I'm trying to figure out how to work with blademaster combat and wonder how other people handle their striking and infusions. I feel like there's a better way than what I'm currently doing for striking (using a variable and an alias similar to targeting) and I sort of feel like I should learn how to make an alias to toggle the different strikes, so I don't have to type the whole thing depending on what I need. Could anyone help teach me how or show me how they work with theirs?
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One possibility, which is a type of thing I think is fairly common, would be to have macros on, for example, the F# keys to set a strike, on the alt-F# keys for infusions, and then some other macro for sending the combo (10-key number pad is a common choice for that part, if you have one).
deadeyes = {}
deadeyes.a = "anorexia"
deadeyes.b = "breach"
deadeyes.c = "confusion"
deadeyes.d = "sleep"
that way when you do eab it sends deadeyes anorexia breach or ebc would send deadeyes breach confusion
You could adapt that sort of thing pretty easily.
In the end its going to be what ever you are comfortable doing.
→My Mudlet Scripts
Party right, party hard,
Sing and dance, perfect bard.
Prefarar loop, accentato whore,Buy a new rapier, get nerfed some more.
Party right, party hard,
Sing and dance, perfect bard.
Prefarar loop, accentato whore,Buy a new rapier, get nerfed some more.
I just have Knees on mounted triggered to strike feet, and vice versa. I could easily set a check if I've hamstrung the target, then do the appropriate strike.
As for how to manage strikes - however you do it, I seriously advise not marrying strikes and slashes together. Even if all you do is set up keys/aliases to switch the strike you use, don't have any given slash always use a given strike, it removes flexibility, and flexibility is one of our strong points.
I have keybinds to switch my infuse then I have w a d z x for compass ws as ds zs xs sw for leg/arm/centre and then at the end I put the letter for the strike I want to use
So pretty much I end up like 1zsr for legslash+hands 1xsq for legslash+knees 1eh for pommel/hamstring 1rp for raze/para
The 1 I kinda just stuck there to keep my aliases from interfering with other alias's..Works out pretty well for me.
Things like impale is f2 impaleslash f3 btwist f4 bstar f5 vitiate f6 shin heal all f7 1 voidfist 2 airfist 3 flamefist 4 icefist
I actually just wrote a new custom combo script today while I was on my lunch break.
Basically it uses a series of three - or in some cases four - letter aliases to call a type of slash (including raze, pommelstrike, etc.), a compass or slash direction, and ends with a/an letter(s) that call a strike to fire as well.
The reason some of them are four letters is due to the number of strikes.
All in all it's a great starter script for basic blademaster combat, provided you practice it first and get used to all the different combinations. If you're like me, and have a better than average memory, a couple of spars and you'll have it down.
It does have elseifs for certain cases, and in cases where you'd pommelstrike or raze, it still requires a direction letter to fire the alias. Something that I couldn't code a fix for in the short time I had.
If anyone wants to provide me some input later when I'm off work, and help me fine tune the script, I'd be really grateful, although I'l probably just lean on Nemutaur for an answer like usual.
Update for the above post, I was able to fix the problem with having to enter a direction for nondirectional slashes simply by creating another alias for pommelstrike, balanceslash, and raze.
Currently the two aliases (directional slashes and nondirectional slashes) work very well together. I'm still getting used to the change myself, but I am rather enjoying being able to swap my strikes at any time.
Here are some examples of what would be sent to mudlet on certain alias letter combos:
llk - sends (legslash left and strike knees)
lrn - sends (legslash right and strike neck)
als - sends (armslash left and strike sternum)
tui - sends (centreslash up and strike kidneys)
Just a few examples. For the non directional attacks, the first two letters signify the attack you're using, and the third or third and fourth letter(s) signify what strike will be used. Some examples:
rzk - sends (raze and strike knees)
pmn - sends (pommelstrike and strike neck)
blsh - sends (balanceslash and strike shoulders)
It's a very baseline combo system right now, as confusing and complex as the letter combinations may sound, it actually works very well for me.
Let me know if you guys have any ideas to improve it.
Party right, party hard,
Sing and dance, perfect bard.
Prefarar loop, accentato whore,Buy a new rapier, get nerfed some more.
Ok so the general consensus is to alias the slashes with the limb, eg. crl cll lsl lsr blah blah. After that you'd have the strikes triggered and in a rotation based on what strike you would need.
My question is how would I code this to work for strikes, I've no idea how to put things in a rotation and call them out.
Would it be a counter system, like:
On trigger:
if not strikecount then strikecount = 0 end
if strikecount == 1 then send("strike " ..target.. " knees")
elseif strikecount == 4 then send("strike " ..target.. " hamstring")
if strikecount == 4 then strikecount = 0 else strikecount = strikecount + 1 end
Would that be the right thing to do, or is there a better/more correct way?
For a strike rotation, a counter like that would probably be easiest. I would probably put the strikes in a table, like
strikes = {'strike1','strike2','strike3',...}
and then have your trigger do
strikecount = strikecount or 1
send("strike "..target.." "..strikes[strikecount])
strikecount = strikecount + 1
if strikecount>#strikes then strikecount = 1 end
Or those last two lines could just be replaced with
strikecount = (strikecount + 1)%#strikes
I think.
An advantage to using the table approach instead of the sequence of if statements is that you can change the rotation on the fly. So if you wanted to switch to a kelp rotation or something, you could have an alias that would just do
strikes = {'chest','ears','shoulder','throat'}
for example.
Personally, I just send the strike command at the same time as the slash, so I would probably just trigger the counter off of the line for the strike going through, rather than incrementing it when I send the command (that way you also don't keep going through the table if the command doesn't go through for some reason - not sure if that's what you'd want or not). But then, I also don't use that kind of automatic rotation, so I haven't really thought through the best way to do it. I guess triggering the strike off of the slash might have the advantage of working better in retardation, but I'm so hopeless in retard anyway that I haven't worried much about that aspect, either.
Personally I typically just use one strike over and over and over and over and over again unless im going for a lock and even then it seems easier in my mind to do
Voidfist Para then knees
If he stands up then para = gone so repara
asthma if he hasn't stood up and eats broot then prio = para over asthma.
if he eats kelp then asthma over para
slickness if he smokes asthma = gone if he still hasn't stood up then para is still there.
Which seems easy enough to code but I guess in my mind I can type the alias out and spam enter before the .9 seconds is up. and seems less failable because im not relying on client to do so other then alias's.
On other people it's just 1zsr (Legslash right strike hands) x6 then 1zsq (legslash knees)
On the other hand I did set my infuses to switchable keybindings and they seem to work out better. and I did set my discern to trigger off the line so I didn't accidently discern when he writhed.
But asking opinions because I don't want to have to code the entire thing if it's not better.
@Caladbolg
I mean as with all things, preference is probably gonna be the final factor in whether or not it's "better" to code it or do it manually. If you have a way of doing things which involves typing it out, you like it, and it works 80% of the time(or however much, just guessing), then I'd say it'd be "better" for you to stick to that.
That being said, I'm experimenting with every possible scenario of calling strikes and slashes just to get a feel for what I like best. Currently I'm really liking the auto strike rotation with a "prepped" variable and a "mounted" variable set by aliases/keybinds to overried for knees/feet. Granted I do forget to change the variable back after a successful knee strike sometimes, which can probably be remedied by a trigger setting the variable back to false on a knee strike, but that's the whole reason I'm trying these things out.
Even then, I'm really unsettled when it comes to things like this, so I could use this system for a week and then decide I want to code it completely different all of a sudden, which has been the case two or three times so far.