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Runtime API 19 Movement Settings

Codex edited this page Sep 19, 2026 · 6 revisions

Runtime API — Настройки движения

Символов: 6

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Для каждой команды доступна отдельная карточка: актуальные перегрузки, параметры, ограничения и несколько примеров.

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 Integer; the setter clamps negative input to 0. MoveTo converts the current value to a Boolean 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 Basic 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 Basic runtime state into MovementSpeed.TimeToCompleteMovement; it is no longer a state-only compatibility variable.

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