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EN Runtime API 30 Targeting

Codex edited this page Oct 11, 2026 · 2 revisions

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Runtime API - Sight and targets

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

Targeting

Overrides the current target cursor if it is active.

Targeting

Cancels the current target trap (set via WaitTargetObject, WaitTargetXYZ, WaitTargetTile, etc.)

Targeting

Opens the user's local item/character selection crosshair. Resets the previous response. This is not a server crosshair expectation or an automatic target. Read the result through ClientTargetResponse after ClientTargetResponsePresent/WaitForClientTargetResponse. The choice of land is not taken as an object; the stale callback of the previous request is ignored.

Targeting

Opens the user's local sight, which allows tile and object selection. The answer is taken through ClientTargetResponse; the new request resets the old response.

Targeting

Returns a copy of the array [serial, graphic, x, y, z]. For ground/static, serial is 0. Before the answer, if canceled or inappropriate selection, the array is empty. Check its length first; the fact that a selection has been completed does not guarantee five elements.

Targeting

Returns 1 if the callback of the last user selection has already completed, otherwise 0. Completion may mean cancellation; check the length of ClientTargetResponse() separately.

Targeting

Returns true if the target's trap is currently armed, that is, a previous call WaitTargetObject, WaitTargetSelf, WaitTargetLast, WaitTargetTile, WaitTargetXYZ, WaitTargetType, or WaitTargetGround queued a response to the target, which hasn't worked yet.

Targeting

Different overloads perform different operations. Target() cancels the current/prepared target. Target(object) queues the object like WaitTargetObject. Target(targetKey,target) sends a protocol response with an explicit target ID; target can be serial, a named object, or the string 'lasttile'. The seven arguments specify targetKey, object, targetType, graphic/type, x,y,z; targetType=0 — object, 1 — cell. For a normal script, WaitTargetObject/WaitTargetTile are preferred: targetKey for a low-level form must match the server request.

Targeting

Sends a "target by resource" packet to the server, targeting the specified object with the resource type.

Targeting

Returns ID of the current target cursor.

Targeting

Returns 1 if the server/client targeting engine TargetManager is currently active, 0 otherwise. The check does not select a target or queue a response.

Targeting

Returns 1 if the server/client targeting engine TargetManager is currently active, 0 otherwise. The check does not select a target or queue a response.

Targeting

In this build, calls WaitTargetObject and puts serial in the response queue. Therefore, the team can prepare a response even before the server sight appears. There is no return value; sending a response does not guarantee the success of the server action.

Targeting

Queues the response type,x,y,z to the server target via WaitTargetTile. The name TargetToTile does not necessarily mean an immediate response: if there is no sight yet, the response remains prepared.

Targeting

Places x,y,z coordinates in the response queue to the server sight with graphic/type=0. Game map coordinates are used, not screen pixels.

Targeting

Returns the saved value of UO.Timer at the time the target was prepared in the corresponding commands. The unit is a tenth of a second; is not a ID sight.

Targeting

Waits for the user to complete the last local selection: 1 - callback received, 0 - timeout. Parameter in milliseconds, polling step no more than 25 ms. Canceling also terminates the request, so check the ClientTargetResponse() array.

Targeting

Waits no more than the specified number of milliseconds for the server crosshair to appear. Returns 1 if target cursor is present and 0 if time has expired. Zero or negative timeout means checking without a long wait. The polling period in this build is no more than 25 ms; the old reference's statement about 100 ms does not apply here. Does not select an object or set an automatic target. The general TargetManager is checked: the active local selection cursor can also influence the result. Don't use ClientRequestObjectTarget as a way to wait for a server request.

Targeting

Compact automatic target selection. The specific serial/named object is queued directly. The values ​​0 and -1 enable searching by loaded characters/items with filters type, color, distance, notoriety, nearest and maxZ; Ignore is taken into account. If there is no match, the prepared target is cleared. The team does not begin casting or using the item.

Targeting

Searches for a loaded item on the ground based on graphics and optional color, then places it serial in the target queue. This is a search for an item, not a static map tile. If there is no result, cancels the next automatic response.

Targeting

Places lasttarget in the response queue to the server target. Make sure the last target is still valid.

Targeting

Places serial in the response queue to the server target. If the sight is already available, the manager can respond immediately; otherwise the target waits for the next sight. Two arguments specify a sequence of two objects. This command does not trigger the action itself (cast, use of a tool or skill). The string form allows named objects, such as self and lasttarget.

Targeting

Prepares a sequence of two targets: an explicitly specified object id and a graphic object of type/color found on the ground. If one of the objects is not found, the next automatic target is canceled.

Targeting

Places the current character in the response queue for the server crosshair. Equivalent to WaitTargetObject("self").

Targeting

Places tile coordinates in the response queue for the server target. The one-argument form only accepts the string 'lasttile'. If the last tile is missing, the next automatic response is canceled. The x,y,z form uses graphic/type=0; the type,x,y,z form allows you to specify graphics. Use valid map coordinates and elevation; This is not a mouse terrain selection command.

Targeting

Searches for an item of the specified graphic in the backpack, including the loaded contents of nested containers, and puts the found serial in the target queue. The omitted color is -1 (any color). If an item is missing, it reports this and cancels the next automatic response.

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