Skip to content

EN Cast Indicators and Movement

Codex edited this page Oct 11, 2026 · 1 revision

Українська · Русский · English · Deutsch · Français · Italiano · Español · 繁體中文 · 日本語 · 한국어

Casting and movement indicators

Indicator groups

Settings are divided into three sources:

  • My character - your own character;
  • Other Player - other players, including standard human/elf/gargoyle bodies and party participants;
  • NPC / Monster - creatures and monsters.

This separation prevents NPC settings from being applied to the normal player.

Size and position

  • length: 0–200;
  • one length unit is equal to one pixel;
  • 0 completely hides the indicator;
  • thickness: 3–18 pixels;
  • position: left, right, above or below the object.

The spell signature is tied to the actual indicator rectangle and takes into account the measured width of the glyphs. It should not remain in the old position after changing the font, scale or aspect.

Definition of caste

The client combines available mobile speech signals, spell groups and action codes. There is usually more data for your character; for other players and NPC the result depends on the packets and animations actually sent by the server.

Timings

Separate values ​​are available for the Magery circles 1–8, as well as the Necromancy, Chivalry, Bushido, Ninjitsu, Spellweaving, Mysticism and Mastery groups. Server specific features may require individual duration adjustments.

Observation range

Indicators of other objects are based on objects actually visible to the client and the visibility range setting in tiles. The obstacle avoidance slider is not the cast scanning radius.

Avoiding Obstacles

The Obstacle scan distance slider sets the maximum number of additional 1–5 cells that the scheduler can use to traverse.

Algorithm:

  1. first checks the direct and minimal path;
  2. when blocking, considers lateral, perpendicular and diagonal options;
  3. if necessary, allows a step back and a full reverse maneuver;
  4. selects the shortest traversable path within the reserve;
  5. before each step, re-checks the world;
  6. recalculates the path if an obstacle or position has changed.

The value 5 is not a mandatory five-cell hook, but an upper limit for an additional search. If one step is enough, the short option is selected.

Home · C# · IDE · API · Examples

Clone this wiki locally