Actions

RuneScript

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Revision as of 08:43, 31 January 2023 by Pazaz (talk | contribs)

Extra Resources

https://osrs-docs.com/ pw: rsps

https://neptune-ps.gitlab.io/runescript/index.html

https://github.com/data-dependent/osrs-guides/blob/master/skilling.md

Terminology

op = operable interaction (occurs within 1 tile / line of walk)

ap = approachable interaction (occurs within approachable range of up to 10 tiles / line of sight)

cam = camera

if = interface

com = interface component

inv = inventory

loc = "location", represents an object in the world e.g. a Tree

obj = "object", represents items

p_ = protected (not able to access full set of variables)

stat = skill

oc = related to obj config

op____[1-5] = option 1 through 5 used on target

op____u = item used on target

op____t = spell used on target

opobj = interacted item on ground

opheld = interacted with item in inventory

Constants

^lootdrop_duration = 200
^dm_default = "Nothing interesting happens."
^max_32bit_int = 0x7FFFFFFF

Function Signatures

Functions can be registered 3 ways.

[proc,name](params)(return) known as a procedure or subroutine. Called via gosub(name) or by prefixing with ~.

[label,name](params) similar to GOTO/LABEL syntax. Called via jump(name) or by prefixing with @.

[trigger,on] contextual function handler registered for a specific action occurring in the engine.

Triggers

opnpc[1-5] / opnpcu / opnpct

apnpc1[1-5]

opplayer[1-5] / opplayeru / opplayert

applayer[1-5]

oploc[1-5] / oplocu / oploct

aploc[1-5]

opobj[1-5] / opobju / opobjt

opheld[1-5] / opheldu / opheldt

if_button[1-10]

ai_queue[1-20]there's different queue types: 1 = retaliation, 2 = damage, 3 = death, 8 = bind effects

ai_conqueue controller queue

Engine Functions

Calling with . or * can change behavior (does not affect procs or labels):

The character . can precede npc_ function names, indicating it's targeting a secondary NPC.

The character * can follow queue function names, indicating a second set of arguments are being passed.

Name
anim
buffer_full
buildappearance
cam_lookat
cam_moveto
cam_reset
clearbit
clearqueue
controller_coord
controller_del
controller_findexact
controller_queue
coord
displayname
enum_getoutputcount
facesquare
finduid
getqueue
healenergy
huntnext
if_close
if_setevents
inarea
inv_add
inv_del
inv_getobj
inv_getvar
inv_itemspace2
inv_moveitem
inv_resendslot
inv_setslot
inv_setvar
inv_size
inv_total
inzone
last_comsubid
last_int
last_slot
last_useitem
last_useslot
last_verifyobj
loc_add
loc_angle
loc_anim
loc_category
loc_coord
loc_del
loc_find
loc_findallzone
loc_findnext
loc_param
loc_type
longqueue
map_clock
map_members
mes
mes_typed
movecoord
name
npc_add
npc_anim
npc_basestat
npc_category
npc_coord
npc_del
npc_delay
npc_facesquare
npc_findexact
npc_param
npc_queue
npc_range
npc_say
npc_sethunt
npc_sethuntmode
npc_setmode
npc_statheal
npc_type
obj_add
obj_add
objectverify
oc_category
oc_desc
oc_members
oc_name
oc_param
p_aprange
p_arrivdelay
p_delay
p_pausebutton
p_telejump
p_transmogrify
random
randominc
region_findbycoord
region_getcoord
runclientscript
scale
seqlength
setbit
softtimer
sound_area
sound_synth
split_init
split_pagecount
staffmodlevel
stat
stat_base
stat_heal
testbit
weakqueue

Core Content Functons

Name
~mesbox
~objbox
~chatplayer
~chatnpc
~.chatnpc_to_other
~p_choice[1-5]
@multi[1-5]
~p_loaddelay
~p_countdialog
~if_openmain
~npc_death
~npc_meleeattack
~npc_meleedamage
~playerhit
~playerhit_n_melee
~playerwalk3
~givexp