Overview

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


Sheet 1: Character Tags

CHARACTER TAGS

Last updated: 11/03/12



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(,minamount maxamount)> Adds random loot to the NPC based on lootlist in DFNDATA\ITEMS\lootlists.dfn. Also supports the following syntax: <lootlist-ID,amount> or <lootlist-ID, minamount maxamount>
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(,minamount maxamount)> Add specified item-ID from item-DFNs to NPC backpack (must come after BACKPACK tag!). Also supports amount-tags behind item-ID.
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> or <minamount maxamount> Set amount of items, either specific or random value
ATT <lodamage hidamage> Set minimum and maximum damage values for item
BASEWEIGHT <weight> Base-weight of item in stones (100 = 1 stone). Primarily used to store the base weight of containers (their weight when no items are contained within)
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