EN Runtime API 33 Lists and Globals - LIHACHTETAN/ClassicUO-Bad-Newbie-CSharp-Scripts-IDE GitHub Wiki
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Runtime API — Lists and globals
Shared persistent globals
Both forms of UO.SetGlobal and UO.GetGlobal use one persistent cross-process store. Scripts, C# macros, and chat commands in every Manager, Full_Client, and Client profile see the same values.
Manager stores it at Manager/Game Manager/CSharp/globals.json. A standalone client uses a sibling Manager folder when present, otherwise <client folder>/Game Manager/CSharp/globals.json. Writes are atomic and every read obtains fresh data.
Key case matters. The short form and (globalRegion, varName) form are distinct keys in the same store. A missing key returns "N/A" in either form; restoring a checkpoint cannot roll back a newer value from another profile.
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UO.ClearBadLocationList
Deletes all pairs saved by SetBadLocation.
UO.ClearBadObjectList
Removes all type/hue/radius rules added by SetBadObject in the current runtime.
UO.GetGlobal
Returns the value of the global variable VarName from the specified GlobalRegion .
UO.GListClear
Clears the entire temporary list before a new series of actions.
UO.GListGet
Reads a value from a temporary list by rule or counter name.
UO.GListPosName
Reads the record name by its position to enumerate the rules.
UO.GListPosValue
Reads the value of an entry by position, for example graphic, from a pre-populated list.
UO.GListSet
Writes a named value to a temporary list: for example, graphic loot rules or a counter for processed items.
UO.GListSize
Counts named entries in a temporary list to check for emptiness or limit brute force.
UO.PartyMembersList
Bridge filters out non-empty Party.Members entries and stores them serial in list order.
UO.SetGlobal
Sets the value of a global variable in the specified scope.