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EN Command Modes and Offline IDE

Bad Newbie edited this page Oct 16, 2026 · 1 revision

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Command modes and offline IDE

Invocation origin controls presentation: graphical chat commands and bound console commands open a table with fields, values, Ctrl+C and scrolling. Ordinary C# scripts receive report strings without windows or target cursors, even with an open game window. Only client-known data is available.

Parameterless Info and InfoTile arm a target in graphical chat. In a script, Info() reads the last object target or the player; InfoTile() reads the land under the player. Explicit serial, type and coordinates query the chosen object or tile. The third argument of InfoTile(x,y,map) is a map number.

InfoGump() reads the latest active server dialog or local client window. Supply an ID or index to choose one; last, LastGump and Last Gump mean the latest window. InfoGumps returns the list. Inspector windows are excluded. Only graphical commands open an inspector table.

Hide hides a loaded object locally without using Hiding. Resend/Resync clears this local hiding and restores the previous drawing state of loaded objects, including after repeated Hide. Object data is retained; the server Hidden flag is unchanged.

Manager includes its own C# IDE, API Manual and SessionHost. No neighbouring Full_Client folder is required. With Client selected, the external editor uses its existing session without another login. Offline editing, C# validation, compilation, decompilation and reference browsing are available; game actions require a live world. Editor settings stay inside Game Manager.

#InfoTile
#UO.InfoTile()
#InfoGump
#InfoGump LastGump
string tileReport = UO.InfoTile(UO.GetX(), UO.GetY(), UO.GetWorldNum());
string gumpReport = UO.InfoGump();
UO.Print(tileReport);
UO.Print(gumpReport);

UO.Resend()

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