{
  "__data_type": "UTP ",
  "AnimationState": {
    "type": "byte",
    "value": 0
  },
  "Appearance": {
    "type": "dword",
    "value": 89
  },
  "AutoRemoveKey": {
    "type": "byte",
    "value": 0
  },
  "BodyBag": {
    "type": "byte",
    "value": 0
  },
  "CloseLockDC": {
    "type": "byte",
    "value": 0
  },
  "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."
  },
  "Conversation": {
    "type": "resref",
    "value": ""
  },
  "CurrentHP": {
    "type": "short",
    "value": 10
  },
  "Description": {
    "type": "cexolocstring",
    "value": {
      "0": "  Henchman System v2.0.0\n\n Henchmen are generally paid help. They still have feelings however. Abuse or abandon them at your own risk! Treat them well and they will be loyal and serve you to the best of their ability.\n\nSome options that may be present are listed below. Contact the module creator or a DM for a list of any features that have been removed.\n\n Because henchmen are generally hired, it costs gold to do so. It also costs gold per each level you choose to give a henchman. The more skilled they become the deeper your money pouch had better be.\n\n You have many options you can change. Each  option will affect how a henchman goes about combat, healing, using spells, what classes are taken during level up, weapons that will be used and what the henchman will do in their spare time.\n\n You can access their inventory. Give them better equipment. Sell outdated equipment or even have them help you haul loot. Be warned however stealing everything a henchman has and leaving them with nothing is a grievous offense!\n\n Henchmen have many different skills and spell abilities. Through conversation you can adjust how they use these and even instruct them to use the ability imediately.\n\n You can use \"keywords\" or typed commands to give orders. This works by typing the first name of the henchman, a space and then the keyword.\n If you have multiple henchmen you can order them simultaneously by using the word \"all\" in place of the first name. Example commands for a henchman named Alexia are as follows:\n\"Alexia attack\"\n\"Alexia stay\"\n\"Alexia come\"\n\"Alexia heal\"\n\"Alexia guard\"\n\"Alexia follow\"\n\"Alexia camp\"\n Typing it as the examples above without the \" \" will issue the given command. Replacing \"Alexia\" with \"all\" issues it to all of your henchmen.\n\n A few rules of thumb. Never give your henchman a container. It could be  lost on death. Always keep a Raise Dead scroll on at least one of them. Even if you have a cleric. Dont neglect their equipment. As you level and face harder foes they will need improved equipment in order to survive the fight. Resurrecting them can be costly. It is generally cheaper to just by them better weapons and armor! If a henchman is dying DO NOT leave them. They WILL take it personally.\n\n Best of luck to you on your journey."
    }
  },
  "DisarmDC": {
    "type": "byte",
    "value": 0
  },
  "Faction": {
    "type": "dword",
    "value": 1
  },
  "Fort": {
    "type": "byte",
    "value": 5
  },
  "Hardness": {
    "type": "byte",
    "value": 5
  },
  "HasInventory": {
    "type": "byte",
    "value": 0
  },
  "HP": {
    "type": "short",
    "value": 10
  },
  "Interruptable": {
    "type": "byte",
    "value": 1
  },
  "KeyName": {
    "type": "cexostring",
    "value": ""
  },
  "KeyRequired": {
    "type": "byte",
    "value": 0
  },
  "Lockable": {
    "type": "byte",
    "value": 0
  },
  "Locked": {
    "type": "byte",
    "value": 0
  },
  "LocName": {
    "type": "cexolocstring",
    "value": {
      "0": "Henchman System Sign"
    }
  },
  "OnClosed": {
    "type": "resref",
    "value": ""
  },
  "OnDamaged": {
    "type": "resref",
    "value": ""
  },
  "OnDeath": {
    "type": "resref",
    "value": ""
  },
  "OnDisarm": {
    "type": "resref",
    "value": ""
  },
  "OnHeartbeat": {
    "type": "resref",
    "value": ""
  },
  "OnInvDisturbed": {
    "type": "resref",
    "value": ""
  },
  "OnLock": {
    "type": "resref",
    "value": ""
  },
  "OnMeleeAttacked": {
    "type": "resref",
    "value": ""
  },
  "OnOpen": {
    "type": "resref",
    "value": ""
  },
  "OnSpellCastAt": {
    "type": "resref",
    "value": ""
  },
  "OnTrapTriggered": {
    "type": "resref",
    "value": ""
  },
  "OnUnlock": {
    "type": "resref",
    "value": ""
  },
  "OnUsed": {
    "type": "resref",
    "value": ""
  },
  "OnUserDefined": {
    "type": "resref",
    "value": ""
  },
  "OpenLockDC": {
    "type": "byte",
    "value": 0
  },
  "PaletteID": {
    "type": "byte",
    "value": 4
  },
  "Plot": {
    "type": "byte",
    "value": 1
  },
  "PortraitId": {
    "type": "word",
    "value": 447
  },
  "Ref": {
    "type": "byte",
    "value": 0
  },
  "Static": {
    "type": "byte",
    "value": 0
  },
  "Tag": {
    "type": "cexostring",
    "value": "HS_VARIABLES"
  },
  "TemplateResRef": {
    "type": "resref",
    "value": "hs_variables"
  },
  "TrapDetectable": {
    "type": "byte",
    "value": 1
  },
  "TrapDetectDC": {
    "type": "byte",
    "value": 0
  },
  "TrapDisarmable": {
    "type": "byte",
    "value": 1
  },
  "TrapFlag": {
    "type": "byte",
    "value": 0
  },
  "TrapOneShot": {
    "type": "byte",
    "value": 1
  },
  "TrapType": {
    "type": "byte",
    "value": 0
  },
  "Type": {
    "type": "byte",
    "value": 0
  },
  "Useable": {
    "type": "byte",
    "value": 1
  },
  "Will": {
    "type": "byte",
    "value": 0
  }
}
