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NPC queues aren’t referenced by names. They are queued by “ID” instead, this allows NPCs to override global behavior without checking NPC type in each queue.
NPC queues don’t use names like player queues. They are queued by “ID” instead, to allow NPCs to override global behavior without checking NPC type in each queue.


Processing is done very similarly to players, and will not run if the queue isn’t ready or the NPC is delayed.  
Processing is done very similarly to players and will not run if the queue isn’t ready to execute or the NPC is delayed.  


== Command ==
== Command ==
<code>npc_queue(id, delay, arg);</code>
<code>npc_queue(id, delay, arg);</code>


NPC queues may pass one int argument here for the queue to use.
''An active NPC pointer must be set!''


When the trigger runs, you can use <code>last_int</code> to reference what you’ve passed.
Developers may pass one int argument here to use when it runs.


==== Additional Args ====
==== Additional Args ====
We do not support this! For documentation purposes only:
We do not support this - for documentation purposes only:


Jagex has an asterisked variant of this command that lets you pass additional arguments: <code>npc_queue*(id, delay)(args, …);</code>
Jagex has an asterisked variant of this command that lets you pass additional arguments: <code>npc_queue*(id, delay)(args, …);</code>


== Trigger ==
== Trigger ==
The <code>ai_queue</code> trigger has 20 queue IDs available to use. The trigger’s subject is the NPC type. These queue IDs are arbitrary outside of a few conventions.
The <code>ai_queue</code> trigger has 20 queue IDs available to use. The trigger’s subject is the NPC type. It looks like <code>[ai_queueID,type]</code>.


Hunt modes may be configured to run a queue when they find a target.
When the trigger runs you may use <code>last_int</code> to reference the arg passed to the queue.


There are a few conventions used globally:
==== Conventions ====
These queue IDs are arbitrary outside of a few conventions:


<code>[ai_queue1,type]</code> runs on '''retaliate''' - this means something has hit them and will set their mode to attack back.
<code>[ai_queue1,type]</code> runs on '''retaliate''' - this means something has hit them and will set their mode to attack back.
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<code>[ai_queue8,type]</code> runs on '''bind spells''' - this means something has hit them with a bind spell and movement will be blocked for a period of time.
<code>[ai_queue8,type]</code> runs on '''bind spells''' - this means something has hit them with a bind spell and movement will be blocked for a period of time.
== Hunt Modes ==
Hunt modes may be configured to run a queue when they find a target.
This allows a developer to implement extra logic before deciding (or not deciding) to attack.

Latest revision as of 19:57, 12 January 2025

NPC queues don’t use names like player queues. They are queued by “ID” instead, to allow NPCs to override global behavior without checking NPC type in each queue.

Processing is done very similarly to players and will not run if the queue isn’t ready to execute or the NPC is delayed.

Command edit edit source

npc_queue(id, delay, arg);

An active NPC pointer must be set!

Developers may pass one int argument here to use when it runs.

Additional Args edit edit source

We do not support this - for documentation purposes only:

Jagex has an asterisked variant of this command that lets you pass additional arguments: npc_queue*(id, delay)(args, …);

Trigger edit edit source

The ai_queue trigger has 20 queue IDs available to use. The trigger’s subject is the NPC type. It looks like [ai_queueID,type].

When the trigger runs you may use last_int to reference the arg passed to the queue.

Conventions edit edit source

These queue IDs are arbitrary outside of a few conventions:

[ai_queue1,type] runs on retaliate - this means something has hit them and will set their mode to attack back.

[ai_queue2,type] runs on damage - this means something has hit them and damage is being applied.

[ai_queue3,type] runs on death - this means something has dropped their health to 0 and will drop items, or advance a player’s quest state.

[ai_queue8,type] runs on bind spells - this means something has hit them with a bind spell and movement will be blocked for a period of time.

Hunt Modes edit edit source

Hunt modes may be configured to run a queue when they find a target.

This allows a developer to implement extra logic before deciding (or not deciding) to attack.