433 lines
18 KiB
JSON
433 lines
18 KiB
JSON
{
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"__data_type": "GIC ",
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"Creature List": {
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"type": "list",
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"value": []
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},
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"Door List": {
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"type": "list",
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"value": [
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Evil Stone Door"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Evil Stone Door"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Evil Stone Door"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Evil Stone Door"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Evil Stone Door"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Evil Stone Door"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Evil Stone Door"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Iron Portcullis"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Iron Portcullis"
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}
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}
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]
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},
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"Encounter List": {
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"type": "list",
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"value": []
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},
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"List": {
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"type": "list",
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"value": []
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},
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"Placeable List": {
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"type": "list",
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"value": [
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Statue pack for CEP v1.5 by Whalebones"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Statue pack for CEP v1.5 by Whalebones"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "TCC - Interiors\r\nby The_NWNCCC"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "TCC - Interiors\r\nby The_NWNCCC"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "TCC - Interiors\r\nby The_NWNCCC"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "TCC - Interiors\r\nby The_NWNCCC"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "TCC - Interiors\r\nby The_NWNCCC"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "TCC - Interiors\r\nby The_NWNCCC"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "TCC - Interiors\r\nby The_NWNCCC"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "TCC - Interiors\r\nby The_NWNCCC"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "TCC - Interiors\r\nby The_NWNCCC"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "TCC - Interiors\r\nby The_NWNCCC"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "TCC - Interiors\r\nby The_NWNCCC"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "TCC - Interiors\r\nby The_NWNCCC"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Fountain"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Rune Circle"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "9 big fire placeables by Okto\r\n"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Source: LOK Dungeon Tileset 1.04 Full by Danmar\r\n(Placeables only extracted)\r\nmodified by SBird for CEP"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Source: LOK Dungeon Tileset 1.04 Full by Danmar\r\n(Placeables only extracted)\r\nmodified by SBird for CEP"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Box / Crate - 3 (Medium treasure script)"
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}
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}
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]
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},
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"SoundList": {
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"type": "list",
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"value": [
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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}
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]
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},
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"StoreList": {
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"type": "list",
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"value": []
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},
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"TriggerList": {
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"type": "list",
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"value": [
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": ""
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}
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}
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]
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},
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"WaypointList": {
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"type": "list",
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"value": [
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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|
"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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|
"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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|
"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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|
"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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|
"type": "cexostring",
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|
"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."
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}
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},
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{
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"__struct_id": 5,
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|
"Comment": {
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"type": "cexostring",
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|
"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."
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}
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}
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]
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|
}
|
|
}
|