{
  "__data_type": "GIC ",
  "Creature List": {
    "type": "list",
    "value": []
  },
  "Door List": {
    "type": "list",
    "value": [
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Stone Door"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Stone Door"
        }
      },
      {
        "__struct_id": 8,
        "Comment": {
          "type": "cexostring",
          "value": "Medium Jeweled Door 3\r\n\r\nHardness DC: 20"
        }
      }
    ]
  },
  "Encounter List": {
    "type": "list",
    "value": [
      {
        "__struct_id": 7
      }
    ]
  },
  "List": {
    "type": "list",
    "value": []
  },
  "Placeable List": {
    "type": "list",
    "value": [
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Birdbath"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Stone patch"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Stone patch"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Rubble (Nature)"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "City Rubble 1"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "City Rubble 2"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "City Rubble 1"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Boulder"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Dirt Patch"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Grass Tuft"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Moss"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Moss"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Stone patch"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Stone patch"
        }
      }
    ]
  },
  "SoundList": {
    "type": "list",
    "value": []
  },
  "StoreList": {
    "type": "list",
    "value": []
  },
  "TriggerList": {
    "type": "list",
    "value": [
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": "This trigger allows PCs to find hidden doors, including trap doors and grates.\r\n\r\nTo use:\r\n\r\nPaint this trigger in the area where the door is meant to be.\r\n\r\nGive it a tag as follows: secrdr_code(explained below)_your initials_a unique name you gave it\r\n\r\nCodes:\r\n\r\nwd - wooden wall door\r\nme - metal wall door\r\nst - Stone wall door\r\ntw - trap door wood\r\nts - trap door stone\r\ngm - metal grate\r\ngs - stone grate\r\n\r\nSo for example, it might be: secrdr_wd_jw_cryptslvl1\r\n\r\nThe DC to find the door is entered into the key tab field. You find that in the advanced tab, above.\r\n\r\nPlace a waypoint where the door should appear. Give the waypoint a tag which is the tag of the trigger you painted, with _apr_wp at the end.\r\n\r\nSo for example, it might be: secrdr_tw_jw_cryptslvl1_apr_wp\r\n\r\nYou will need to experiment to make sure the waypoint is facing the right way.\r\n\r\nPlace a waypoint where the players should appear. Give this a tag which is the tag of this trigger with _DST at the end.\r\n\r\nSo for example, it might be secrdr_wd_jw_cryptslvl1_DST\r\n\r\nMake sure you have jw_generic_exit in the area's on exit event"
        }
      }
    ]
  },
  "WaypointList": {
    "type": "list",
    "value": [
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive."
        }
      },
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      }
    ]
  }
}
