This hex launches the nearest arrow exactly fast enough to kill the entity you're looking at (not accounting for armour), using unit impulse stacking to minimize the cost (meaning it "only" costs 309 dust to kill a wither, instead of 24 025).
Since it can't account for the entity's armour (Hexal has no pattern for that), it adds a constant 10 hp so it can actually kill the wither. It's commented, feel free to remove if you want. Also, if you want to use this on any armoured target, you could instead multiply the calculated velocity by 1.5 or 2 or something, or just use a constant, large velocity instead of basing it on the target's health.
The best railgun yet.
This is a hex in two parts that work together as a combat-ready smart railgun. First, a Quiver Wisp is summoned that collects and holds all nearby arrows (including those fired by skeletons) for later use. Then, the Smart Railgun II fires a nearby arrow (usually from the quiver, but airborne arrows can and will be used) with the caster's own media reserves, accelerating it just enough to kill the target. If a quiver is active, the railgun communicates with the quiver along a link so that the quiver doesn't try to collect arrows fired by the railgun.
Be aware that if a mob's health is low enough, the arrow may not be accelerated fast enough to actually hit the target. If you use the optional Armor Compensator macro, it can one-shot armored targets, but it still can't account for enchantments.
The hexes are listed separately to make them easier to draw and verify, but I recommend combining them with Knitting Needle. Both hexes use Stuck Arrow Filter as a template, and I recommend using Locator's Scalpel to insert the pattern lists, as instructed by the comments in each hex.
This hex gets cheaper with higher levels of Power on your bow, since the Power enchantment acts as a straight damage multiplier. As explained in the table below and a comment in the code, you can change a value in this hex to make it work with any power level. This makes the arrow slower, so using it with lower power levels won't work, and it may have less range against weak mobs.
Power enchantment — Health divisor — Dust to kill a creeper
0 — 2.0 — 19
1 — 3.0 — 12.3
2 — 3.5 — 10.4
3 — 4.0 — 9
4 — 4.5 — 7.9
5 — 5.0 — 7 Replacement for Thoth's Gambit
More precisely, it teleports an arrow from a holding chamber to a point just above the head of the entity you're looking at (using Hexal's Gates), then impulses the arrow down at just the right speed to kill your target, taking into account its health and armor (though if you want to draw a few less patterns, you can leave out the armor part). If the arrow would be teleported into a block, it first breaks that block.
Use Locator's Scalpel to insert a Gate iota at the marked placeholder (Bookkeeper's Gambit: --). You'll need to insert the same Gate iota into the holding chamber hex, so save it somewhere convenient.
Note that this hex is more expensive (in terms of media) than the other railguns in this thread, because it only fires unenchanted arrows. There's also a 2.5 dust cost to teleport the arrow. Eventually, I plan to improve this by making another holding chamber that uses a skeleton to shoot Power V arrows. For now, if you want to save on media, I've also updated Smart Railgun II (above) to use Armor Compensator. Finally, if the target is wearing enchanted armour, this won't quite kill it. Maybe carry a sword?
Named after Dudblockman's unreleased Judgement hex.
// macros
#define Conditional Charon (SOUTH_WEST aqdeed) = bool ->
#define Linear Impulse (SOUTH_WEST awqqqwaqww) = entity, vector ->
#define Armor Compensator (NORTH_WEST wqqqqwwdd) = entity, num -> num
{
// get target
// could replace this with sentinel walking to get MUCH longer range
Mind's Reflection
Compass' Purification
Mind's Reflection
Alidade's Purification
Scout's Distillation
// get living entity at target, make sure it's not me or null
// this ensures we're shooting something that's worth shooting
Compass' Purification
Entity Purification: Living
Gemini Decomposition
Nullary Reflection
Equality Distillation
Prospector's Gambit
Mind's Reflection
Equality Distillation
Disjunction Distillation
Conditional Charon
// get desired arrow position
Gemini Decomposition
Compass' Purification II
Prospector's Gambit
Stadiometer's Purification
Numerical Reflection: 0.5
Additive Distillation
Vector Reflection +Y
Multiplicative Distillation
Additive Distillation
// break the block if it would hit something
Numerical Reflection: 4
Gemini Gambit
Vector Reflection -Y
Archer's Distillation
Jester's Gambit
Floor Purification
Numerical Reflection: 0.5
Additive Distillation
Equality Distillation
{
Break Block
Bookkeeper's Gambit: v
}
Flock's Disintegration
Augur's Exaltation
Hermes' Gambit
// get all non-living entities currently where the arrow will show up
Numerical Reflection: 1
Dioscuri Gambit
Zone Distillation: Non-Living
Rotation Gambit II
// summon the arrow from the holding chamber
Prospector's Gambit
{
Bookkeeper's Gambit: -- // gate iota placeholder
}
Flock's Disintegration
Jester's Gambit
Gate's Closing
// select the arrow
// should be the only entity in this zone and not the other
// but only select the first one in case multiple arrows got marked somehow
Zone Distillation: Non-Living
Exclusionary Distillation
Numerical Reflection: 0
Selection Distillation
// get the speed to kill the target
Jester's Gambit
Gemini Decomposition // optional: compensate for armor
Nurse's Purification
Numerical Reflection: 2 // with Power I: 3, II: 3.5, III: 4, IV: 4.5, V: 5
Division Distillation
Armor Compensator // optional: compensate for armor
// cancel existing arrow velocity and shoot it real good
Vector Reflection -Y
Multiplicative Distillation
Prospector's Gambit
Pace Purification
Subtractive Distillation
Linear Impulse
}
This is the holding chamber for the above hex. It uses the Permanent Wisp template; use Locator's Scalpel to replace patterns in the template as per the comments in the code block below. Also use Locator's Scalpel to insert a Gate iota (must be the same one as above) at the marked placeholder (Bookkeeper's Gambit: --).
Build the chamber above the Permanent Wisp circle as shown below. To summon the wisp, run the completed hex while looking at the face of the lower observer. When you summon the wisp, there shouldn't be any arrows in the chamber. Avoid putting any non-living non-item entities within a 2-block radius of the centre of the bubble stream. Holding ChamberPatterns
// macros
#define Conditional Charon (SOUTH_WEST aqdeed) = bool ->
// replacement for Numerical Reflection: 10
// because you can easily use up ~7 media if you're firing while it's trying to refuel
Numerical Reflection: 25
// replacement for Reveal
{
// zone distillation in the arrow chamber
// this is probably in a reasonably controlled environment
// so don't need to bother with the full stuck arrow detector
Gemini Decomposition
Compass' Purification
Vector Reflection +Y
Numerical Reflection: 3
Multiplicative Distillation
Additive Distillation
Numerical Reflection: 2
Dioscuri Gambit
Zone Distillation: Non-Item
Rotation Gambit II
Zone Distillation: Non-Living
Intersection Distillation
// check if there's an arrow in the chamber
// TODO: allow multiple arrows?
// TODO: mark if unmarked, not if flag is true
Gemini Decomposition
Augur's Purification
{
// if there is an arrow, abort if we've already marked it
Muninn's Reflection
Augur's Purification
Negation Purification
Conditional Charon
// mark the arrow
Speaker's Decomposition
{
Bookkeeper's Gambit: -- // gate iota placeholder
}
Flock's Disintegration
Jester's Gambit
Gate's Opening
// forget that we dispensed an arrow
False Reflection
Huginn's Gambit
}
{
// if there isn't an arrow, abort if we've already dispensed one
Muninn's Reflection
Augur's Purification
Conditional Charon
// dispense an arrow
Prospector's Gambit
Compass' Purification
Vector Reflection +Y
Numerical Reflection: 7
Multiplicative Distillation
Additive Distillation
Gemini Decomposition
Conjure Block
Break Block
// remember that we dispensed an arrow
True Reflection
Huginn's Gambit
}
Augur's Exaltation
Hermes' Gambit
Bookkeeper's Gambit: v
}