Most in game actions are queued.
The priority of a queued action is either weak, normal, strong
A weakqueue is cancelled if the player clicks away - commonly used for Make-X. Queues are weak / strong / normal. https://github.com/RuneStar/leaks/blob/master/153.txt
A standard one will wait if you have a menu open, and execute when it closes. A strong one will close menus to execute itself sooner. https://github.com/RuneStar/leaks/blob/master/142.txt
Both npcs and players have queues
Runescript queue has the format queue(type, tick delay)(parameters)
combat_clearqueue & player_end_poison
Are they related?
Id | Description |
---|---|
1 | Retaliation |
2 | Damage |
3 | Bind effects |
4..20 | Custom |
ai_queue |
- Make-X
- Smithing
- Crafting
- Fletching
- Herblore
- Bones on altar
- Runecrafting
- Cooking
- Fishing
- Mining
- Farming
- Summoning infuse pouches
- Gathering
- Woodcutting
- Firemaking
- Normal emotes
- Sitting home teleport
- Movement - (interaction)
- Filling vials
- Level up (gfx, sound, dialogue)
- Poison - Not cancelled
XP drops - Not cancelledConsuming food and potions - Not cancelledContainer modifications - Not cancelled- Movement - (walk to tile, follow)
- Combat - Cancellable (attacking)
Most dialogues
Cancels Weak, suspends normal
- Hits
- Death
- Teleports
- Hitpoint renewal
Can't be suspended if right next too - means there's a pre-movement check Can be suspended if have to move to reach target - Movement isn't suspended like walk to tile Only walk to tile can have movement-suspended on the first tick
Doesn't stop movement, stops action at end of movement
Pot + food doesn't work in the same tick, only food + pot
Kara + food takes normal delay 1 tick healing must be Food + Pot + Karambwan
Stops movement, but movement is allowed to start after first tick (animations combine and still get xp later)
Doesn't stop movement, does stop action at the end of movement
All actions cancels walking and combat, closes interfaces
- Emotes
- Bury bones
- Dropping items
- Using one item on another
- Using item on a npc
Appears all player actions close interfaces
- Skill guides
Dialogues(Is it dialogues or is it leveling up itself?)
Opening a skill guide will stall an action from performing e.g attacking, picking up an item until the interface is closed
- Quest guides
- Achievement guides
- Clan setup
- Settings
- Equipment/Price Checker/Items kept on death
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Are delays handled before or as part of the queue?
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If all actions clear queues, what about poison?
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What queue priorities cancel what? - Cancels all priority queues below it, except poisons? see above
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Are interfaces part of the queue?
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How do actions which a player can't click out of work? (Obstacles, Ectofunctus) - Just queue 3 actions with the correct delays, unfreezing the player after
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How do animations play into this? (Teleporting, Emotes) - Not all emotes suspend hits, most suspend movement?
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Are dialogues part of the queue? - Yes definitely, level up suspends combat
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If something is added to the queue by a queue action, does it activate on the same tick or the next one? - Same, delay depending.
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When is a queue processed, is it each tick or more frequently?
- Effects
- Passive
- Godwars snow
- Monkey madness tunnel rock-fall
- Barrows crypt crumble
- Active
- Spells (confuse, bind, etc..)
- Prayers (leech, boost etc..)
- Poison
- Passive
- Granite maul special; click the spec bar twice, switch to a different weapon, hit, switch back to granite maul and it would auto spec
- Karambwan/pizzas/pies/chocolate bomb/tangled toad legs - doesn't clear queue, separate from regular food
- Potions and food are separate actions but on the same priority
- Equipping and 1-tick changing
- D-Spear (suspends hits)
- Level teleport interface stall - configure exp drops
first two foods are cooked at 3 ticks ea, ones after that cook at 4 ticks most hits are determined upon added to damage queue combat delay is that of the last weapon attacked with