{
  "__data_type": "GIC ",
  "Creature List": {
    "type": "list",
    "value": [
      {
        "__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": ""
        }
      },
      {
        "__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": "Breach"
        }
      }
    ]
  },
  "Encounter List": {
    "type": "list",
    "value": []
  },
  "List": {
    "type": "list",
    "value": []
  },
  "Placeable List": {
    "type": "list",
    "value": [
      {
        "__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 2"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "City Rubble 1"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "City Rubble 1"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "City Rubble 1"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "City Rubble 1"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "City Rubble 1"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "City Rubble 1"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "City Rubble 1"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "City Rubble 1"
        }
      },
      {
        "__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": "Rubble (Nature)"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Rubble (Nature)"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Rubble (Nature)"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "This object is where the Henchmen go if they need help to rez their master or where they will go when they decide to return home. To set this up you will need to create copies of this object and add the TAG of the Henchman to the end of the TAG for this object. Create a new home object for each Henchman you have present in your module. It is wise to place this object within sight of an NPC Cleric of ninth level or higher."
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "This object is where the Henchmen go if they need help to rez their master or where they will go when they decide to return home. To set this up you will need to create copies of this object and add the TAG of the Henchman to the end of the TAG for this object. Create a new home object for each Henchman you have present in your module. It is wise to place this object within sight of an NPC Cleric of ninth level or higher."
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "HS_VARIABLES - This sign will hold all of the variables set in the hark_i0_vars script. It will also retain some persistent variables used by henchmen. It is important that this sign is marked as plot. If it should ever be destroyed that will break this system! Other than that as long as the TAG remains the same feel free to change this how you see fit."
        }
      }
    ]
  },
  "SoundList": {
    "type": "list",
    "value": [
      {
        "__struct_id": 6,
        "Comment": {
          "type": "cexostring",
          "value": ""
        },
        "PlayInToolset": {
          "type": "byte",
          "value": 1
        }
      },
      {
        "__struct_id": 6,
        "Comment": {
          "type": "cexostring",
          "value": ""
        },
        "PlayInToolset": {
          "type": "byte",
          "value": 1
        }
      }
    ]
  },
  "StoreList": {
    "type": "list",
    "value": []
  },
  "TriggerList": {
    "type": "list",
    "value": [
      {
        "__struct_id": 1,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      }
    ]
  },
  "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."
        }
      }
    ]
  }
}
