CHARACTER TAGS | ||
Last updated: | 10/09/2020 | |
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 |
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 |
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 |
INSTANCEID | <instance-ID> | Which instance of a world should this region exist in? |
MAGICDAMAGE | <false/true> | Should hostile spells be castable in this region? |
MARK | <false/true> | Should marking runes in this region be possible? |
MUSICLIST | <music-ID> | Specifies the default music-file to play for users in this region, based on list in config.txt in UO client's music folder |
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? |
SAFEZONE | <true/false> | If SAFEZONE is enabled, this region disallows any hostile actions such as combat, hostile spells, thief skills, explosion potions, etc |
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 |
TELEPORT | <true/false> | Determines whether the Teleport spell is usable in this region or not |
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 |
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. |
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 |
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 |
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 |