Section IV

4.0 - ITEM TYPES

Item Types are used to make items work in certain ways. For instance to give a container-item container-functionality, or to make it possible to open a door.

Assigning an Item Type to an item is as simple as writing 'SET TYPE # where # is the Item-Type you want to assign to an item, and then target the desired item afterwards. Sometimes there's more to in than that, but in those cases there's specific information included in the Type-information.

Below follows a list of the various Item-Types in UOX3:

Type | Description
------------------------
0 | Default type

1 | Container/backpack
          morez(1) > 0 = Magically trapped ('SET MOREZ 0x01000000)

2 | Opener for order gate
3 | Order gate
4 | Opener for Chaos gate
5 | Chaos gate
6 | Teleporter rune, acts like teleport was cast
7 | Key (Look World Interaction, section 2.1)

8 | Locked container
          morez(1) > 0  = Magically trapped ('SET MOREZ 0x01000000)

9 | Spellbook
10 | This opens a map based on the serial num of the item

11 | A book:Entry in misc.dfn: %li",
          More1 = MSB of serial (most significant byte)
          More2 = NSB of serial (next significant byte)
          More3 = NSB of serial
          More4 = LSB of serial (least significant byte)

12 | Unlocked door
13 | Locked door
14 | Food item

15 | Magic wand/weapon (Look World Interaction, section 2.8)
        MoreX = Circle
        MoreY = Spell within circle
        MoreZ = Charges left

16 | Resurrection object, will resurrect dead players when double-clicked.
18 | Enchanted item that displays a random message (Crystal Ball?)

19 | Potion
	MoreX
		1 = agility
		2 = cure
		3 = eplosion
		4 = heal
		5 = night sight
		6 = poison
		7 = refresh
		8 = strength
		9 = mana
	MoreZ
		1 = lesser
		2 = normal
		3 = greater

35 | Townstone Deed if itemID = 0x14F0, otherwise it's a Townstone.

50 | Recall rune
            MoreX = Target X
            MoreY = Target Y
            MoreZ = Target Z
51 | Start Gate *guess at info*
            MoreX = Target X
            MoreY = Target Y
            MoreZ = Target Z
              Ends up going into the gatex[], gatey[], gatez[] array
52 | End Gate *guess at info*
            MoreX = Target X
            MoreY = Target Y
            MoreZ = Target Z
              Ends up going into the gatex[], gatey[], gatez[] array
60 | Object Teleporter
            MoreX = Target X
            MoreY = Target Y
            MoreZ = Target Z
61 | Item Spawner
            spawnsection = Item-ID to spawn (hex-id)
            Mininterval = Respawn minimum time
            Maxinterval = Respawn maximum time
62 | Monster/NPC Spawner
            Amount = Amount of NPCs to spawn in total
            Spawnsection = Npc-ID to spawn
            Mininterval = Respawn minimum time
            Maxinterval = Respawn maximum time
63 | Item-spawner Container
            morez(1) > 0 = Magically Trapped ('SET MOREZ 0x01000000)
            Spawnsection => Item-ID to spawn (hex-id)
            Mininterval => Respawn minimum time
            Maxinterval => Respawn maximum time
64 | Locked item-spawner Container
            morez(1) > 0 = Magically Trapped ('SET MOREZ 0x01000000)
            Spawnsection => Item-ID to spawn (hex-id)
            Mininterval => Respawn minimum time
            Maxinterval => Respawn maximum time
65 | Unlockable item-spawner Container
            morez(1) > 0 = Magically Trapped ('SET MOREZ 0x01000000)
            Spawnsection = Item-ID to spawn (Hex-ID)
            Mininterval = Respawn minimum time
            Maxinterval = Respawn maximum time
69 | Area spawner
            More3/More4 = X/Y +/- offset ('SET MORE 0x0000XXYY)
            Amount = Amount to spawn
            Spawnsection  = Npc-ID to spawn
            Mininterval  = Minimum respawn time
            Maxinterval  = Maximum respawn time
80 | Single Use advancement gate
            MoreX = entry in advance.dfn to use
81 | Multi Use advancement gate
            MoreX = entry in advance.dfn to use
82 | Monster Gate
            MoreX = entry from NPC-DFNs to change player into
83 | Race Gate
            MoreX = Race entry to turn into, from races.dfn
            MoreY = 0 single use, 1 repeated use
85 | Damage Object
            MoreX + MoreY => Minimum Damage
            MoreX + MoreZ => Maximum Damage

87 | Trash Container

88 | Sound Object - plays sound effect when someone is close enough
            MoreX = Sound effect to play
            MoreY = Radius in tiles
            MoreZ = Probability in % of sound playing

89 | Map/Facet-Change Object
90 | World-Change Object

101 |	Morph object
            MoreX = Body to morph into
              Changes to type 102
102 | Unmorph object
              Unmorphs back to original body as it was before type 101 object was used.
              Changes to type 101 again

105 | Drink Object
106 | Standing Harp
111 | Zero Kills Gate
117 | Planks

118 | Fireworks wand
            MoreX = Number of charges
125 | Escort NPC Spawner
            More3/More4 = X +/- offset ('SET MORE 0x0000XXYY)
            Amount = Amount to spawn
            MoreX  = Npc to spawn
            MoreY  = Minimum respawn time
            MoreZ  = Maximum respawn time

186 | Rename Deed
190 | Leather-Repairtool
191 | Bow-Repairtool
200 | Tiller
202 | Guildstone deed
203 | Opens housing gump
204 | Tinker Tools
205 | Metal-Repairtool
207 | Forge
208 | Dye
209 | Dye vat
210 | Model boats/houses
211 | Archery Butte
212 | Drum
213 | Tambourine
214 | Harp
215 | Lute
216 | Axe
217 | Player Vendor Deed
218 | Smithing tool
219 | Carpentry tool
220 | Mining tool
221 | Empty vial
222 | Unspun Fabric/Spinning tool
223 | Uncooked Fish
224 | Uncooked Meat
225 | Spun Fabric/Weaving tool
225 | Fletching tool
227 | Cannon ball
228 | Water Pitcher
228 | Uncooked Dough
230 | Sewing kit
231 | Ore
232 | Bulletin Board
233 | Sword/Dagger/knife/blade
234 | Camping
235 | MagicStatue
236 | Guillotine
237 | FuillotineAnim
238 | Floursack
239 | Open Floursack
240 | Fishing tool
241 | Clock
242 | Mortar
243 | Scissors
244 | Bandage
245 | Sextant
246 | Hairdye
247 | Lockpick
248 | Cottonplant
249 | TinkerAxle
250 | TinkerAwg
251 | TinkerClock
252 | TinkerSextant
253 | Training Dummy
254 | Training Dummy Anim
255 | Worldforge type

4.1 - LIGHT SETTINGS (by Harmony)
The command for setting light patterns for light-sources is 'SET DIR #. For information about how to use Light settings, look at chapter 2.2.
The table is laid out in the following format:

<#>
<Direction>
<Usage>
<Placement>


1
All, 360 Degrees, 3 Radius
General Lighting
Center light source


2
All, 360 Degrees, 2 Radius
General Lighting
Center light source


3
South
Door Frame Light
One south, and one West of Door Frame


4
East
Door Frame Light
One north, and one East of Door Frame


5
South, 180 Degrees, 3 Radius
North Interior or South Exterior Wall Lighting
Center light source


6
South, 135 Degrees, 3 Radius
North Interior Wall Lighting Near a NE Corner
On a North Wall one place West of the East wall


7
West, 180 Degrees, 3 Radius
East Interior or West Exterior Wall Lighting
Center light source


8
East, 180 Degrees, 3 Radius
West Interior or East Exterior Wall Lighting
Center light source


9
East, 135 Degrees, 3 Radius
West Interior Wall Lighting Near a NE Corner
On a West Wall one place North of the South wall


10
North, 180 Degrees, 3 Radius
South Interior or North Exterior Wall Lighting
Center light source


11
South, 180 Degrees, 2 Radius
North Interior or South Exterior Wall Lighting
Center light source


12
South, 135 Degrees, 2 Radius
North Interior Wall Lighting Near a NE Corner
On a North Wall one place West of the East wall


13
West, 180 Degrees, 2 Radius
East Interior or West Exterior Wall Lighting
Center light source


14
East, 180 Degrees, 2 Radius
West Interior or East Exterior Wall Lighting
Center light source


15
North, 180 Degrees, 2 Radius
South Interior or North Exterior Wall Lighting
Center light source


22
South
Small Rectangular Window
Use on Window, Only Window is lit


23
East
Small Rectangular Window
Use on Window, Only Window is lit


24
South
Small Rectangular Window
Use on Window, Window is lit with small stream coming out


25
East
Small Rectangular Window
Use on Window, Window is lit with small stream coming out


26
South
Small Arched Window
Use on Window, Only Window is lit


27
East
Small Arched Window
Use on Window, Only Window is lit


28
South
Small Arched Window
Use on Window, Window is lit with small stream coming out


29
All, 360 Degrees, 4 Radius
General Lighting
Center light source


30
Southeast, 90 Degrees
General Lighting
Center light source in Corner on square out of the corner


31
Shadows

32
Shadows

33
Shadows

34
Shadows

35
Shadows

36
Shadows

37
South
Door Frame Light, with Open door
One South, and one West of Door Frame


38
East
Door Frame Light, with Open door
One South, and one East of Door Frame


39
East
Small Square Window
Use on Window, Window is lit with small stream coming out


40
East
Small Square Window
Use on Window, Only Window is lit


41
South
Small Square Window
Use on Window, Window is lit with small stream coming out


42
South
Small Square Window
Use on Window, Only Window is lit


43
None
Off
To Turn off a light source


44
South
Small Slit Window
Use on Window, Only Window is lit


45
East
Small Slit Window
Use on Window, Window is lit with small stream coming out


46
South
Small Slit Window
Use on Window, Only Window is lit


50
Slots
No idea
No idea


51
South, 90 Degrees
Low level, like under a door
Center Light Source


52
East, 90 Degrees
Low level, like under a door
Center Light Source


53
South, 180 Degrees, 2 Radius
General Lighting
Center Light Source 1 Square out from Wall


54
East, 180 Degrees, 2 Radius
General Lighting
Center Light Source 1 Square out from Wall


55
Southeast, 90 Degrees
General Lighting
Center light source in Corner on square out of the corner


56 through 100
None
Off
Turn off a light source
4.2 - SOUNDS
#Sound Effect List:

0x0000 - Jungle Birds
0x0001 - Jungle Birds
0x0002 - Jungle Birds (short)
0x0003 - Forest Birds
0x0004 - Forest Birds
0x0005 - Forest Birds
0x0006 - Forest Birds
0x0007 - Swamp Birds
0x0008 - Swamp Birds
0x0009 - Swamp Birds
0x000a - Swamp Birds
0x000b - River Birds
0x000c - Swamp Birds
0x000d - Swamp Birds
0x000e - Swamp Birds
0x000f - Swamp Birds
0x0010 - River
0x0011 - Stream
0x0012 - Beach
0x0013 - Boat on Ocean
0x0014 - Light Wind/Snowstorm
0x0015 - Heavy Wind/Snowstorm
0x0016 - Mod. Wind/Snowstorm
0x0017 - Bird call
0x0018 - Bird call
0x0019 - Bird call
0x001a - Bird call
0x001b - Bird call
0x001c - Bird call
0x001e - Bird call
0x001f - Bird call
0x0020 - Bubbling Water
0x0021 - Quickly Bubbling Water
0x0022 - Water Drop
0x0023 - Water Drop
0x0024 - Two Water Drops
0x0025 - Small Obj Drop in Water
0x0026 - Large Obj Drop in Water
0x0027 - Med Obj Drop in Water
0x0028 - Thunder
0x0029 - Longer Thunder
0x002a - Blacksmith Hammer
0x002b - ?Open (something)?
0x002c - Close Chest
0x002d - Open chest
0x002e - Close Barrel
0x002f - Open Barrel
0x0030 - Drink Potion 1
0x0031 - Drink Potion 2
0x0032 - Gold Transfer 1
0x0033 - Gold Transfer 2
0x0034 - Gold Transfer 3
0x0035 - Gold Transfer 4
0x0036 - Gold Transfer 5
0x0037 - Gold Transfer 6
0x0038 - Play Drum well
0x0039 - Play Drum poorly
0x003a - Eat Food 1
0x003b - Eat Food 2
0x003c - Eat Food 3
0x003d - Flute Fanfare
0x003e - Bottle Breaking 1
0x003f - Bottle Breaking 2
0x0040 - Bottle Breaking 3
0x0041 - Bottle Breaking 4
0x0042 - Drop object
0x0043 - Play large harp well
0x0044 - Play large harp poorly
0x0045 - Play lap harp well
0x0046 - Play lap harp poorly
0x0047 - ?
0x0048 - Open backpack
0x0049 - Dungeon Switch 1
0x004a - Dungeon Switch 2
0x004b - Dungeon Switch 3
0x004c - Play harp well
0x004d - Play harp poorly
0x004e - Watter Bubbling
0x004f - ?
0x0050 - ?
0x0051 - Invalid spot to drop obj.
0x0052 - Play Tamborine well
0x0053 - Play Tamborine poorly
0x0054 - ?
0x0055 - Close Spellbook
0x0056 - ?
0x0057 - Put obj in inventory
0x0058 - Close Backpack
0x0059 - Close Spellbook 2
0x005a - Animal Growl
0x005b - Snake Hiss
0x005c - Spell Fizzle
0x005d - Similar to Spell Fizzle
0x005e - ?
0x005f - Animal Growl
0x0060 - Animal Growl
0x0061 - Animal Growl
0x0062 - Animal Growl
0x0063 - Animal Growl
0x0064 - Cow Moo
0x0065 - Cow Moo
0x0066 - Animal Sound
0x0067 - Animal Sound
0x0068 - Animal Sound
0x0069 - Cat Meow
0x006a - Cat Meow
0x006b - Cat Attack
0x006c - Cat Defense
0x006d - Cat Die
0x006e - Chicken
0x006f - Chicken
0x0070 - Chicken Attack
0x0071 - Chicken Defense
0x0072 - Chicken Die
0x0073 - Panther
0x0074 - Panther
0x0075 - Panther Attack
0x0076 - Panther Defense
0x0077 - Panther Die
0x0078 - Cow Moo
0x0079 - Cow Moo
0x007a - Cow Attack
0x007b - Cow Defense
0x007c - Cow Die
0x007d - Bird Call
0x007e - Bird Call
0x007f - Bird Attack
0x0080 - Bird Defense
0x0081 - Bird Die
0x0100 - Low Gong
0x0140 - Training on Dummy
0x01a1 - Lizardman
0x01a2 - Lizardman
0x01a3 - Lizardman Attack
0x01a4 - Lizardman Defense
0x01a5 - Lizardman Die
0x01dd - Bonfire
0x01ff - Magic Unlock
0x0200 - Magic Sword Swing
0x0240 - Fill Potion bottle
0x0241 - Using Mortar
0x0242 - Using Mortar
0x0243 - Spooky Chord
0x0244 - Spooky Chord
0x0245 - Spooky Chord
0x0246 - Guardian Laughter
0x024a - Mage Chanting
4.3 - PRIVILEGES (OUTDATED)
PRIVILEGES FOR ITEMS:
'SETPRIV 0 - Item does NOT decays
'SETPRIV 1 - Item decays
'SETPRIV 2 - Newbie Item

PRIVILEGES FOR CHARACTERS:
'SetPriv PR1
01 - GM Command Clearance
02 - Broadcast (User can use ! yell command)
04 - Invulnerability
08 - Single Clicking shows serial numbers (used for debugging)
10 - Don't show skill titles (For GM, Counselor or Seer)
20 - User will have GM Pages displayed on screen
40 - Ability to open other users backpacks
80 - Counselor Command Clearance

'SetPriv PR2
10 - No loss of Mana
20 - Dispellable
40 - Magic Reflection
80 - Spellcasting does not require reagents

4.4 - /GO PLACE LOCATIONS
These are the locations that you can use by using the 'GO PLACE # command. If you wish to edit those or even add to the list, the locations are found in UOX3/DFNDATA/LOCATIONS/, in the various .DFN files there..
Alternatively, you can use the 'TRAVEL command, which will bring up a menu of predefined locations to go to.

GM Special Locations
# Location
1 Jail Cell 1
2 Jail Cell 2
3 Jail Cell 3
4 Jail Cell 4
5 Jail Cell 5
6 Jail Cell 6
7 Jail Cell 7
8 Jail Cell 8
9 Jail Cell 9
10 Jail Cell 10
11 Help Desk of Hell
12 Help Room Backdoor
13 Green Acres
14 Error Spawn Location

Cities
The City of Brittan
# Location
15 Lord British's Throne
16 Blackthorne's Castle
20 Center
21 Lord British Castle Entrance
22 Blackthorn Castle Entrance
23 Suburbs
24 Park
25 Farmlands
26 Graveyard

The City of Buccaneers Den
# Location
30 Docks
31 Bathhouse
32 Pirates Plunder Tavern
33 Hidden Caves

The City of Cove
# Location
40 Gates
41 Guard Post
42 Orc Fort
43 Cemetary

The City of Jhelom
# Location
50 Main Island
51 Fighting Pit
52 East Docks
53 Cemetary
54 Medium Island
55 Small Island

The City of Magicana
# Location
60 Docks
61 Parliament
62 Park

The City of Minoc
# Location
70 North
71 South
72 Gypsy Camp
73 Bridge
74 Mining Camp
80 Center
81 Docks
82 Telescope
83 Zoo
84 Cemetary

The City of Nujel'm
# Location
90 Docks
91 Palace
92 North
93 East
94 West
95 Chess board
96 Cemetary

The City of Occlo
# Location
100 Docks
101 North
102 Farmlands

The City of Serpents Hold
# Location
110 North
111 West Docks
112 South
113 South Guardpost

The City of Skara Brae
# Location
120 West Docks
121 West
122 East Docks
123 South
124 North
125 East

The City of Trinsic
# Location
130 Center
131 West Gate
132 South Gate
133 North
134 South
135 East Docks
136 Island Park

The City of Vesper
# Location
140 Center
141 Docks
142 North
143 East
144 Grave Yard

The City of Wind
# Location
150 Outside Entrance
151 Caves
152 South
153 East
154 West
155 Park

The City of Yew
# Location
160 Center
161 Empath Abbey
162 Courts & Prisons
163 Hidden Cave
164 Cemetary
165 Orc Fort

Shrines
# Location
170 Chaos
171 Compassion
172 Honesty
173 Honor
174 Humility
175 Justice
176 Sacrifice
177 Spirituality
178 Valor

Dungeons
Covetus
# Location
200 Outside Entrance
201 Level 1
202 Level 2
203 Level 3
204 Lake Room
205 Torture Rooms

Deceit
# Location
210 Outside Entrance
211 Level 1
212 Level 2
213 Level 3
214 Level 4

Despise
# Location
220 Outside Entrance
221 Entryway
222 Level 1 *UP*
223 Level 2 *DOWN*
224 Level 3

Destard
# Location
230 Outside Entrance
231 Level 1
232 Level 2
233 Level 3

Hythloth
# Location
240 Outside Entrance
241 Level 1
242 Level 2
243 Level 3
244 Level 4

Shame
# Location
250 Outside Entrance
251 Level 1
252 Level 2
253 Level 3
254 Level 4

Wrong
# Location
260 Outside Entrance
261 Level 1
262 Level 2
263 Level 3

Miscellaneous
300 Hythloth Firepit
301 Yew/Britain Brigand Camp
302 Yew Fort of the Damned

The Lost Lands
# Location
303 Britain Sewers
304 Papua Mage Shop
305 Delucia Center
306 Ice Dungeon
4.5 - COLOR LIST

0x0000 = Original color of item
0x0480 = Ice Blue
0x0481 = Snow White
0x0482 = Cold Flesh color
0x0001 = True Black
0x5555 = Smoke Color

0x0002 -> 0x03E9 = Colors you get when using 'DYE without parameters
0x03EA -> 0x0422 = Skincolors with dyed undewear
0x83EA -> 0x8422 = Skincolors without dyed underwear
0x0423 -> 0x044D = Armor Colors*

*You cant create these colors with the 'DYE command without parameters.
This colors should be used to dye armor because the contrast of this
colors is higher than the colors you get from 'DYE without parameters.
Black faces will not be dyed (you know the colored circle around your
plate helm? :) You won't have this with Armor colors and they look
much coolor on armor and wapons


---------- These colors are also used as Hair colors--------------
0x044E -> 0x0455 = Black
0x0456 -> 0x045D = Bronze
0x045E -> 0x0465 = Gold
0x0466 -> 0x046D = Yellow Gold
0x046E -> 0x0475 = Copper
0x0476 -> 0x047D = Dark Copper
--------------------------------------------------------------------------

0x0481 - > 0x04B0 ()
0x04B1 -> 0x04B9 = Red
0x04BA -> 0x04C2 = Red
0x04C3 -> 0x04CB = Red
0x04CC -> 0x04D4 = Blueish Red
0x04D5 -> 0x04DD = Blueish Red
0x04DE -> 0x04E6 = Blue
0x04E7 -> 0x0514 ()
0x0515 -> 0x051D = Blue
0x051E -> 0x0526 = Blue
0x0527 -> 0x052F = Blue
0x0530 -> 0x0538 = Blue
0x0539 -> 0x0541 = Blue
0x0542 -> 0x054A = Blue
0x054B -> 0x0578 ()
0x0579 -> 0x0581 = Blueish Green
0x0582 -> 0x058A = Green
0x058B -> 0x0593 = Green
0x0594 -> 0x059C = Green
0x059D -> 0x05A5 = Brownish Green
0x05A6 -> 0x05AE = Brownish Green
0x05AF -> 0x05DC = ()
0x05DD -> 0x05E5 = Brown
0x05E6 -> 0x05EE = Brown
0x05EF -> 0x05F7 = Brown
0x05F8 -> 0x0600 = Brown
0x0601 -> 0x0609 = Brown
0x060A -> 0x0612 = Reddish Brown
0x0613 -> 0x0640 = ()
0x0641 -> 0x0649 = Pink
0x064A -> 0x0652 = Pink
0x0653 -> 0x065B = Pink
0x065C -> 0x0664 = Pink
0x0665 -> 0x066D = Red
0x066E -> 0x0676 = Red
0x0677 -> 0x06A4 = ()
0x06A5 -> 0x06AD = Greenish Brown
0x06AE -> 0x06B6 = Greenish Brown
0x06B7 -> 0x06BF = Greenish Brown
0x06C0 -> 0x06C8 = Brown
0x06C9 -> 0x06D1 = Brown
0x06D2 -> 0x06DA = Brown
0x0709 -> 0x0711 = Brownish Green
0x0712 -> 0x071A = Brownish Green
0x071B -> 0x0723 = Brownish Green
0x0724 -> 0x072C = Brown
0x072D -> 0x0735 = Brown
0x0736 -> 0x073E = Brownish Red
0x073F -> 0x0747 = Brownish Red
0x0748 -> 0x0750 = Brownish Red
0x0751 -> 0x0759 = Greyish Red
0x075A -> 0x0762 = Grey with a little red
0x0763 -> 0x076B = Grey with a little blue
0x076C -> 0x0774 = Greyish Blue
0x07D1 -> 0x07D6 = Green
0x07D7 -> 0x07DC = Beige
0x07DD -> 0x07E2 = Red
0x0835 -> 0x083A = Blue
0x083B -> 0x0840 = Beige
0x0841 -> 0x0846 = Red
0x0847 -> 0x084C = Blue
0x084D -> 0x0852 = Yellow - Green
0x0899 -> 0x089E = Red
0x089F -> 0x08A4 = Green
0x08A5 -> 0x08AA = Beige
0x08AB -> 0x08B0 = Blue
0x08FD -> 0x0902 = Silver
0x0903 -> 0x0908 = Gold
0x0909 -> 0x090E = Bronze/Copper
0x0961 -> 0x0966 = Silver
0x0967 -> 0x096C = Silver
0x096D -> 0x0972 = Gold
0x0973 -> 0x0978 = Silver-Gold
0x0979 -> 0x097E = Copper-Gold

4.6 - MIDI LIST

(Posted by Dupre the Fighter on September 06, 1998 at 11:56:16:)

OK, heres is my compiled list of midis and associated midi number. for those who dont know, to play the midi ingame, just type in 'MIDI 0 xx where the xx is the midi number.

00 - oldult01.mid (combat tune - U7)
01 - create1.mid (U6 theme)
02 - draglift.mid (from U7)
03 - oldult02.mid (inn song - U7)
04 - oldult03.mid (same as 3)
05 - oldult04.mid (wander song - U3)
06 - oldult05.mid (same as 5)
07 - oldult06.mid (stones - U7)
08 - stones2.mid (stones - U7)
09 - britain1.mid (town - U3)
10 - britain2.mid (town - U7 -fellowship song)
11 - Bucsden.mid
12 - Jhelom.mid
13 - lbcastle.mid
14 - linelle.mid
15 - magencia.mid
16 - minoc.mid
17 - ocllo.mid
18 - samlethe.mid
19 - serpents.mid (serpents hold)
20 - skarabra.mid (skara brae)
21 - trinsic.mid
22 - vespar.mid
23 - wind.mid
24 - yew.mid
25 - cave01.mid
26 - dungeon9.mid
27 - forest_a.mid (forest song)
28 - intown01.mid (town song U8)
29 - jungle_a.mid (jungle song)
30 - mountn_a.mid (mountain song)
31 - plains_a.mid (linelle variation)
32 - sailing.mid
33 - swamp_a.mid
34 - tavern01.mid
35 - tavern02.mid
36 - tavern03.mid
37 - tavern04.mid
38 - combat1.mid *
39 - combat2.mid *
40 - combat3.mid *
41 - approach.mid
42 - death.mid (execution song U8)
43 - victory.mid
44 - btcastle.mid (Blackthornes castle)
45 - nujelm.mid
46 - dungeon2.mid
47 - cove.mid
48 - moonglow.mid

First, the midis from 44 to 48 will more likely be missing from your uo/music directory. What you will need to do is copy them from your cd (client/music folder) to your uo/music directory. For some reason, they didnt get installed so there is a good chance that they will be accessed in game once they are in your folder.

* For the combat midis, I found that many times, it would start out with the apporopriate combat tune, but then it would break into a random midi.

Now, you may also notice that there are some duplicates ie oldult02 and oldult03. Im not sure why OSI did this (probably an oversight), but because of this, there is nothing stopping you from replacing them with your own midis. All midis are accessed from the main music folder btw.

4.7 - LAYER LIST
Here's a list of the Layers that items can be assigned in the DFNs/JavaScripts:

Layer 1 - 0x01 = Single-Hand item/weapon
Layer 2 - 0x02 = Two-Hand item/weapon (including Shield)
Layer 3 - 0x03 = Foot Covering/Armor
Layer 4 - 0x04 = Leg Covering (including Pants, Shorts, Bone/Chain/Ring legs)
Layer 5 - 0x05 = Chest Clothing/Female Chest Armor
Layer 6 - 0x06 = Head Covering/Armor
Layer 7 - 0x07 = Hand Covering/Armor
Layer 8 - 0x08 = Ring
Layer 9 - 0x09 = N/A (not used)
Layer 10 - 0x0A = Neck Covering/Armor
Layer 11 - 0x0B = Hair
Layer 12 - 0x0C = Waist (Half-Apron)
Layer 13 - 0x0D = Torso (inner)(Chest Armor)
Layer 14 - 0x0E = Bracelet
Layer 15 - 0x0F = N/A (no info)
Layer 16 - 0x10 = Facial Hair
Layer 17 - 0x11 = Torso (Middle)(Surcoat, Tunic, Full Apron, Sash)
Layer 18 - 0x12 = Earrings
Layer 19 - 0x13 = Arm Covering/Armor
Layer 20 - 0x14 = Back (Cloak)
Layer 21 - 0x15 = BackPack
Layer 22 - 0x16 = Torso (outer)(Robe)
Layer 23 - 0x17 = Legs (outer)(Skirt/Kilt)
Layer 24 - 0x18 = Legs (inner)(Leg Armor)
Layer 25 - 0x19 = Mount (Horse, Ostard, etc.)
Layer 26 - 0x1A = NPC Buy Restock Container
Layer 27 - 0x1B = NPC Buy No Restock Container
Layer 28 - 0x1C = NPC Sell Container
Layer 29 - 0x1D = Bank Box
4.8 - CREATURE LIST

Here is a list of IDs you can polymorph ('POLY 0x####) or change other characters into by using the command 'SET ID 0x#### on them.

Example: 'SET ID 0x0001 to make a character look like an Ogre, or 'POLY 0x0001 to change your own character into an Ogre.

Tip: An easier way of writing 0x0001 is 0x1. You can remove all preceeding zeroes in a hex-id, and it will still be valid. 0x1 = 0x01 = 0x001 = 0x0001. Make sure you don't remove any trailing zeroes though, or any in the middle of the hex-ID, or you will change the ID. 0x10 is not the same as 0x1, but it is the same as 0x0010 =)

IDName
0x0001Ogre
0x0002Ettin
0x0003Zombie
0x0004Gargoyle
0x0005Eagle
0x0006Bird
0x0007Full Armed Orc
0x0008Corpser
0x0009Demon
0x000aDemon with Sword
0x000cGreen Dragon
0x000dWind Elemental
0x000eEarth Elemental
0x000fFire Elemental
0x0010Water Elemental
0x0011Orc (Without stuff)
0x0012Ettin with Stone Axe
0x0015Giant Snake
0x0016Gazer
0x0018Liche
0x001aFloating Skeleton
0x001cGiant Spider
0x001dGorilla
0x001eHarpy
0x001fHeadless
0x0021Lizardman
0x0023Lizardman with spear
0x0024Lizardman with hammer
0x0027Mongbat
0x0029Orc with club
0x002aRatman
0x002cRatman with club
0x002dRatman with sword
0x002fReaper
0x0030 Giant Scorpion
0x0032Skeleton
0x0033Slime
0x0034Snake
0x0035Troll
0x0036Troll 2
0x0037Troll 3
0x0038Skeleton with axe
0x0039Skeleton with sword and shield
0x003aWisp
0x003bRed dragon
0x003cSmaller green dragon
0x003dSmaller red dragon
0x0096Sea Serpent
0x0097Dolphin
0x00c8White Horse
0x00c9Cat
0x00caAlligator
0x00cbSmall Pig
0x00ccBrown Horse
0x00cdRabbit
0x00cfSheep
0x00d0Chicken
0x00d1Goat
0x00d3Brown Bear
0x00d4Grizzly Bear
0x00d5Polar Bear
0x00d6Panther
0x00d7Giant Rat
0x00d8Cow
0x00d9Dog
0x00dcLlama
0x00ddWalrus
0x00dfLamb
0x00e1Jackal
0x00e2Another horse
0x00e4Still another horse
0x00e7Brown Cow
0x00e8Bull
0x00e9B/W cow
0x00eaDeer
0x00edSmall deer
0x00eeRat
0x0122Large Pig
0x0123Pack horse with saddle bags
0x0124Pack llama with saddle bags
0x0190Male Player
0x0191Female Player
0x0192Male Ghost
0x0193Female Ghost
0x0194 until 0x019dVarious hats
0x019eBear Hat
0x019fDeer Hat
0x01a0Orc Mask
0x01a1XMas Tree Hat
0x01a2Voodoo Mask
0x01a3Short Hair
0x01a4Male Kid (Blond Hair)
0x01a5Male Kid (Dark Hair)
0x01a6Female Kid (Blond Hair)
0x01a7Female Kid (Dark Hair)
0x01a8The Invisible Man
0x01aeWalking Trousers (Short)
0x01afWalking Trousers (Long)
0x01b2Floating Shirt
0x01b3Floating Suit
0x01bfWalking Dress
0x01c0Walking Fancy Dress
0x01c7Walking Kilt
0x01d1Full Apron
0x01d2Half Apron | Lots of clothing
0x01f4Lit Lantern
0x01f5Lit Torch
0x01f6Lit Candle
0x01f7Lantern
0x01f8Torch
0x01f9Candle
0x0209Leather Armor | Lots of armor
0x0390Jesters Suit
0x03caDeath Robe
0x03dbGame Master Robe
0x03deEmpty Lord British Armor
0x03dfBlackthorn
0x03e0Order Shield
0x03e1Chaos Shield

4.9 - ACTION LIST
This list contains all the various actions you can use with the 'ACTION command as well as in JavaScripts/spells.dfn:

2D-Client:

NumberDescription
01 Walk
02 Run
03 Run
04 ???
05 Look Around
06 Stammer
07 Take Offensive
08 Take Offensive
09 Swing High
0A Swing Low
0B Swing High
0C Pole Swing High
0D Pole Swing Low
0E Pole Jab
0F Pole Thrust
10 Cast Forward
11 Cast Upwards
12 Shoot Bow
13 Do something and give
14 Take Hit
15 Fall down backwards
16 Fall foreward
17 Mounted
18 Mounted
19 Mounted
1A Mounted attack
1B Mounted shoot
1C Mounted shoot
1D Mounted shoot
1E Pole swing
1F Pole butt swing
20 Bow
21 Salute
22 Drink
23 Stance

Additional Emotes in 3D-Clients:

NumberDescription
06 Yawn
68 Blow Kiss
69 Formal Bow
6A Casual Bow
6B Cover Ears
6C Curtsey
6F Dance
71 Fold Arms
72 Impatient
74 Nod
75 Point
76 Armed Salute
77 Greet Salute
78 Unarmed Salute
79 Shake Head
7B Victory!
7C Celebrate
7D Wave
7E Two-handed Wave
7F Long Distance Wave
80 What?