{ "__data_type": "GIC ", "Creature List": { "type": "list", "value": [] }, "Door List": { "type": "list", "value": [ { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "CaveExit" } } ] }, "Encounter List": { "type": "list", "value": [] }, "List": { "type": "list", "value": [] }, "Placeable List": { "type": "list", "value": [ { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Invisible Object" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Invisible Object" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Dust Plume" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Dust Plume" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Dust Plume" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Dust Plume" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Dust Plume" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Dust Plume" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Dust Plume" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "ath's geisers by ath\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "ath's geisers by ath\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "ath's geisers by ath\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "ath's geisers by ath\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "ath's geisers by ath\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "ath's geisers by ath\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "PHB Movement Skills\r\nby OldManWhistler\r\n\r\nhttp://nwvault.ign.com/portfolios/data/1054937958.shtml\r\n\r\nSee documentation for guidelines from the PHB about how to calculate DCs. You will need to change the NAME and TAG of this object to use it.\r\n\r\nNAME: This is the description displayed to the player when they use it.\r\nTAG: Has format SKILL_DC_WP_DMG\r\n\r\nSKILL: number 1 to 5.\r\n1 Balance\r\n2 Climb\r\n3 Jump\r\n4 Swim\r\n5 Tight Space\r\n6 Long Jump\r\n7 High Jump\r\n\r\nDC: number, the difficulty check to beat.\r\n\r\nWP: string, tag of the destination waypoint. YOU CANNOT USE _ IN THE TAG OF THE WAYPOINT! It will screw up the argument processing.\r\nIf no WP is specified, then it will look for the nearest object with the same tag (thus, waypoints are not needed if you always used matched pairs)\r\n\r\nDMG: number, maximum amount of random damage to deal on critical failure.\r\n\r\nBalance - uses DEX, affected by Armor Check Penalty and Encumbrance Penalty, +2 synergy with 5 ranks of Tumble skill. \r\nClimb - uses STR, affected by Armor Check Penalty and Encumbrance Penalty \r\nJump - uses STR, affected by Armor Check Penalty and Encumbrance Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed from class, affected by creature size modifier.\r\nLong Jump (3.5E) - uses STR, affected by Armor Check Penalty and Encumbrance Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed from class\r\nHigh Jump (3.5E) - uses STR, affected by Armor Check Penalty and Encumbrance Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed from class, affected by creature size modifier.\r\nSwim - uses STR, -1 skill for every 5lb of weight character has. \r\nTight Space - uses DEX, affected by creature size modifier, Armor Check Penalty and Encumbrance Penalty. (NOTE: this skill diverges from the PHB) \r\n\r\nFailing a Balance, Climb, or Jump check by more than 5 means you take falling damage. Succeeding against a DC15 Tumble check reduces the damage. The falling damage can kill you.\r\nFailing a Swim check by more than 5 means you take drowning damage. Drowning damage cannot kill you. \r\nFailing a Tight Space check by more than 5 means that you damage yourself on the attempt. This damage cannot kill you. \r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "PHB Movement Skills\r\nby OldManWhistler\r\n\r\nhttp://nwvault.ign.com/portfolios/data/1054937958.shtml\r\n\r\nSee documentation for guidelines from the PHB about how to calculate DCs. You will need to change the NAME and TAG of this object to use it.\r\n\r\nNAME: This is the description displayed to the player when they use it.\r\nTAG: Has format SKILL_DC_WP_DMG\r\n\r\nSKILL: number 1 to 5.\r\n1 Balance\r\n2 Climb\r\n3 Jump\r\n4 Swim\r\n5 Tight Space\r\n6 Long Jump\r\n7 High Jump\r\n\r\nDC: number, the difficulty check to beat.\r\n\r\nWP: string, tag of the destination waypoint. YOU CANNOT USE _ IN THE TAG OF THE WAYPOINT! It will screw up the argument processing.\r\nIf no WP is specified, then it will look for the nearest object with the same tag (thus, waypoints are not needed if you always used matched pairs)\r\n\r\nDMG: number, maximum amount of random damage to deal on critical failure.\r\n\r\nBalance - uses DEX, affected by Armor Check Penalty and Encumbrance Penalty, +2 synergy with 5 ranks of Tumble skill. \r\nClimb - uses STR, affected by Armor Check Penalty and Encumbrance Penalty \r\nJump - uses STR, affected by Armor Check Penalty and Encumbrance Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed from class, affected by creature size modifier.\r\nLong Jump (3.5E) - uses STR, affected by Armor Check Penalty and Encumbrance Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed from class\r\nHigh Jump (3.5E) - uses STR, affected by Armor Check Penalty and Encumbrance Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed from class, affected by creature size modifier.\r\nSwim - uses STR, -1 skill for every 5lb of weight character has. \r\nTight Space - uses DEX, affected by creature size modifier, Armor Check Penalty and Encumbrance Penalty. (NOTE: this skill diverges from the PHB) \r\n\r\nFailing a Balance, Climb, or Jump check by more than 5 means you take falling damage. Succeeding against a DC15 Tumble check reduces the damage. The falling damage can kill you.\r\nFailing a Swim check by more than 5 means you take drowning damage. Drowning damage cannot kill you. \r\nFailing a Tight Space check by more than 5 means that you damage yourself on the attempt. This damage cannot kill you. \r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Chess and a big death by gnomad\r\n" } } ] }, "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 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__struct_id": 6, "Comment": { "type": "cexostring", "value": "" }, "PlayInToolset": { "type": "byte", "value": 1 } }, { "__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": "" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "This trigger keeps NPC's away. Upon entering the trigger, the NPC will move away from the waypoint specified in the name field of the trigger.\r\n\r\nInstructions:\r\n1. Place an instance of this trigger where you want NPC's to stay away from.\r\n2. Place a waypoint right in the center of this trigger and give it a unique tag.\r\n3. Open up the instance of the trigger you just placed and put the tag of the new waypoint in the name field of the trigger." } } ] }, "WaypointList": { "type": "list", "value": [ { "__struct_id": 5, "Comment": { "type": "cexostring", "value": "On the Advanced tab, replace with whatever information you wish to appear on the Map of an area." } }, { "__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": "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": "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." } } ] } }