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EN Settings Enhanced Map
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The built-in maps in Manager, Full_Client and Client connect to compatible EnhancedMap servers. The three programs share server profiles and map data. Select a character in Manager: its game session owns the map connection and continues running with the game window closed.
- Open the map and its connection section. Add a server profile.
- Enter a profile name, address, port and map-server user name, then save. A typical port is 8887; use the port configured by your server.
- Enter the password and connect. The map-server administrator provides these credentials.
- Enable saved passwords, automatic connection and reconnect as needed, and set the reconnect interval.
- The list shows users in the same server room. Received health, stamina and mana appear separately.
- Show on map centers the view; tracking follows a participant with the map camera. Use the map movement action to move your character.
- Chat sends text to server participants. Shared labels contain coordinates, facet and description; you can remove your own labels.
- An alert sends coordinates. Panic sets the help flag in your character updates until disabled, logout or a connection change.
- A user can remain connected to the map server after leaving the game. A reset position of 0,0 has no marker.
Server settings are stored in Game Manager/Enhanced Map/connections.json. Connection passwords are protected for the current Windows user and stored in the same portable folder. Enter them again after moving to another computer. Server profiles are shared; the selected server belongs to the individual character profile.
EnhancedMap binary protocols 2 and 3 are supported. An incompatible server produces an explanation and remedy. Protocol text uses Latin-1, so unsupported characters must be replaced. Import Definitions, Icon and Maps through the map data section; invalid images receive their own diagnostics.
Commands follow the server role: 1 is room administrator, 2 is server administrator. Enter passwords for adduser, addroom, setpassword and setroompassword in the separate masked field; they are omitted from the text parameters below. The server returns the permission decision.
| Command | Text parameters | Minimum role |
|---|---|---|
adduser |
user room level | 1 |
removeuser |
user | 1 |
addroom |
room | 2 |
removeroom |
room | 2 |
setpassword |
user | 1 |
setroom |
user room | 2 |
allusersonline |
— | 2 |
userinfo |
user | 2 |
kick |
user | 1 |
ban |
user | 1 |
enableuser |
user | 1 |
allusersinroom |
room (optional) | 1 |
allusers |
— | 2 |
statistics |
— | 2 |
setprivileges |
user level | 2 |
setloginsys |
0 or 1 | 2 |
setroompassword |
room | 2 |
getroompassword |
room | 2 |
allrooms |
— | 2 |
getport |
— | 2 |
setkicktime |
seconds | 2 |
setmaxusersconnection |
count | 2 |
sendmsg |
message | 2 |
sendmsg depends on the server version. Room rules, accounts and supported commands are also determined by the server.
A complete short .csx example for a connected character. It runs without declaring Main.
var characterX = UO.GetX("self");
var characterY = UO.GetY("self");
UO.Print($"X={characterX}; Y={characterY}");ClassicUO — Bad Newbie & C# Scripts IDE