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#PathState

VariablePathfindingRead-onlyStringNew in Reforged
Set by
Path, path Avoid, path Block, path Can, path Check, path Clear, path Find, path From, path Get, path Go, path Link, path Set, path Step, path Stop, path Unblock, path Walk

Also searchable as: #PathState · PathState · path result · path error

#PathState says how the last path command went:

Value Meaning
ok It worked. After path find: a route was found.
nopath There is no way to the goal.
budget The search looked at maxnodes places without finding a way (see path set).
timeout The search took longer than timeout, or a walk ran out of its timeout.
stopped You pressed Stop during the search or the walk, or path stop ended the walk.
blocked path can: nothing to stand on there. A walk: the way was cut, and no other route was found.
walking path step: the walk goes on.
arrived A walk got there.
failed A walk couldn’t get on: the character stood still for 15 seconds, got no closer to the goal for 30, or every step was refused.
link A walk stopped on the start of a link it can’t use by itself, a gate or a ladder.
noclient No client is attached, and no path from is set.
nomap The client’s folder lacks the map files of this facet.
error: … The arguments are wrong; the rest says what.

It reads N/A until the script runs its first path command. A path line never stops the script, so check #PathState after the commands that matter.

path find 1434 1699
if #PathState <> ok
display ok No route: #PathState
halt

See also