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EN UO API by Topic
Codex edited this page Oct 11, 2026
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Select an object or action. Each link to a team reveals its only full card. Built-in functions without UO. are found in the C# section.
| Section | Destination |
|---|---|
| Character | The state of your character, characteristics, resistances and equipment. For a specific entity, use the serial overload if it is in the command card. |
| Characters and creatures | Characters, NPC, monsters and pets already known to the client. Serial defines a specific creature, body/type – its graphics; these are different meanings. |
| Items | Properties, use and transfer of objects. Serial selects a specific item; type/graphic selects the view. The transfer of stack units and the number of items transferred have different parameters. |
| Containers | Read content, open and select destination container. A closed or not yet loaded container does not provide the client with a complete list of items. |
| Search | Selecting a search area and filters, processing the result, list of items found and exceptions. Check the “not found” value using the command card: serial, quantity and list - different results. |
| Targeting | Manual response with target cursor and preset response WaitTarget. Setting an expected goal and performing an action are separate operations. |
| Movement | Character movement, path building, doors, obstacles and step delays. Commands for moving things are located in Items → Moving Items. |
| World & Geometry | Coordinates, distances, line of sight, cross-country ability and map data. Getting a route is described separately in Movement. |
| Multis & Houses | Composite objects of the world: houses and other multi, their parts and position on the map. |
| Combat | Attack, combat mode, weapon abilities and bandage healing. The client's request and the action taken by the server are different. |
| Magic | Spells, abilities and movement with magic. For targeted action, set the target in advance and check the application conditions. |
| Skills | Applying skills, reading values and managing skill locks. The name of the skill and the availability of the action depend on the data supported by the client/server. |
| Buffs & Effects | Effects and status check panel. A negative status check does not mean that all possible effects are absent. |
| Journal | Search and wait for messages, line indexes, time, color and serial of the author. Separate old log lines from the message you expect after the action. |
| Speech & Chat | Character speech, emotions, chat channels and filters. Local message printing in the client is located in Client UI. |
| Gump windows | Reading server windows and sending responses: buttons, checkboxes, radio buttons and fields. ID window, serial owner and open window index are not interchangeable. |
| Menus & Context Menus | Old menus, context menus and text input. These are separate mechanisms; take the item number from the answer of the desired menu. |
| Shops & Vendors | Buying, selling, store listings, delays and personal merchant prices. AllPrice and MassPriceMove use the item type where specified in their parameters. |
| Trade | Window for secure exchange between players: participant, container, status, confirmation and cancellation. |
| Party | Group invitations, members, exit and messages. These transactions differ from general speech and commercial exchange. |
| Books | Reading and editing game books: title, pages and text. See the card for valid page numbers and recording effect. |
| Quests & Virtues | General client requests for quests and virtues. Age of Power server missions are described in a separate section of the Wiki. |
| Boats | Controlling the movement and stopping of the boat; Team availability is determined by the current boat and server. |
| Client UI | Display messages, service windows, display objects and open IDE. These steps do not replace sending speech to the server. |
| Mouse & Keyboard | Mouse and keyboard input. Screen coordinates, world cells, and coordinates inside a gump have different meanings. |
| Sound & Visual Environment | Sounds, lighting, season and client weather effects. |
| Client & Connection | Connection, world entry status, latency, server address and character list. |
| Proxy | Compatible names API for proxies. The mere presence of a name in the registry does not prove support for the transport: the actual restrictions are indicated in each card. |
| Profiles & Configuration | Profiles, saving settings, global values and hotkeys. The global runtime value and the local procedure variable have different lifetimes. |
| Scripts & Runtime | Start, pause, stop scripts and procedures, instance information, events and wait. Terminate and StopScript operate at different execution levels. |
| Record/Playback | Record and repeat supported actions. The composition of the recording and playback restrictions are determined by the implementation of the commands. |
| HTTP | HTTP-queries and reading the response. The status code, header, and response body are separate data. UO.Messenger - text messages on Telegram, Discord and Viber. |
| Files/JSON/Data | Files, JSON, C# arrays and collections, and compatible UO helpers. Built-in functions C# are written without UO. |
| Conversion & Compatibility | Converts numbers, serial and old script formats. A compatible name may have restrictions or an explicitly prohibited operation - this is indicated on the card. |
| Localization | Retrieving localized cliloc text and encoding information. The command names API are not translated when changing the language. |
| Diagnostics & Introspection | Inspection of objects, tiles and gumps, checking names, parameters and signatures API. The presence of a signature does not confirm the possibility of a game action in the current state. |
- UO.Equipt
- UO.IsNPC
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