Kris
119 posts


@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.
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@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?
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@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.
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@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.
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@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.
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@ZenKris21 It's p_exactmove(). It takes start+end coordinates, start+end delays, and a direction to face on arrival.
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@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.
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@ZenKris21 Ah, right... Pets have blockwalk=none, so NPCs (and players) can walk through them. But they can still be blocked by other NPCs.
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