@thefrogbtw@TheKragmeister @callistocub Hello, G. I want to open a door for you. Your statement, will always be a fact. Your perspective, is because you are currently living in 2025, and 2004Scape, well, reflects 2004. They want to recreate the old servers, not make a new game. Are you not a fan of RuneScape? Bless.
@JagexAsh Hey Mod Ash, curious about your npc hunting, similar to checking if player is busy, is there also a property for it to also check if player is busy2? Thanks!
@JagexAsh Good morning Mod Ash! I was just wondering, are you use "getqueue" inside of a "queue" block of code? I believe this would cause a race condition if possible; maybe there is protection against that? Also probably applies to "clearqueue" as well?
Thank you!
Hey @JagexAsh! Hope you are doing well today. I was wondering, before the existence of the sound_area command, was it typical to hunt for players to play the sound you want? I am thinking about like Ducks quacking in Lumbridge for example. Thanks!
@JagexAsh@Tannerdino1 Salutations! Just wondering for the possibility, does your inv_dropslot and inv_dropitem commands take in a possible player_uid to show to that specific player the items dropped from this player context inv? Thanks! :)
@JagexAsh That makes sense. Is there also a way to βcheck_invβ? for example Gnome Ball minigame checks if player is wearing ball to attempt tackling. Thanks! :)
Hey @JagexAsh just thinking about your hunt modes, for the ones that hunt obj or scenery for example, I assume these would need something like "check_obj" or "check_loc" to know specifics? Example would be like Varrock Sweeper. Possibly could also check for obj quantity?
Hey @JagexAsh hope all is well! I was wondering, for the few amount of npcs that retreat when their HP gets low, is this defined as like a npc_setmode(retreat) and handled on engine? or is it like a param on the npc and is done through script?
Thanks and have a nice day :)
Hey @JagexAsh, assuming you had the necessary pointers, if you were to use the following code by itself:
obj_add(movecoord(coord, 0, 0, 5), coins, #, #);
p_opobj(#);
Would the player in context here automatically walk to the Obj target here?
Thank you!