RuneScript/NPC Queues: Difference between revisions
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<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. | NPC queues may pass one int argument here for the queue to use. | ||
When the trigger runs, you can use <code>last_int</code> to reference what you’ve passed. | |||
==== Additional Args ==== | ==== Additional Args ==== | ||
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 == | ||
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There are a few conventions used globally: | There are a few conventions used globally: | ||
<code>[ai_queue1,type]</code> runs on '''retaliate''' - this means something has hit them and | <code>[ai_queue1,type]</code> runs on '''retaliate''' - this means something has hit them and will set their mode to attack back. | ||
<code>[ai_queue2,type]</code> runs on '''damage''' - this means something has hit them and | <code>[ai_queue2,type]</code> runs on '''damage''' - this means something has hit them and damage is being applied. | ||
<code>[ai_queue3,type]</code> runs on '''death''' - this means something has dropped their health to 0 and | <code>[ai_queue3,type]</code> runs on '''death''' - this means something has dropped their health to 0 and will drop items, or advance a player’s quest state. | ||
<code>[ai_queue8,type]</code> runs on '''bind spells''' - this means something has hit them with a bind spell and movement | <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. |
Revision as of 19:06, 12 January 2025
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.
Processing is done very similarly to players, and will not run if the queue isn’t ready or the NPC is delayed.
Command
npc_queue(id, delay, arg);
NPC queues may pass one int argument here for the queue to use.
When the trigger runs, you can use last_int
to reference what you’ve passed.
Additional Args
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
The ai_queue
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.
Hunt modes may be configured to run a queue when they find a target.
There are a few conventions used globally:
[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.