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Interaction
A lot of Entities are interactable, allowing other entities to perform actions on them like Talk-to, Follow, Attack, Trade etc... Interact is a Movement Mode which moves a character in range of a target entity before performing an interaction.
val interaction = FloorItemOption(player, floorItem, "Light")
player.mode = Interact(player, floorItem, interaction)
Interactions fall into two categories: Approach and Operate.
- Approach interactions trigger when the character is within 10 tiles of the target, this is mainly used for ranged combat and magic spells.
- Operate interactions are triggered when the character is next to the target.
Note
In RuneScript these are called ap
and op
scripts which stand for Approachable and Operable. We have used alternative verbs.
You can read more about interactions at osrs-docs/entity-interactions.
There are many types of interactions:
Interaction | Description |
---|---|
InterfaceOption |
Clicking Interfaces or Item . |
Command |
A command typed into the client console. |
ItemOn... |
Using an item on a type of Entity. |
NPCOption |
An option on an NPC. |
PlayerOption |
An option on a Player. |
FloorItemOption |
An option on a Floor item. |
ObjectOption |
An option on a Game object. |
CombatInteraction |
In combat with a target. |
InventoryOption |
An option on an Inventory item on an Interface. |
Most entity interactions have at least 4 helper functions: two for player operating or approaching an entity, and two for a character operating or approaching an entity. Their usage and will vary depending on the interaction and the entity being interacted with. See each class for the complete list of functions available.
npcOperate("Talk-to", "ellis") {
}
npcApproach("Talk-to", "banker*") {
}
characterOperateNPC("Follow") {
}
characterApproachNPC("Attack") {
}
command("reset_cam") {
player.client?.clearCamera()
}
modCommand("clear") {
player.inventory.clear()
}
adminCommand("bank") {
player.open("bank")
}
inventoryOptions("Eat", "Drink", "Heal") {
}
inventoryOption("Bury", "inventory") {
}
inventoryItem("Rub", "amulet_of_glory_#", "inventory") {
}
Most cases you'll want to wait until the player is right next to the target before interaction.
- todo pic
However when an interaction pops up an interfaces to begin with interactions should start sooner by specifying arrive = false
in the interaction parameters:
itemOnObjectOperate("*_mould", "furnace*", arrive = false) {
player.open("make_mould${if (World.members) "_slayer" else ""}")
}
When interacting with entities often times you'll want to write code to interact with more than one at a time, for example bankers all have the same dialogues so instead of writing an npc approach script for banker_al_kharid
, banker_zanaris
, banker_shilo_village
etc.. individually you can write one script with a wildcard character to match a pattern.
Currently Void supports two wildcard characters:
Symbol | Pattern |
---|---|
* |
Matches any amount of any character |
# |
Matches a single digit |
So you can match all bankers using banker_*
instead of listing them individually.
Note: The real wildcard uses banker*
to also match banker
as well.
Matching a single digit is useful mainly for items with charges like jewellery and potions. amulet_of_glory_#
will match amulet_of_glory_1
, amulet_of_glory_2
, amulet_of_glory_4
etc... (but not amulet_of_glory_10
which in most cases is fine as charges rarely go above 8).
The same applies for items, interfaces, components and all other string ids used in script functions unless otherwise specified.