Kris

119 posts

Kris banner
Kris

Kris

@ZenKris21

Estonia Katılım Ağustos 2021
36 Takip Edilen40 Takipçiler
Kris
Kris@ZenKris21·
@JagexAsh Interesting. What are the triggers called for area enter/leave & level ups?
English
1
0
2
175
Mod Ash
Mod Ash@JagexAsh·
@ZenKris21 We have "mapzone" triggers that act like area triggers, but are defined for 64x64 chunks of map tiles rather than a manually painted area. Also "zone" triggers that act like that for 8x8 chunks of map tiles.
English
3
0
3
325
Kris
Kris@ZenKris21·
@JagexAsh Do you know if there are any other triggers that run at the same time as level up, area enter, and area leave?
English
1
0
0
512
Kris
Kris@ZenKris21·
@JagexAsh Awhile ago you mentioned the existence of world_delay. Is there any other way to interact with this "queue of delayed scripts" (and is there an official name for this?), e.g. define scripts the way player queues would be defined, or is world_delay all there is?
English
1
0
0
153
Kris
Kris@ZenKris21·
@JagexAsh For npc_mode opplayer2, does the ai_opplayer2 script need to set the mode again like you would for players via p_opplayer(2), or are npc_modes persistent until some engine defined condition?
English
1
0
0
188
Kris
Kris@ZenKris21·
@JagexAsh What was the purpose of adding +16 levels with Trickster? Given the effect of the relic is that you never fail any actions, 16 levels wouldn't guarantee it. Also funny you mention the plank - I actually brought it as an example earlier today in Discord👀
English
1
0
0
184
Mod Ash
Mod Ash@JagexAsh·
@ZenKris21 Yes - allowing global overrides to skill rolls. Which is why it doesn't help if you select the wrong plank to cross in the Brimhaven Agility Arena, since that's a guaranteed fail rather than a skill roll, btw.
English
2
0
3
172
Kris
Kris@ZenKris21·
@JagexAsh Did OSRS engine receive some changes related to invisible boosts recently? Given the Trickster relic appears to be making use of it in the four skills that it is meant to boost, any idea what that is?
English
1
0
0
232
Kris
Kris@ZenKris21·
@JagexAsh Could you provide the stats of the awakened tentacles that hit you at Abyssal Sire? They cannot be monster examined, unfortunately.
English
1
0
0
142
Kris
Kris@ZenKris21·
@JagexAsh Have longqueues existed as long as weak/normal/strong or were they added afterwards?
English
1
0
0
543
Kris
Kris@ZenKris21·
@JagexAsh Regarding p_walk however, does that respect clipping/collision? If not, is there a version of p_walk that would? (e.g. not move if it is blocked by a loc)
English
1
0
0
130
Mod Ash
Mod Ash@JagexAsh·
@ZenKris21 p_teleport() - a command that "forcibly" moves the player and enables walk animations if the distance is short, so it's good for doors like that. p_telejump() is an alternative command that forcibly moves the player and never plays walk animations.
English
1
0
3
149
Kris
Kris@ZenKris21·
@JagexAsh When players "forcibly" move through doors at content level, is that done using p_walk or p_tele?
English
1
0
0
156
Kris
Kris@ZenKris21·
@JagexAsh Does p_exactmove() also delay the player for the duration of the exactmove, or is that handled manually in scripts?
English
1
0
0
142
Mod Ash
Mod Ash@JagexAsh·
@ZenKris21 It moves them on its own. Yes, the delays are in client cycles, so that they can be synchronised with animations like climbing over a stile.
English
1
0
1
162
Kris
Kris@ZenKris21·
@JagexAsh What are the arguments passed onto the exactmove command(assuming that's what it is called)?
English
1
0
0
193
Kris
Kris@ZenKris21·
@JagexAsh And what arguments does that take?
English
1
0
0
298
Kris
Kris@ZenKris21·
@JagexAsh What's the name of the command that seems to temporarily "merge" locs with players? Appears to be commonly used in Agility.
English
1
0
1
306
Kris
Kris@ZenKris21·
@JagexAsh Does it move the player to the end coordinate on its own, or do you have to teleport/move the player to the destination on-top of the p_exactmove() call manually? Mainly asking as the exactmove delays seem to be in client cycles, rather than server cycles.
English
1
0
0
126
Mod Ash
Mod Ash@JagexAsh·
@ZenKris21 It's p_exactmove(). It takes start+end coordinates, start+end delays, and a direction to face on arrival.
English
1
0
1
116
Kris
Kris@ZenKris21·
@JagexAsh When making new varps, how do you decide if they should require protected access or not?
English
1
0
0
106
Kris
Kris@ZenKris21·
@JagexAsh Slight confusion here; does it trigger the NPC who died or the one who dealt the killing blow to switch the hunt mode? Can the game even track damage dealt by other NPCs?
English
1
0
0
109
Mod Ash
Mod Ash@JagexAsh·
@ZenKris21 On an NPC's death, if it thinks it died to an NPC (which happens there), it'll try triggering that NPC to randomise its huntmode.
English
1
0
1
132
Kris
Kris@ZenKris21·
@JagexAsh What's responsible for switching the hunt modes for the monsters found in God Wars Dungeon? Would it be a NPC timer or some other mechanism?
English
1
0
0
139
Kris
Kris@ZenKris21·
@JagexAsh What would the npc_range(coord) command return if the NPC was on a different level compared to you(e.g. if you went up the stairs)?
English
1
0
0
94
Kris
Kris@ZenKris21·
@JagexAsh Oh, seems I misunderstood how the mechanic worked a little bit. What makes it so Splatters in Pest Control are able to walk through Brawlers, and other NPCs that normally block movement?
English
1
0
0
177
Mod Ash
Mod Ash@JagexAsh·
@ZenKris21 Ah, right... Pets have blockwalk=none, so NPCs (and players) can walk through them. But they can still be blocked by other NPCs.
English
1
0
1
118
Kris
Kris@ZenKris21·
@JagexAsh Is there a special property on pest control Brawlers that blocks walking and shooting projectiles through them?
English
1
0
0
329