{
  "__data_type": "GIC ",
  "Creature List": {
    "type": "list",
    "value": [
      {
        "__struct_id": 4,
        "Comment": {
          "type": "cexostring",
          "value": "This is a generic commoner. Edit the appearance (and gender and sound set) when you place it."
        }
      },
      {
        "__struct_id": 4,
        "Comment": {
          "type": "cexostring",
          "value": "This is a generic commoner. Edit the appearance (and gender and sound set) when you place it."
        }
      },
      {
        "__struct_id": 4,
        "Comment": {
          "type": "cexostring",
          "value": "This is a generic commoner. Edit the appearance (and gender and sound set) when you place it."
        }
      },
      {
        "__struct_id": 4,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      },
      {
        "__struct_id": 4,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      },
      {
        "__struct_id": 4,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      },
      {
        "__struct_id": 4,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      }
    ]
  },
  "Door List": {
    "type": "list",
    "value": [
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "CityDoor"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "CityDoor"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "CityDoor - Indestructible, Auto-close"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "CityDoor - Indestructible, Auto-close"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "CityDoor - Indestructible, Auto-close"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "DoubleDoors"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "CityDoor - Indestructible, Auto-close"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "CityDoor - Indestructible, Auto-close"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Impassable Door"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Impassable Door"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Impassable Door"
        }
      }
    ]
  },
  "Encounter List": {
    "type": "list",
    "value": []
  },
  "List": {
    "type": "list",
    "value": []
  },
  "Placeable List": {
    "type": "list",
    "value": [
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Merchants Shingle - 4"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Merchants Shingle - 5"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Merchants Shingle - 5"
        }
      }
    ]
  },
  "SoundList": {
    "type": "list",
    "value": [
      {
        "__struct_id": 6,
        "Comment": {
          "type": "cexostring",
          "value": ""
        },
        "PlayInToolset": {
          "type": "byte",
          "value": 1
        }
      }
    ]
  },
  "StoreList": {
    "type": "list",
    "value": []
  },
  "TriggerList": {
    "type": "list",
    "value": []
  },
  "WaypointList": {
    "type": "list",
    "value": [
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "On the Advanced tab, replace <Place text here> with whatever information you wish to appear on the Map of an area."
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "On the Advanced tab, replace <Place text here> with whatever information you wish to appear on the Map of an area."
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "On the Advanced tab, replace <Place text here> with whatever information you wish to appear on the Map of an area."
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "On the Advanced tab, replace <Place text here> with whatever information you wish to appear on the Map of an area."
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "On the Advanced tab, replace <Place text here> with whatever information you wish to appear on the Map of an area."
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "This is a waypoint that can be placed in an area to mark a spot that should be visited by NPCs (to give random walking around some direction). \r\n\r\nThis will affect the animations and behavior of NPCs using the PlayAmbientAnimations functions (see the OnSpawn script nw_c2_default9 and the library x0_i0_anims for details). \r\n\r\nNote that this feature will only work in modules that use the XP1 modified AI. "
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "This is a waypoint that can be placed in an area to mark a spot that should be visited by NPCs (to give random walking around some direction). \r\n\r\nThis will affect the animations and behavior of NPCs using the PlayAmbientAnimations functions (see the OnSpawn script nw_c2_default9 and the library x0_i0_anims for details). \r\n\r\nNote that this feature will only work in modules that use the XP1 modified AI. "
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "This is a waypoint that can be placed in an area to mark a spot that should be visited by NPCs (to give random walking around some direction). \r\n\r\nThis will affect the animations and behavior of NPCs using the PlayAmbientAnimations functions (see the OnSpawn script nw_c2_default9 and the library x0_i0_anims for details). \r\n\r\nNote that this feature will only work in modules that use the XP1 modified AI. "
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "This is a waypoint that can be placed in an area to mark a spot that should be visited by NPCs (to give random walking around some direction). \r\n\r\nThis will affect the animations and behavior of NPCs using the PlayAmbientAnimations functions (see the OnSpawn script nw_c2_default9 and the library x0_i0_anims for details). \r\n\r\nNote that this feature will only work in modules that use the XP1 modified AI. "
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "This is a waypoint that can be placed in an area to mark a spot that should be visited by NPCs (to give random walking around some direction). \r\n\r\nThis will affect the animations and behavior of NPCs using the PlayAmbientAnimations functions (see the OnSpawn script nw_c2_default9 and the library x0_i0_anims for details). \r\n\r\nNote that this feature will only work in modules that use the XP1 modified AI. "
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "This waypoint may be used to have a guard stand where it has been placed. \r\n1. Create a guard and either use the existing Tag or fill in a new one. \r\n2. Place this Waypoint with the Tag \"POST_\" + the NPC Tag.\r\n3. Place or make sure that WalkWayPoints() is within the On Spawn script for the NPC and after combat, the NPC shall return to it's \"POST\"."
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "This waypoint may be used to have a guard stand where it has been placed. \r\n1. Create a guard and either use the existing Tag or fill in a new one. \r\n2. Place this Waypoint with the Tag \"POST_\" + the NPC Tag.\r\n3. Place or make sure that WalkWayPoints() is within the On Spawn script for the NPC and after combat, the NPC shall return to it's \"POST\"."
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "This waypoint may be used to have a guard stand where it has been placed. \r\n1. Create a guard and either use the existing Tag or fill in a new one. \r\n2. Place this Waypoint with the Tag \"POST_\" + the NPC Tag.\r\n3. Place or make sure that WalkWayPoints() is within the On Spawn script for the NPC and after combat, the NPC shall return to it's \"POST\"."
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "This waypoint may be used to have a guard stand where it has been placed. \r\n1. Create a guard and either use the existing Tag or fill in a new one. \r\n2. Place this Waypoint with the Tag \"POST_\" + the NPC Tag.\r\n3. Place or make sure that WalkWayPoints() is within the On Spawn script for the NPC and after combat, the NPC shall return to it's \"POST\"."
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "This waypoint may be used to have a guard stand where it has been placed. \r\n1. Create a guard and either use the existing Tag or fill in a new one. \r\n2. Place this Waypoint with the Tag \"POST_\" + the NPC Tag.\r\n3. Place or make sure that WalkWayPoints() is within the On Spawn script for the NPC and after combat, the NPC shall return to it's \"POST\"."
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "This waypoint may be used to have a guard stand where it has been placed. \r\n1. Create a guard and either use the existing Tag or fill in a new one. \r\n2. Place this Waypoint with the Tag \"POST_\" + the NPC Tag.\r\n3. Place or make sure that WalkWayPoints() is within the On Spawn script for the NPC and after combat, the NPC shall return to it's \"POST\"."
        }
      }
    ]
  }
}
