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EN Runtime API 12 Movement Commands
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Each team opens a card with C#-signatures, parameters and several independent examples.
Adds the passed values to the compatibility list of the same name for the current runtime. Elements are serialized via |; This is a change to the local list, not an independent game action.
Prevents further movement through the script manager. CancelMove calls the same path as MoveOff. For subsequent move commands, the resolution can be restored by MoveOn().
Outdated command to fix another native client. In ClassicUO it only prints a message that such a patch is not required. Does not alter movement, speech or containers.
Returns the direction (0–7) in which the mobile with ObjID is facing.
Computes the expected Z level for the next step from (CurrX, CurrY) in the direction (DestX, DestY) in world WorldNum, starting at CurrZ.
Returns the current walk delay (in milliseconds) used when the character is mounted and walking.
Returns the current walk delay (in milliseconds) used when the character is walking.
When moveOpenDoor is enabled, StepQ now probes the actual ClassicUO door in the step direction and updates this state automatically before queuing the step. If no represented door is found, the normal OpenDoor fallback is still attempted but the automatic recognized-door flag remains 0.
Allows you to duplicate the movement of one reference item with many of the same type.
For shards in which the price of an item is set at the moment the item is placed in the vendor's bag (for example, AoP, Wolfpack), you can use the MassPriceMove command to set the price for a large number of identical items.
Returns the current movement state via IsMoving: 1 - the character is moving, 0 - not moving. Does not accept coordinates and does not start route search. If the result is non-zero, updates TicksAnim. To move to a point, use MoveXY, NewMoveXY or MoveXYZ.
The getter returns the current flag; the setter stores true/false. The Pathfinder applies it separately from moveThroughCorner when both orthogonal side cells of a diagonal are blocked.
Controls the boat piloted by the character through the HS batch control (the same mechanism as mouse control in the official client; 0xBF batch, 0x33 subcommand).
The getter returns the current bool state; the setter normalizes to 0/1. When true, the wrapper and Pathfinder abort on disconnect. When false, out-of-game processing pauses without clearing the route, allowing later continuation after reconnection if the surrounding caller remains active.
The getter returns the configured non-negative weight; the setter clamps negative input to 0. MoveTo applies max(1,value). Optimized=true uses that weight in the A* remaining-distance cost; Optimized=false forces an effective value of 1 for that request.
Moves an item to the specified container or to the ground.
Moves all items of the specified type and color from the source container to the destination container.
Prevents further movement through the script manager. CancelMove calls the same path as MoveOff. For subsequent move commands, the resolution can be restored by MoveOn().
Allows movement through the client script manager. Does not set a route and does not send the character to a point.
Stops the current client's pathfinding/movement through StopMoving. Doesn't set a new goal.
The getter returns the stored non-negative cost; the setter clamps negative input to 0. Scripted A* adds this cost whenever a candidate route changes direction after the first step, preferring straighter routes as the value grows.
Moves the character to Xdst,Ydst with the current height and Accuracy tolerance. Returns 1 only when the final tolerance is reached, otherwise 0. Optimized includes checking the next four cells of the route; without it, the closest one is checked. A pre-calculated A* is used with rescheduling when obstacles change. Accuracy is limited to 0–20 cells, Running is converted to a boolean value. This is a separate mechanism from the manual mouse crawl sliders.
Moves to a 3D point x,y,z. accuracyXY — horizontal tolerance (0–20), accuracyZ — vertical tolerance (0–255), running — running mode. Returns 1 only if both tolerances are reached. In extended forms, timeout is specified in ms, maxSteps limits the number of steps; 0 means no additional restriction. The omitted avoidMobiles/openDoors are inherited from runtime.
Legacy sequential move to x,y: chooses direction, takes a step and waits 75 ms, repeating until point is reached or 30 seconds. Does not use full A*. The three-argument form accepts z, but the current implementation does not use it. To account for heights and obstacles, use MoveXYZ.
Returns the character's predicted direction based on the current motion path.
Remove earrings
Removes the corresponding client-side overlay from WorldMapGump and from C# runtime figure state.
Sends a request to exclude the specified mobile from the group (party).
Removes an item from the Hat layer via Unequip. The result depends on the availability of the item and the server permission of the operation.
Remove the necklace
Removes an item from the Ring layer via Unequip.
Removes a custom static object by its ID from the local map data.
Sends one step: direction normalized by AND 7, optional running enables running. This is not building a route to coordinates.
Queues the movement request and waits for the ACK/DENY associated with that exact sequence, returning the runtime movement result code.
Queues one movement request through PlayerMobile.Walker and returns the real walk sequence/request identifier without waiting for acknowledgement.
Stops the boat the character is driving.
ClassicUO — Bad Newbie & C# Scripts IDE