# Overview

Character Tags
Item Tags
Region Tags
Weather Tags
Create Tags
Creature Tags
House Tags

# Sheet 1: Character Tags

CHARACTER TAGS |  |
Last updated: | 02/09/12 |
TAG NAME | VALUE | DESCRIPTION
ALCHEMY | <skillpoints> or <lowskill highskill> | Set Alchemy skill (0 - 1000)
ANATOMY | <skillpoints> or <lowskill highskill> | Set Anatomy skill (0 - 1000)
ANIMALLORE | <skillpoints> or <lowskill highskill> | Set Animal-lore skill
ARCHERY | <skillpoints> or <lowskill highskill> | Set Archery skill
ARMSLORE | <skillpoints> or <lowskill highskill> | Set Arms-lore skill
BACKPACK | N/A | Add backpack to NPC
BEGGING | <skillpoints> or <lowskill highskill> | Set Begging skill
BLACKSMITHING | <skillpoints> or <lowskill highskill> | Set Blacksmithing skill
BOWCRAFT | <skillpoints> or <lowskill highskill> | Set Bowcrafting/Fletching skill
BUSHIDO | <skillpoints> or <lowskill highskill> | Set Bushido skill
CAMPING | <skillpoints> or <lowskill highskill> | Set Camping skill
CARPENTRY | <skillpoints> or <lowskill highskill> | Set Carpentry skill
CARTOGRAPHY | <skillpoints> or <lowskill highskill> | Set Cartography skill
CARVE | <carvelist-ID> | Set section from DFNDATA\CARVE\carve.dfn to use when adding items for carved corpses
CHIVALRY | <skillpoints> or <lowskill highskill> | Set Chivalry skill
COLOUR | <colour> | Set Colour by hex-id or decimal-value
COLOURLIST | <colorlist-ID> | Set Colourlist from DFNDATA\COLORS\colors.dfn, picks random color from list
COLOURMATCHHAIR | N/A | Makes colour of character's beard (if he has one) same as his hair
COOKING | <skillpoints> or <lowskill highskill> | Set Cooking skill
CUSTOMINTTAG | <tagname> <value> | Custom JS int tag
CUSTOMSTRINGTAG | <tagame> <text> | Custom JS string tag
DAMAGE/ATT | <damage> or <lowdmg highdmg> | Set damage/attack values
DEF | <defense> or <lowdef highdef> | Set Physical resist-value
DETECTINGHIDDEN | <skillpoints> or <lowskill highskill> | Set Detecting Hidden skill (0 - 1000)
DEX | <statpoints> or <lowstat highstat> | Set Dexterity stat
DIR | <direction> | Set default direction (0-8)
ELEMENTRESIST | <fire cold energy poison> | Set Element-resist stats (0 - 1000?)
EMOTECOLOUR | <colour> | Set the default color (in hex or decimal) for the NPC's emote-text
ENTICEMENT | <skillpoints> or <lowskill highskill> | Set Enticement skill
EQUIPITEM | <item-ID> | Equip item with specified ID from Item-DFNs
EVALUATINGINTEL | <skillpoints> or <lowskill highskill> | Set Evaluating Intelligence skill
FAME | <fame value> | Set amount of fame given to/taken from the player when NPC is killed
FENCING | <skillpoints> or <lowskill highskill> | Set Fencing skill
FISHING | <skillpoints> or <lowskill highskill> | Set Fishing skill
FLAG | <NEUTRAL/INNOCENT/EVIL> | Flag NPC as NEUTRAL, INNOCENT or EVIL
FLEEAT | <percentage> | Set % of health which NPC will start to flee at while in combat
FLEEINGSPEED | <movementspeed> | Set the speed at which the NPC flees (0.4 by default, lower = faster)
FOCUS | <skillpoints> or <lowskill highskill> | Set Focus skill
FOOD | <foodlist-ID> | Define which food this NPC eats, from DFNDATA\ITEMS\foodlists.dfn (used to feed pets)
FORENSICS | <skillpoints> or <lowskill highskill> | Set Forensics skill
FX1 | <X coordinate> | Coordinates used with NPC Wander-modes
FX2 | <X coordinate> | Coordinates used with NPC Wander-modes
FY1 | <Y coordinate> | Coordinates used with NPC Wander-modes
FY2 | <Y coordinate> | Coordinates used with NPC Wander-modes
FZ1 | <Z coordinate> | Coordinates used with NPC Wander-modes
GET | <NPC-ID> | Inherit settings from defined NPC, id from NPC-DFNs
GOLD | <gold-amount> | Set the amount of gold this NPC carries
HAIRCOLOUR | <colour> | Set the haircolour in hex or decimal
HEALING | <skillpoints> or <lowskill highskill> | Set Healing skill
HERDING | <skillpoints> or <lowskill highskill> | Set Herding skill
HIDAMAGE | <hidamage> | Set max damage/attack value
HIDING | <skillpoints> or <lowskill highskill> | Set Hiding skill
HP | <statpoints> | Set Hitpoints
HPMAX | <statpoints> | Set maximum Hitpoints
ID | <creature ID> | ID of creature, in hex. Also determines origID value.
IMBUING | <skillpoints> or <lowskill highskill> | Set Imbuing skill
INSCRIPTION | <skillpoints> or <lowskill highskill> | Set Inscription skill
INTELLIGENCE | <statpoints> or <lowstat highstat> | Set Intelligence stat
ITEMID | <skillpoints> or <lowskill highskill> | Set Item Identification skill
KARMA | <karma value> | Set amount of Karma given to/taken from the player for killing the NPC
LOCKPICKING | <skillpoints> or <lowskill highskill> | Set Lockpicking skill
LODAMAGE | <lodamage> | Set minimum damage/attack value
LOOT | <lootlist-ID> | Adds random loot to the NPC based on lootlist in DFNDATA\ITEMS\lootlists.dfn
LUMBERJACKING | <skillpoints> or <lowskill highskill> | Set Lumberjacking skill
MACEFIGHTING | <skillpoints> or <lowskill highskill> | Set Macefighting skill
MAGERY | <skillpoints> or <lowskill highskill> | Set Magery skill
MAGICRESISTANCE | <skillpoints> or <lowskill highskill> | Set Magic Resistance skill
MANA | <statpoints> | Set Mana
MANAMAX | <statpoints> | Set maximum Mana
MEDITATION | <skillpoints> or <lowskill highskill> | Set Meditation skill
MINING | <skillpoints> or <lowskill highskill> | Set Mining skill
MUSICIANSHIP | <skillpoints> or <lowskill highskill> | Set Musicianship skill
MYSTICISM | <skillpoints> or <lowskill highskill> | Set Mysticism skill
NAME | <text> | Set NPC name
NAMELIST | <namelist-ID> | Set random NPC name based on namelist from DFNDATA\NPC\namelists.dfn
NECROMANCY | <skillpoints> or <lowskill highskill> | Set Necromancy skill
NINJITSU | <skillpoints> or <lowskill highskill> | Set Ninjitsu skill
NOTRAIN | N/A | NPC won't train skills to players if present
NPCAI | <NPC-AI> | Set NPC AI (0 none, 1 healer, 2 evil, 4 guard, 5 fighter, 6 animal, 8 banker, 17 playervendor, 32 pet guard, 88 chaotic, 666 evil healer)
NPCWANDER | <wander mode> | Set NPC wander-mode (0-4, 0 immobile, 1 follows target, 2 wander freely, 3 box, 4 circle, 5 frozen)
PACKITEM | <item-ID> | Add specified item-ID from item-DFNs to NPC backpack (must come after BACKPACK tag!)
PARRYING | <skillpoints> or <lowskill highskill> | Set Parrying skill
PEACEMAKING | <skillpoints> or <lowskill highskill> | Set Peacemaking skill
POISONING | <skillpoints> or <lowskill highskill> | Set Poisoning skill
POISONSTRENGTH | <poisonstrength> | Set poisonstrength for NPC (1 weak, 4 deadly)
PRIV | ??? | Set Privileges for NPC (only used by players?)
PROVOCATION | <skillpoints> or <lowskill highskill> | Set Provocation skill
RACE | <race-ID> | Set Race id of NPC, from DFNDATA\RACE\races.dfn
REATTACKAT | <percentage> | Defines % of health at which NPC will return to combat if fleeing
REMOVETRAPS | <skillpoints> or <lowskill highskill> | Set Remove Traps skill
RSHOPITEM | <item-ID> | NPC will purchase item defined here, id from item DFNs
RUNNINGSPEED | <movementspeed> | Defines Running-speed for NPC (0.2 default)
RUNS | N/A | If present, NPC will play running animations in combat, and will move at RUNNINGSPEED instead of WALKINGSPEED
SAYCOLOUR | <colour> | Set NPC speech color in hex/decimal
SCRIPT | <Jscript-ID> | Set Javascript ID to attach to NPC on creation
SELLITEM | <item-ID> | NPC will sell item defined here, id from item-DFNs
SHOPITEM | <item-ID> | NPC will have item defined here in his "already bought"-items pack, id from item-DFNs
SHOPKEEPER | N/A | Enables shopkeeper status for NPC
SHOPLIST | <shoplist-ID> | NPC will buy/sell items defined in shoplist, from DFNDATA\ITEMS\shoplist.dfn
SKILL | ??? | ??? applyTo->SetBaseSkill( static_cast<UI16>(odata), static_cast<UI08>(ndata) ); break;
SKIN | <colour> | Defines skin-color for NPC
SKINLIST | <colorlist-ID> | Set NPC skincolor based on list from DFNDATA\COLORS\colors.dfn
SNOOPING | <skillpoints> or <lowskill highskill> | Set Snooping skill
SPADELAY | <seconds> | Sets delay between each of NPC's spells
SPATTACK | <spell-circles> | Defines which circles of magic NPC has access to (1-8)
SPELLWEAVING | <skillpoints> or <lowskill highskill> | Set Spellweaving skill
SPIRITSPEAK | <skillpoints> or <lowskill highskill> | Set Spirit Speak skill
SPLIT | <0/1> | Set if NPC will split when hit or not
SPLITCHANCE | <percentage> | Set % for NPC to split when hit, if SPLIT tag is enabled
STAMINA | <statpoints> | Set Stamina stat
STAMINAMAX | <statpoints> | Set maximum Stamina
STEALING | <skillpoints> or <lowskill highskill> | Set Stealing skill
STEALTH | <skillpoints> or <lowskill highskill> | Set Stealth skill
STRENGTH | <statpoints> or <lowstat highstat> | Set Strength stat
SWORDSMANSHIP | <skillpoints> or <lowskill highskill> | Set Swordsmanship skill
TACTICS | <skillpoints> or <lowskill highskill> | Set Tactics skill
TAILORING | <skillpoints> or <lowskill highskill> | Set Tailoring skill
TAMEDHUNGER | <hungerrate percentage> | Set hunger-rate & chance to become wild (600 default for hungerrate, 30 for chance to go wild)
TAMING | <skillpoints> or <lowskill highskill> | Set Animal Taming skill
TASTEID | <skillpoints> or <lowskill highskill> | Set TasteID skill
THROWING | <skillpoints> or <lowskill highskill> | Set Throwing skill
TINKERING | <skillpoints> or <lowskill highskill> | Set Tinkering skill
TITLE | <text> | Set NPC's title
TOPEACE | <skillpoints> | Set minimum skill to successfully use peacemaking skill on NPC
TOPROV | <skillpoints> | Set minimum skill to provoke NPC
TOTAME | <skillpoints> | Set minimum skill to tame NPC
TRACKING | <skillpoints> or <lowskill highskill> | Set Tracking skill
VETERINARY | <skillpoints> or <lowskill highskill> | Set Veterinary skill
WALKINGSPEED | <movementspeed> | Set NPC walk speed (0.7 default, uses global UOX.INI setting if not specified)
WILLHUNGER | <0/1> | If 0, NPC is not affected by hunger
WRESTLING | <skillpoints> or <lowskill highskill> | Set Wrestling skill

# Sheet 2: Item Tags

ITEM TAGS |  |  |
TAG NAME | VALUE | DESCRIPTION |
AC | <armorclass> | Set armorclass of item (higher = better) |
ADDMENUITEM | <false/true> | Add this item to add-menu during automatic generation of said menu? |
AMMO | <id> (<colour>) | Specifies ammo requried for a ranged weapon |
AMMOFX | <id> (<colour> <rendermode>) | Specifies missile-effect for a ranged weapon |
AMOUNT | <amount> | Set amount of items |
ATT | <lodamage hidamage> | Set minimum and maximum damage values for item |
COLD | <0/1> | If 1, item is of this elemental type, which will define what type of damage is dealt |
COLOUR | <colour> | Colour in hex or decimal |
COLOURLIST | <colourlist-ID> | ID of colour-list from DFNDATA\COLORS\colors.dfn |
CORPSE | <false/true> | Defines item as a corpse |
CREATOR | <character serial> | Serial of character that created item. Applied during crafting. |
CUSTOMINTTAG | <tagname> <value> | Custom JS int tag |
CUSTOMSTRINGTAG | <tagame> <text> | Custom JS string tag |
DAMAGE | <lodamage hidamage> | Set minimum and maximum damage values for item |
DECAY | <false/true> | Determines if item is decayable or not |
DEF | <def> | Set physical defense value of item |
DEX | <statpoints> | Requirement to equip item |
DEXADD | <statpoints> | Temporary statbonus when equipped |
DIR | <direction> | Direction, but used to define type of light-radius for lights |
DISABLED | <false/true> | Determines if item is disabled(?) or not |
DISPELLABLE | N/A | Sets the item as dispellable if present |
DOORFLAG | N/A | N/A – Not in use |
DYE | N/A | Sets item as dyeable if present |
ELEMENTRESIST | <fire cold energy poison> | Set fire, cold, energy and poison resistance values (0 - 1000, where 1000 = 100.0) |
GET | <Item-ID> | Inherit settings from defined item, id from Item-DFNs |
GLOW | <false/true> | Does item glow? |
GLOWBC | <glowcolour> | Glow-colour |
GLOWTYPE | <glowtype> | The type of glow-effect |
GOOD | <goodsvalue> | Used by Advanced Trade System |
HEAT | <0/1> | If 1, item is of this elemental type, which will define what type of damage is dealt |
HIDAMAGE | <hidamage> | Maximum damage value |
HP | <hitpoints> or <lowhp highhp> | Hitpoints of item, either specific or random value |
ID | <art ID> | Hex or decimal id of item graphics |
INTADD | <statpoints> | Temporary statbonus when equipped |
INTELLIGENCE | <statpoints> | Requirement to equip item |
INTERVAL | <mintime maxtime> | Interval used by spawner-objects to determine when to spawn something |
LAYER | <layer> | Defines which layer item is equipped on |
LIGHT | <0/1> | If 1, item is of this elemental type, which will define what type of damage is dealt |
LIGHTNING | <0/1> | If 1, item is of this elemental type, which will define what type of damage is dealt |
LODAMAGE | <lodamage> | Minimum damage value |
LOOT | <lootlist-ID> | Adds random loot to a container based on lootlist in DFNDATA\ITEMS\lootlists.dfn |
MAXHP | <statpoints> | Maximum hitpoints |
MORE | <0x########> | Generic variable, used for lots of things |
MORE2 | N/A | N/A – Not in use |
MOREX | <morex> | Generic value, used for a lot of things |
MOREY | <morey> | Generic value, used for a lot of things |
MOREZ | <morez> | Generic value, used for a lot of things |
MOVABLE | <movable> | Set movable-status for item (0 default, 1 movable, 2 GM only, 3 locked down, 4 owner only) |
NAME | <text> | Name of item |
NAME2 | <text> | Secondary name of item, revealed using Item ID skill |
NEWBIE | N/A | If present, marks item as newbified/blessed |
OFFSPELL | ??? | ??? Set, but doesn't appear to be in use |
PACKITEM | <item-ID> | Add specified item-ID from item-DFNs to container |
PILEABLE | <false/true> | Sets the item as stackable or not |
POISONDAMAGE | <0/1> | If 1, item is of this elemental type, which will define what type of damage is dealt |
POISONED | <poisonstrength> | Determines poison-strength applied on item (weapons, food, etc) |
PRIV | ??? | ??? |
RACE | <race-ID> | Does double damage against characters of specified race, id from DFNDATA\RACE\races.dfn |
RAIN | <0/1> | If 1, item is of this elemental type, which will define what type of damage is dealt |
RANK | <rank> | Used by crafting system to determine quality of item made |
RESTOCK | <amount> | NPC shopkeepers will restock <amount> number of this item |
SCRIPT | <Jscript-ID> | Set Javascript ID to attach to Item on creation |
SK_MADE | <skill-ID> | Item was made by the skill <skill-ID> |
SNOW | <0/1> | If 1, item is of this elemental type, which will define what type of damage is dealt |
SPAWNOBJ | <NPC-ID> | Used by spawner objects to determine which NPC from DFNs to spawn |
SPAWNOBJLIST | <NPClist-ID> | Used by spawner objects to determine which NPC from NPClists in DFNDATA\NPC\npclists.dfn to spawn |
SPD | <speed> | Speed of weapon (higher is faster) |
STRADD | <statpoints> | Temporary statbonus when equipped |
STRENGTH | <statpoints> | Requirement to equip item |
TYPE | <type> | Set item-type |
VALUE | <buyvalue> <sellvalue> | Takes two values – one for buyvalue (how much shopkeepers will pay) one for sellvalue (how much shopkeepers will sell for) |
VISIBLE | <visibility> | Set visibility of item, 0 (Visible), 1 (Temporary Hidden, visible to owner), 2 (Invisible – magic), 3 (Permanently hidden – GM hide) |
WEIGHT | <weight> | Weight of item in stones (100 = 1 stone) |
WEIGHTMAX | <weight> | Maximum weight-capacity of a container (100 = 1 stone) |
WIPE | <false/true> | Determines if item is affected by item-wipes or not |

# Sheet 3: Region Tags

REGION TAGS |  |  |  |  |  |  |
TAG NAME | VALUE | DESCRIPTION |  |  |  |  |
ABWEATH | <weather-region-ID> | Assign a weather-region from DFNDATA\WEATHER\weatherab.dfn to this region |  |  |  |  |
APPEARANCE | <value> | Set the appearance of this region: 0 - Spring, 1 - Summer, 2 - Autumn, 3 - Winter or 4 - Desolation |  |  |  |  |
BUYABLE | <number> | When specified below a GOOD-tag, the value of items (belonging to that GOOD type) sold in this region will go up or down by the specified percentage (Example: -153 = -15.3% of original price) |  |  |  |  |
CHANCEFORBIGORE | <%chance> | Chance from 0 to 100 of finding 5 ores instead of 1 |  |  |  |  |
DUNGEON | <false/true> | Mark as dungeon-area |  |  |  |  |
ESCORTS | <false/true> | Mark as target region for escort quests |  |  |  |  |
GATE | <false/true> | Should gating in/out of this region be possible? |  |  |  |  |
GOOD | <good-ID> | Used by advanced trade system to identify a type of goods (based on GOOD value for items) |  |  |  |  |
GUARDED | <false/true> | Should this region be protected by guards? |  |  |  |  |
GUARDLIST | <NPClist-ID> | Set NPClist to choose from when spawning NPCs |  |  |  |  |
GUARDNUM | N/A | N/A |  |  |  |  |
GUARDOWNER | <text> | Name of guard-owner. Displays as <text> Guard, ex: Lord British's Guard |  |  |  |  |
MAGICDAMAGE | <false/true> | Should hostile spells be castable in this region? |  |  |  |  |
MARK | <false/true> | Should marking runes in this region be possible? |  |  |  |  |
MIDILIST | <midi-ID> | Specifies the default midi-file to play for users in this region |  |  |  |  |
NAME | <text> | Name of this region |  |  |  |  |
OREPREF | <oreName %chance> | One of these for each ore-type wanted in region. %chance to find is optional |  |  |  |  |
RACE | <race-ID> | Race this region belongs to |  |  |  |  |
RANDOMVALUE | <lownumber> <highnumber> | Num range from -oo to +oo |  |  |  |  |
RECALL | <false/true> | Should recalling into/from this region be possible? |  |  |  |  |
SCRIPT | <script-ID> | JS ID to assign to region-object |  |  |  |  |
SELLABLE | <lownumber> <highnumber> | When specified below a GOOD-tag, the value of items (belonging to that GOOD type) bought in this region will go up or down by a randomized percentage between the lownumber and highnumber (Example: -153 = -15.3% of original price) |  |  |  |  |
SPAWN | <spawn-region-ID> | Spawn-region-ID from DFNDATA\SPAWN\spawn.dfn |  |  |  |  |
WORLD | <worldnumber> | Specify which world this region belongs in |  |  |  |  |
X1 | <x-coordinate> | Defines boundary of region. Multiple X1 Y1 -> X2 Y2 blocks can be set for a single region |  |  |  |  |
X2 | <x-coordinate> | Defines boundary of region. Multiple X1 Y1 -> X2 Y2 blocks can be set for a single region. |  |  |  |  |
Y1 | <y-coordinate> | Defines boundary of region. Multiple X1 Y1 -> X2 Y2 blocks can be set for a single region. |  |  |  |  |
Y2 | <y-coordinate> | Defines boundary of region. Multiple X1 Y1 -> X2 Y2 blocks can be set for a single region. |  |  |  |  |
TOWN REGIONS ?? |  |  |  |  |  |  |
ALLYTOWN |  |  |  |  |  |  |
ELECTIONTIME |  |  |  |  |  |  |
GUARDSBOUGHT |  |  |  |  |  |  |
HEALTH |  |  |  |  |  |  |
MEMBER |  |  |  |  |  |  |
MAYOR |  |  |  |  |  |  |
NAME |  |  |  |  |  |  |
PRIV |  |  |  |  |  |  |
RACE |  |  |  |  |  |  |
RESOURCEAMOUNT |  |  |  |  |  |  |
RESOURCECOLLECTED |  |  |  |  |  |  |
TAXEDID |  |  |  |  |  |  |
TAXEDAMOUNT |  |  |  |  |  |  |
TIMET |  |  |  |  |  |  |
TIMEG |  |  |  |  |  |  |
VOTE |  |  |  |  |  |  |
WORLD |  |  |  |  |  |  |

# Sheet 4: Weather Tags

WEATHER TAGS |  |
TAG NAME | VALUE | DESCRIPTION
COLDCHANCE | <%> | Chance for a cold day. If it passes the temperature will be fixed at a value between MINTEMP and COLDINTENSITY
COLDINTENSITY | <temperature> ? | Cold-intensity (see above)
HEATCHANCE | <%> | Chance for a hot day. If it passes, then temperature will be fixed at a value between MAXTEMP and HEATINTENSITY
HEATINTENSITY | <temperature> ? | Heat-intensity (see above)
LIGHTMIN | 0-20 | Minimum light-level
LIGHTMAX | 0-20 | Maximum light-level
MAXTEMP | <temperature> | Maximum temperature of the day. Can be affected by heat waves. (Above 20 degrees, Krrios' client takes on an orange tinge.)
MINTEMP | <temperature> | Minimum temperature of the day. Can be affected by cold snaps. (Below 10 degrees, Krrios' client takes on a blue tinge.)
MAXWIND | N/A | Currently unused.
MINWIND | N/A | Currently unused.
RAINCHANCE | <%> | Chance of there being rain on the next hour(only if snowchance fails to snow).
RAININTENSITY | <%,%> | Sets the minimal and maximal damage in percent the rain does, based of the damage value in races.dfn.
RAINTEMPDROP | <temperature> | Temperature-drop when it rains
SNOWCHANCE | <%> | Chance of there being snow on the next hour. Will override rainchance.
SNOWINTENSITY | <%,%> | Sets the minimal and maximal damage in percent the snow does, based of the damage value in races.dfn.
SNOWTHRESHOLD | <temperature> | Temperature at which snow kicks in
STORMCHANCE | <%> | Chance of a storm
STORMINTENSITY | <%,%> | Sets the minimal and maximal damage in percent a storm does, based of the damage value in races.dfn.
STORMTEMPDROP | <temperature> | Sets the amount the temperature drops when it storms.

# Sheet 5: Create Tags

CREATE TAGS |  |
TAG NAME | VALUE | DESCRIPTION
ADDITEM | <item-ID> | Item to actually add to player backpack when made
COLOUR | <colour> | Hex color value to display
DELAY | <delay in seconds> | Amount of delay, in hundredths of a second (100 = 1 second)
ID | <artwork-ID> | Hex ID value to display
ITEM | <item section number> | Section-header for item to craft
MAXRANK | <maxrank value> | Maximum rank value
MENU | <menuentry section> | Sub-menus that are displayed in create.dfn. Points to a MENUENTRY
MENUENTRY | <menuentry section number> | Section-header for menu which displays items
MINRANK | <minrank value> | Minimum rank value
NAME | <text> | Item name
RESOURCE | <itemID amtNeeded colour> | Multiple entries will work, colour and amtNeeded are optional (if colour specified, so must amtNeeded be)
SKILL | <skillNum minSkill maxSkill> | minSkill / maxSkill optional. Multiple entries allowed
SOUND | <sound-ID> | Sound to play when made
SPELL | <spell ID> | Spell ID used when inscribing magic scrolls
SUBMENU | <submenu section number> | Submenu to display/submenu section header

# Sheet 6: Creature Tags

CREATURE TAGS |  |
TAG NAME | VALUE | DESCRIPTION
ANTIBLINK | N/A | These creatures don't have animation #4, if not set creature will randomly disappear in battle. If you find a creature that blinks while fighting, set that bit
ANIMAL | N/A | Creature is an animal
BASESOUND | N/A | Not in use
FLIES | N/A | Creature can fly (must have the animations, so better not change)
ICON | <artwork-ID> | Used for tracking, to set the appropriate icon
MOVEMENT | <WATER/LAND/BOTH> | Specifies where a creature can move
MOUNTID | <artwork-ID> | Specify a mount item id if the creature is to be mounted
SOUNDFLAG | N/A | Not in use
SOUND_IDLE | <sound-ID> | Sound made randomly when creature is idle
SOUND_STARTATTACK | <sound-ID> | Sound plays when creature initiates combat
SOUND_ATTACK | <sound-ID> | Sound made when creature hits a target
SOUND_DEFEND | <sound-ID> | Sound made when creature is hit
SOUND_DIE | <sound-ID> | Sound made when creature dies

# Sheet 7: House Tags

House Tags |  |
TAG NAME | VALUE | DESCRIPTION
ID | <house-ID> | Multi id# (From insideUO) take the number inside UO gives and add 40, so a small house 0000068 this translates into ID 4068
SPACEX | <radius> | The RADIUS of clear space needed from the center of the house, Note this does NOT include other multis, but does include everything else.
SPACEY | <radius> | Same as SPACEX only for the Y axis
CHARX | <number> | Amount of tiles +/- to offset character after placing house
CHARY | <number> | Amount of tiles +/- to offset character after placing house
CHARZ | <number> | Amount of tiles +/- to offset character after placing house
ITEMSDECAY | <false/true> | Will items decay in this house by default?
HOUSE_ITEM | <number> | This House_item will be added to the house, at the location specified in the house_item section
HOUSE_DEED | <item-ID> | Item-ID from Item-DFNs that represents the house deed
BOAT | N/A | Defines the "house" as a boat