I really don't get why they'd choose to use pascal. The basic "stuffs" that are in a UO game, like items, mobiles, gumps, etc, are all objects that inherit from the basic "thing" or item class. It makes tons more damn sense to make classes and methods for them, and python is a very decent choice for doing so. Also, why would you have two of each function for player's/other mobile's status checks? Instead, why not have an IsPoisoned that defaults to the player when a serial isn't specified?
I'm currently working on converting the stealth semi-russian functions into intelligible classes with methods (going off of runuo internals to get as close to a server-side representation as possible) that more closely resemble the functionality and wordage of the built-in steam functions since they better fit with a western understanding of the words used for function names.
Thanks Boydon, I'll give that list a try and see if I can't finish this up.
Orich was working on a ScriptAPI in C# a while back. He used it in his tutorial as a wrapper for the Stealth functions. I haven't been keeping up with the .NET dll but
here is the link to his bitbucket.org page for the source.
Being able to use Python in Stealth is awesome. A while ago, I was working on a Python version of the Orich's ScriptAPI.cs. I might be wrong but it sounds like you are working on something similar.
You mentioned using the Stealth Documentation Manual. Hopefully you are also referencing the
API function list. Some of the functions have some good examples and others just have the function prototype with a short description.
Anyways, hopefully some of these references help.