crit since most of my killing speed comes from crit shots to the eye. I've thought about adding something that switches from right to left eye and back again. However, I found I haven't really need to do it.



loop{

if !Spell[9903].active? and Spell[9903].affordable?
Spell[9903].cast
end
if !Spell[9904].active? and Spell[9904].affordable?
Spell[9904].cast
end
if !Spell[9907].active? and Spell[9907].affordable?
Spell[9907].cast
end
if !Spell[9908].active? and Spell[9908].affordable?
Spell[9908].cast
end
if !Spell[9912].active? and Spell[9912].affordable?
Spell[9912].cast
end


npcs = nil
target_list = nil

npcs = GameObj.npcs
npcs.delete_if { |npc| npc.status =~ /dead/ }
#npcs.delete_if { |npc| npc.status =~ /dead/ || npc.noun =~ /barghest|spectre|warhorse/ }
exit if npcs.nil? or npcs.empty?
target_list = npcs.collect { |npc| "##{npc.id}" }

for target in target_list
until checkstance == 'defensive'
fput "stance defensive"
sleep 0.1
end

if (checkright != nil) && (checkright != "arrow")
fput "stow right"
sleep 0.1
end

until checkstanding
fput "stand"
sleep 0.1
end

until checkhidden
if checkmana > 20
Spell[608].cast
else
fput "hide"
end
sleep 1
waitrt?
end

fput "get 1 arrow from my quiver"

until checkstance == 'offensive'
fput "stance offensive"
sleep 0.1
end

result = fput 'fire ' + target

exit if result =~ /You are too injured to fire that/

sleep 1
waitrt?

until checkstanding
fput "stand"
sleep 0.1
end

until checkstance == 'defensive'
fput "stance defensive"
sleep 0.1
end

dead_npcs = GameObj.npcs.find_all { |npc| npc.status == 'dead' }

if (!checkhidden && dead_npcs.count >= 1) || dead_npcs.count >= 3
start_script('sloot')
wait_while { running?('sloot') }
end

end
}


Personally I don't use ebladed arrows as it seems a pain the ass for a flare. I use master fletched bolts and when I hit an eye things die. No need for a flare at that point. What I do end up using is blessed bolts which work on the same mechanic. I have a pocket cleric who blesses bolts one by one and creates bundles of 5 bolts. So each bundle has 999 blesses. Then I use a counter to track the number of blesses left in my bundle. Again stripped down version of my counter,



$eblade = 900

loop{
waitfor "You fire your"
$eblade -= 1
echo $eblade
}


When I rest I check if I have less then 94 bolts in my bundle or if my bless is less then 100. If they are then I have a pocket character hand me a bundle of 5 blessed bolts, I bundle them into my main bundle, and then reset my counter back to 900. Usually I loose 5 bolts and need more before my bless counter goes below 100. So really I could just go by bundle size instead of counting my charges.