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EN Runtime API 19 Movement Settings

Codex edited this page Oct 11, 2026 · 2 revisions

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Runtime API — Motion settings

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Each team opens a card with C#-signatures, parameters and several independent examples.

Movement

The getter returns the current non-negative threshold; the setter clamps negative input to 0. MoveXY/newMoveXY/MoveXYZ check it before starting and while waiting for Pathfinder completion. If stamina is below a positive threshold, the movement request returns failure/stops instead of continuing to send steps.

Movement

The getter returns the current flag; the setter stores true/false. During MoveXY/newMoveXY/MoveXYZ, true changes path construction itself: door cells are treated as traversable during A*, then the adjacent concrete door is opened just before its step. If the world changes after planning, the path look-ahead causes a bounded replan before more movement packets are sent.

Movement

The getter returns the current flag; the setter stores true/false. The Pathfinder applies it when evaluating a diagonal whose two orthogonal side cells contain exactly one blocker.

Movement

The getter returns the stored non-negative int; the setter clamps negative input to 0. MoveTo converts the current value to a bool with value>0. 0 keeps loaded living mobiles in the collision list; >0 omits their occupancy from scripted A* collision planning.

Movement

Sets the ClassicUO player movement completion delay used when walking while mounted. The value is propagated from C# runtime state into MovementSpeed.TimeToCompleteMovement; it is no longer a state-only compatibility variable.

Movement

Sets the ClassicUO player movement completion delay used when walking on foot. The value is propagated from C# runtime state into MovementSpeed.TimeToCompleteMovement; it is no longer a state-only compatibility variable.

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