File Constants:
// Constants for texttype flags in the Say() function
const SAY_TEXTTYPE_DEFAULT := "default";
const SAY_TEXTTYPE_WHISPER := "whisper";
const SAY_TEXTTYPE_YELL := "yell";
// Constant for Unicode Language flag in the SayUC() function
const SAY_LANG := "ENU";
// Constants for doevent flag in Say() function
const SAY_DOEVENT_DISABLE := 0x0;
const SAY_DOEVENT_ENABLE := 0x1;
const FACE_NORMAL := 0x0;
const FACE_FORCE := 0x1;
Functions:
- CanMove
- Face
- GetProperty
- IsLegalMove
- MakeBoundingBox
- Move
- RunAwayFrom
- RunAwayFromLocation
- RunToward
- RunTowardLocation
- Say
- SayUC
- Self
- SetAnchor
- SetOpponent
- SetProperty
- SetWarMode
- TurnAwayFrom
- TurnAwayFromLocation
- TurnToward
- TurnTowardLocation
- WalkAwayFrom
- WalkAwayFromLocation
- WalkToward
- WalkTowardLocation
- Wander
Modules:
-
[+] Attribute
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[+] Npc
- CanMove
- Face
- GetProperty
- IsLegalMove
- MakeBoundingBox
- Move
- RunAwayFrom
- RunAwayFromLocation
- RunToward
- RunTowardLocation
- Say
- SayUC
- Self
- SetAnchor
- SetOpponent
- SetProperty
- SetWarMode
- TurnAwayFrom
- TurnAwayFromLocation
- TurnToward
- TurnTowardLocation
- WalkAwayFrom
- WalkAwayFromLocation
- WalkToward
- WalkTowardLocation
- Wander
-
[+] OS
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[+] UO
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- SpeakPowerWords
- StartSpellEffect
- SubtractAmount
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- Target
- TargetCoordinates
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- UpdateItem
- UpdateMobile
- UseItem
- [+] Util
- [+] Vitals
| CanMove( direction ) | |
|---|---|
| Parameters: | |
| Name | Type |
| direction | String, one of N, S, E, W, NW, NE, SW, SE |
| Explanation | |
| Given current position and direction, would it be possible to move there? | |
| Return values | |
| 0 on invalid parameter, or illegal move. 1 on legal move | |
| Related | |
| NPC | |
| Face( direction, flags := FACE_NORMAL ) | |
|---|---|
| Parameters: | |
| Name | Type |
| direction | Integer (0 - 7) or String, one of N, S, E, W, NW, NE, SW, SE |
| flags | Integer |
| Explanation | |
| Sets Facing to given direction. If FACE_FORCE is set frozen/paralysed is not checked. | |
const FACE_NORMAL := 0x0; const FACE_FORCE := 0x1; | |
| Return values | |
| 0 on invalid parameter, illegal direction, or failed to face. New direction on success. | |
| Related | |
| NPC | |
| GetProperty( propertyname ) | |
|---|---|
| Parameters: | |
| Name | Type |
| propertyname | String |
| Explanation | |
| Deprecated. Equivalent to GetObjProperty( Self(), propertyname ) | |
| Return values | |
| An unpacked object. See GetObjProperty in UO.EM | |
| Errors | |
| "Property not found" | |
| "Invalid parameter type" | |
| Related | |
| NPC | |
| IsLegalMove( move, boundingbox ) | |
|---|---|
| Parameters: | |
| Name | Type |
| move | String, one of N, S, E, W, NW, NE, SW, SE |
| boundingbox | Bounding box, from CreateBoundingBox |
| Explanation | |
| Given your position, and a tentative move, would it fall within a bounding box. This function ignores facing. It checks explicity for moving in a given direction, regardless of facing. | |
| Return values | |
| 0 on invalid parameter, or illegal move. 1 on legal move | |
| Related | |
| NPC | |
| MakeBoundingBox( areastring ) | |
|---|---|
| Parameters: | |
| Name | Type |
| areastring | String, see explanation |
| Explanation | |
| Make a bounding box from an area string. An area string is a number of 'x1 y1 x2 y2' world coordinate entries. | |
| "1 1 4 4 2 5 3 7" would create a walk area something like this: | |
XXXX XXXXXXX XXXXXXX XXXX | |
| Used with Move() and IsLegalMove() functions | |
| Return values | |
| boundingbox on success, empty string on invalid param (ick). Careful, not much error checking! | |
| Move( direction ) | |
|---|---|
| Parameters: | |
| Name | Type |
| direction | Direction String, Facing Integer, or Bounding Box |
| Explanation | |
| A Direction String is one of: N, S, E, W, NW, NE, SW, SE | |
| A Facing Integer is 0 through 7 where 0 is North, 1 is NorthEast, etc. | |
| See MakeBoundingBox for info on the bounding box. | |
| Return values | |
| Boolean for move success, or Direction String if bounding box was used | |
| Errors | |
| none, returns 0 on failures | |
| Related | |
| NPC | |
| RunAwayFrom( object ) | |
|---|---|
| Parameters: | |
| Name | Type |
| object | UObject |
| Explanation | |
| Runs away from object one tile. Puts the script to sleep for a period of time proportional to the NPC's run_speed (or dexterity if not defined). | |
| Note also, walking in range of your opponent may cause you to attack. | |
| See the NPC members run_speed and use_adjustments. If use_adjustments is 1 the NPC will adjust the direction of the move to attempt to avoid small obsticles. Also, this function will always return true as a result. If it is 0, the NPC will not attempt to adjust the move, and the function will return false. | |
| The success of this function is affected by the NPC's anchor point. See SetAnchor(). | |
| In the future, this function will activate a pathfinding system. | |
| Return values | |
| Boolean for move success | |
| Errors | |
| "Invalid parameter type" | |
| "Mobile specified cannot be seen" if object is a character and invisible | |
| Related | |
| NPC | |
| UObject | |
| RunAwayFromLocation( x, y ) | |
|---|---|
| Parameters: | |
| Name | Type |
| x | Integer World Coordinate |
| y | Integer World Coordinate |
| Explanation | |
| Runs away from the given coordinates one tile. Puts the script to sleep for a period of time proportional to the NPC's run_speed (or dexterity if not defined). | |
| Note also, walking in range of your opponent may cause you to attack. | |
| See the NPC members run_speed and use_adjustments. If use_adjustments is 1 the NPC will adjust the direction of the move to attempt to avoid small obsticles. Also, this function will always return true as a result. If it is 0, the NPC will not attempt to adjust the move, and the function will return false. | |
| The success of this function is affected by the NPC's anchor point. See SetAnchor(). | |
| In the future, this function will activate a pathfinding system. | |
| Return values | |
| Boolean for move success | |
| Errors | |
| "Invalid parameter type" | |
| "Invalid Coordinates for Realm" | |
| Related | |
| NPC | |
| RunToward( object ) | |
|---|---|
| Parameters: | |
| Name | Type |
| object | UObject |
| Explanation | |
| Runs toward object one tile. Puts the script to sleep for a period of time proportional to the NPC's run_speed (or dexterity if not defined). | |
| Note also, walking in range of your opponent may cause you to attack. | |
| See the NPC members run_speed and use_adjustments. If use_adjustments is 1 the NPC will adjust the direction of the move to attempt to avoid small obsticles. Also, this function will always return true as a result. If it is 0, the NPC will not attempt to adjust the move, and the function will return false. | |
| The success of this function is affected by the NPC's anchor point. See SetAnchor(). | |
| In the future, this function will activate a pathfinding system. | |
| Return values | |
| Boolean for move success | |
| Errors | |
| "Invalid parameter type" | |
| "Mobile specified cannot be seen" if object is a character and invisible | |
| Related | |
| NPC | |
| UObject | |
| RunTowardLocation( x, y ) | |
|---|---|
| Parameters: | |
| Name | Type |
| x | Integer World Coordinate |
| y | Integer World Coordinate |
| Explanation | |
| Runs toward the given coordinates one tile. Puts the script to sleep for a period of time proportional to the NPC's run_speed (or dexterity if not defined). | |
| Note also, walking in range of your opponent may cause you to attack. | |
| See the NPC members run_speed and use_adjustments. If use_adjustments is 1 the NPC will adjust the direction of the move to attempt to avoid small obsticles. Also, this function will always return true as a result. If it is 0, the NPC will not attempt to adjust the move, and the function will return false. | |
| The success of this function is affected by the NPC's anchor point. See SetAnchor(). | |
| In the future, this function will activate a pathfinding system. | |
| Return values | |
| Boolean for move success | |
| Errors | |
| "Invalid parameter type" | |
| "Invalid Coordinates for Realm" | |
| Related | |
| NPC | |
| Say( text, text_type:=SAY_TEXTTYPE_DEFAULT, do_event:=SAY_DOEVENT_DISABLE ) | |
|---|---|
| Parameters: | |
| Name | Type |
| text | String |
| text_type | Integer |
| do_event | Integer |
| Explanation | |
| Makes the NPC print text above its head. Uses the NPC member speech_font and speech_color. | |
| If do_event is enabled with SAY_DOEVENT_ENABLE, it will send a speech event to nearby npcs. | |
| Notes: npc.em constant for this function: | |
// Constants for texttype flags in the Say() function const SAY_TEXTTYPE_DEFAULT := "default"; const SAY_TEXTTYPE_WHISPER := "whisper"; const SAY_TEXTTYPE_YELL := "yell"; // Constants for doevent flag in Say() function const SAY_DOEVENT_DISABLE := 0x0; const SAY_DOEVENT_ENABLE := 0x1; | |
| Return values | |
| 0 | |
| Errors | |
| "NPC is squelched" | |
| "texttype string param must be either 'default', 'whisper', or 'yell'" | |
| Related | |
| NPC | |
| SayUC( uc_text, text_type:=SAY_TEXTTYPE_DEFAULT, langcode:=SAY_LANG, do_event:=SAY_DOEVENT_DISABLE ) | |
|---|---|
| Parameters: | |
| Name | Type |
| uc_text | Array of 2-byte integers, where each integer is a Unicode character |
| text_type | Integer |
| langcode | 3-character 'Originating Language' string code e.g. ENU, CHT, DEU, RUS, KOR, etc. |
| do_event | Integer |
| Explanation | |
| Makes the NPC print text above its head. Uses the NPC member speech_font and speech_color. | |
| If do_event is enabled with SAY_DOEVENT_ENABLE, it will send a speech event to nearby npcs. | |
| uc_text MUST be an array of integers representing unicode characters. | |
| Integers must be "Big Endian" (0x1234) and not "Little Endian" (0x3412). | |
| Integers will be clipped internally to 2-bytes (value masked with 0xFFFF) | |
| The Array must be terminated with zero. (0x0000) | |
| Return values | |
| 0 | |
| Errors | |
| "A parameter was invalid" | |
| "NPC is squelched" | |
| "texttype string param must be either 'default', 'whisper', or 'yell'" | |
| "Unicode array exceeds maximum size." | |
| "langcode must be a 3-character code." | |
| "Invalid value in Unicode array." | |
| Related | |
| NPC | |
| Self() | |
|---|---|
| Explanation | |
| return a mobileref to self | |
| Return values | |
| A Character Reference to this NPC | |
| Related | |
| NPC |
| SetAnchor( centerx, centery, distance_start, percent_subtract ) | |
|---|---|
| Parameters: | |
| Name | Type |
| centerx | Integer world coordinate |
| centery | Integer world coordinate |
| distance_start | Integer |
| percent_subtract | Integer |
| Explanation | |
| Sets the NPC's 'anchor' point. The NPC will have difficulty moving far away from this coordinate, and will generally stay near it. | |
| centerx and centery define the anchor point. | |
| distance_start is the distance away from the anchor point at which the npc may not be able to move beyond. Under this distance there is a 100% chance the move will succeed. If 0, it disables the anchor point. | |
| percent_subtract is how much to subtract from the normal 100% chance for each move beyond the distance_start boundary. So if this value is "20", the first move beyond the distance_start range (and away from the anchor point) will only have an 80% chance of succeeding. The next one will have a 60% chance. So the NPC will tend to move back toward its anchor point. | |
| The anchor point has no effect as long as the NPC is in war mode. | |
| Return values | |
| 1 on success | |
| Errors | |
| "Invalid parameter type" | |
| "Invalid Coordinates for Realm" | |
| Related | |
| NPC | |
| SetOpponent( character ) | |
|---|---|
| Parameters: | |
| Name | Type |
| character | CharacterRef |
| Explanation | |
| Set your opponent. If you are in range (or are carrying a projectile weapon and have LOS), you will attack. If a player character is connected, the NPC will highlight. | |
| Implicitly sets war mode. | |
| pass 0 to clear the opponent. | |
| Return values | |
| 0 on invalid param or clear, 1 on successful set | |
| Related | |
| Character | |
| NPC | |
| SetProperty( propertyname, propertyvalue ) | |
|---|---|
| Parameters: | |
| Name | Type |
| propertyname | String |
| propertyvalue | Packable script object (int, string, array, etc) |
| Explanation | |
| Deprecated. Equivalent to SetObjProperty( Self(), propertyname, propertyvalue ) | |
| Return values | |
| 1. See SetObjProperty in UO.EM | |
| Errors | |
| "Invalid parameter type" | |
| Related | |
| NPC | |
| SetWarMode( warmode ) | |
|---|---|
| Parameters: | |
| Name | Type |
| warmode | Integer 1/0 |
| Explanation | |
| Usually used to leave warmode, but can be used to enter warmode independently of setting an opponent. | |
| Setting war mode to 0 clears your opponent. | |
| Return values | |
| 1 on success, 0 on invalid param or clear | |
| Related | |
| NPC | |
| TurnAwayFrom( object, flags := FACE_NORMAL ) | |
|---|---|
| Parameters: | |
| Name | Type |
| object | UObject |
| flags | Integer |
| Explanation | |
| Adjust facing to turn away from object. Puts the script to sleep for a period of time proportional to the NPC's run_speed (or dexterity if not defined). | |
| See Face() for flags explanation | |
const FACE_NORMAL := 0x0; const FACE_FORCE := 0x1; | |
| Return values | |
| Boolean for move success | |
| Errors | |
| "Invalid parameter type" | |
| "Mobile specified cannot be seen" if object is a character and invisible | |
| Related | |
| NPC | |
| UObject | |
| TurnAwayFromLocation( x, y, flags := FACE_NORMAL ) | |
|---|---|
| Parameters: | |
| Name | Type |
| x | Integer World Coordinate |
| y | Integer World Coordinate |
| flags | Integer |
| Explanation | |
| Adjust facing to turn away from given coordinates one tile. Puts the script to sleep for a period of time proportional to the NPC's run_speed (or dexterity if not defined). | |
| See Face() for flags explanation | |
const FACE_NORMAL := 0x0; const FACE_FORCE := 0x1; | |
| Return values | |
| Boolean for move success | |
| Errors | |
| "Invalid parameter type" | |
| "Invalid Coordinates for Realm" | |
| Related | |
| NPC | |
| TurnToward( object, flags := FACE_NORMAL ) | |
|---|---|
| Parameters: | |
| Name | Type |
| object | UObject |
| flags | Integer |
| Explanation | |
| Adjust facing to turn toward object. Puts the script to sleep for a period of time proportional to the NPC's run_speed (or dexterity if not defined). | |
| See Face() for flags explanation | |
const FACE_NORMAL := 0x0; const FACE_FORCE := 0x1; | |
| Return values | |
| Boolean for move success | |
| Errors | |
| "Invalid parameter type" | |
| "Mobile specified cannot be seen" if object is a character and invisible | |
| Related | |
| NPC | |
| UObject | |
| TurnTowardLocation( x, y, flags := FACE_NORMAL ) | |
|---|---|
| Parameters: | |
| Name | Type |
| x | Integer World Coordinate |
| y | Integer World Coordinate |
| flags | Integer |
| Explanation | |
| Adjust facing to turn toward given coordinates one tile. Puts the script to sleep for a period of time proportional to the NPC's run_speed (or dexterity if not defined). | |
| See Face() for flags explanation | |
const FACE_NORMAL := 0x0; const FACE_FORCE := 0x1; | |
| Return values | |
| Boolean for move success | |
| Errors | |
| "Invalid parameter type" | |
| "Invalid Coordinates for Realm" | |
| Related | |
| NPC | |
| WalkAwayFrom( object ) | |
|---|---|
| Parameters: | |
| Name | Type |
| object | UObject |
| Explanation | |
| Walk away from object one tile. Puts the script to sleep for a period of time proportional to the NPC's run_speed (or dexterity if not defined). | |
| Note also, walking in range of your opponent may cause you to attack. | |
| See the NPC members run_speed and use_adjustments. If use_adjustments is 1 the NPC will adjust the direction of the move to attempt to avoid small obsticles. Also, this function will always return true as a result. If it is 0, the NPC will not attempt to adjust the move, and the function will return false. | |
| The success of this function is affected by the NPC's anchor point. See SetAnchor(). | |
| In the future, this function will activate a pathfinding system. | |
| Return values | |
| Boolean for move success | |
| Errors | |
| "Invalid parameter type" | |
| "Mobile specified cannot be seen" if object is a character and invisible | |
| Related | |
| NPC | |
| UObject | |
| WalkAwayFromLocation( x, y ) | |
|---|---|
| Parameters: | |
| Name | Type |
| x | Integer World Coordinate |
| y | Integer World Coordinate |
| Explanation | |
| Walk away from the given coordinates one tile. Puts the script to sleep for a period of time proportional to the NPC's run_speed (or dexterity if not defined). | |
| Note also, walking in range of your opponent may cause you to attack. | |
| See the NPC members run_speed and use_adjustments. If use_adjustments is 1 the NPC will adjust the direction of the move to attempt to avoid small obsticles. Also, this function will always return true as a result. If it is 0, the NPC will not attempt to adjust the move, and the function will return false. | |
| The success of this function is affected by the NPC's anchor point. See SetAnchor(). | |
| In the future, this function will activate a pathfinding system. | |
| Return values | |
| Boolean for move success | |
| Errors | |
| "Invalid parameter type" | |
| "Invalid Coordinates for Realm" | |
| Related | |
| NPC | |
| WalkToward( object ) | |
|---|---|
| Parameters: | |
| Name | Type |
| object | UObject |
| Explanation | |
| Walk toward object one tile. Puts the script to sleep for a period of time proportional to the NPC's run_speed (or dexterity if not defined). | |
| Note also, walking in range of your opponent may cause you to attack. | |
| See the NPC members run_speed and use_adjustments. If use_adjustments is 1 the NPC will adjust the direction of the move to attempt to avoid small obsticles. Also, this function will always return true as a result. If it is 0, the NPC will not attempt to adjust the move, and the function will return false. | |
| The success of this function is affected by the NPC's anchor point. See SetAnchor(). | |
| In the future, this function will activate a pathfinding system. | |
| Return values | |
| Boolean for move success | |
| Errors | |
| "Invalid parameter type" | |
| "Mobile specified cannot be seen" if object is a character and invisible | |
| Related | |
| NPC | |
| UObject | |
| WalkTowardLocation( x, y ) | |
|---|---|
| Parameters: | |
| Name | Type |
| x | Integer World Coordinate |
| y | Integer World Coordinate |
| Explanation | |
| Walk toward the given coordinates one tile. Puts the script to sleep for a period of time proportional to the NPC's run_speed (or dexterity if not defined). | |
| Note also, walking in range of your opponent may cause you to attack. | |
| See the NPC members run_speed and use_adjustments. If use_adjustments is 1 the NPC will adjust the direction of the move to attempt to avoid small obsticles. Also, this function will always return true as a result. If it is 0, the NPC will not attempt to adjust the move, and the function will return false. | |
| The success of this function is affected by the NPC's anchor point. See SetAnchor(). | |
| In the future, this function will activate a pathfinding system. | |
| Return values | |
| Boolean for move success | |
| Errors | |
| "Invalid parameter type" | |
| "Invalid Coordinates for Realm" | |
| Related | |
| NPC | |