pointer

Makes the game act as if the mouse rested at a place, without clicking, to show what appears only under the cursor (a path preview, a cost caption, a highlight). Pass one of target, point or pixel, or release: true to stop.

The game picks up the new place within about a fifteenth of a second: wait a quarter second, then cursor says what is under it and screenshot shows the rest. The real mouse is not moved or read, and the window need not be in front; the drawn cursor and the game’s menus and bars still follow the real mouse. While the hold lasts, a click acts on the held place, not under the real mouse. It ends after seconds or on release.

The answer includes the place pointed at (as screen gives places), how long it holds, and whether the game window is in the foreground.

Read-only: it changes nothing in the game.

Arguments

Name Type Required What
target any   A creature or object, by id; the cursor goes where screen would aim.
point any   A world point: {x, y, z} or [x, y, z].
pixel any   A pixel: [x, y] in the game’s pixels.
seconds number   How long to hold, up to 3600 seconds; 0 holds until released. Default 60.
release boolean   Stop holding and give the cursor back to the mouse.

Call it as pointer over MCP, or POST /api/tool/pointer with the arguments as JSON.