12/14/2019
Character
Item
The base UO Object class
UObject
Equipment
Lockable
Map
Multi
Represents a physical item in the world.
Item
A Map item that shows a a map image in a gump when double clicked.
UObject
NPC
A mobile object that exists in the world (NPC or player character)
Character
A Non-Player Character mobile object
Multi
A Multi object that moves in water.
Multi
A Multi object where players hoard items.
Lockable
A door item that automatically closes.
Object describing a player's game account
Item
Door
Container
Class containing concrete subclasses which can 'lock'
Container
Objects that are created when character objects are killed
Item
Weapon
Armor
Class containing concrete subclasses which are equipable and have hit points
Equipment
Equipable items that deal damage in combat
Lockable
Corpse
Spellbook
Items that can be locked, and have other items inside them
Item
House
Boat
Special items that display as many pieces of a large structure, as defined in multi.cfg
Equipment
Equipable items that protect against damage in combat
Object containing server data
Object representing a data file in a data store
A data element inside a datastore file
Object representing a script in the system
Object representing a player guild association
Data structure for key->value pairs (i.e."associative array"). Keys may be intgers, strings, reals, mobrefs, or itemrefs.
Declare with var d := dictionary.
Pre-intialize with var d := dictionary { "abx" -> 72, "xyz" -> 32 };
Data structure for linear storage, dynamically resizes to fit more elements.
Declare with var a := array;
Pre-intialize with var a := array { 53, 76, 32 };
An object passed to an Aux Service Script that allows the script to transmit and recieve packed data over a TCP/IP port. use wait_for_event() in the service script to recieve data.
An object representing a script error.
Comparing this object against the keyword 'error' allows the scripter to know if the result of a core function was an error.
It always evaluates as false in boolean contexts.
Declare with var e := error;
Pre-intialize with var e := error { errortext := "error message" };
An ordered collection of ascii (1-byte) characters.
Declare and pre-initialize with var s := "my string"
Data structure with explicitly named members (keys). Keys may be only be strings.
Declare with var s := struct;
Pre-intialize with: var s := struct { a := 1, b := 2 };
Object representing a package in the system
Object representing a binary packet. Print(Packet) returns string of Packet contents.
Packets that are pre-character selection will now report a struct to a packethook with the member "ip"
Object representing a player party association
Object representing a binaryfile.
Container
Object representing a Spellbook.
Object representing a connected client.
The ClientRef is important when having packethooks which are active before characters are selected, when you only have
access to the Client and not the Character.
Because the ClientRef contains most information that was in the Character before, it becomes redundant to have those
methods and properties in the Character and they will be removed in a future release.
Object representing a list of all storage areas.
It is iterable: iterates over StorageArea objects.
It supports the [] operator: its behavior is similar to FindStorageArea()
Object representing a storage area.
It is iterable: iterates over Item objects (root items in storage area).
Object representing a function. Created via "var f:=@myfunc;"
Object can be copied inside the same script, but cannot be stored in cprops or transfered to a different script.
Object representing a boolean value, only comparison operators ==, !=, ! are implemented. Can be stored in cprops/datafiles.
Object representing a XML file.
ForEach support: iterates over all child nodes, iterator is XMLNode object _iterator_iter is integer index.
Object representing a XML node.
ForEach support: iterates over all child nodes, iterator is XMLNode object _iterator_iter is integer index.
Object representing XML attributes of a node.
ForEach support: iterates over all attributes, iterator is a struct with key=attributename and value=attributevalue, _iterator_iter is integer index.