{ "__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": "" } } ] }, "Door List": { "type": "list", "value": [ { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "DesertExit" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Strong Door" } } ] }, "Encounter List": { "type": "list", "value": [] }, "List": { "type": "list", "value": [] }, "Placeable List": { "type": "list", "value": [ { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__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": "Boulder" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Boulder" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Boulder" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Boulder" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Boulder" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Boulder" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Boulder" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Coulisfu Oriental Rural Tileset v2.3" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Coulisfu Oriental Rural Tileset v2.3" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Coulisfu Oriental Rural Tileset v2.3" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Coulisfu Oriental Rural Tileset v2.3" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Coulisfu Oriental Rural Tileset v2.3" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Placeable Pak by Schazzwozzer" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Placeable Pak by Schazzwozzer" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Placeable Pak by Schazzwozzer" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Megalith Placeables v1.0 by Mr._X & Chanteur" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E" } }, { "__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" } }, { "__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": "Stone patch" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "volition's Bio Placeables by volition\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "volition's Bio Placeables by volition\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "volition's Bio Placeables by volition\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Vels Misc Placeables by Velmar\r\n\r\nI don't know what this is, and the model name doesn't help. :)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Lief's Fog by Lief\r\nUse caution, too many of these fog placeables will slow the module to a crawl." } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Lief's Fog by Lief\r\nUse caution, too many of these fog placeables will slow the module to a crawl." } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Lief's Fog by Lief\r\nUse caution, too many of these fog placeables will slow the module to a crawl." } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Lief's Fog by Lief\r\nUse caution, too many of these fog placeables will slow the module to a crawl." } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Lief's Fog by Lief\r\nUse caution, too many of these fog placeables will slow the module to a crawl." } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Lief's Fog by Lief\r\nUse caution, too many of these fog placeables will slow the module to a crawl." } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Lief's Fog by Lief\r\nUse caution, too many of these fog placeables will slow the module to a crawl." } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Medieval Non-gunpowder siege artillery by some_ux\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Medieval Non-gunpowder siege artillery by some_ux\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Medieval Non-gunpowder siege artillery by some_ux\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Fly-Clad Corpse Wagon" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Fly-Clad Corpse Wagon" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Fly-Clad Plague Victim Corpse" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Splatter Pack v1.0 by Knat\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Splatter Pack v1.0 by Knat\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Splatter Pack v1.0 by Knat\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\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\nSKILL DESCRIPTIONS\r\n\r\nBalance - uses DEX, affected by Armor Check Penalty, +2 synergy with 5 ranks of Tumble skill. \r\nClimb - uses STR, affected by Armor Check Penalty. \r\nJump - uses STR, affected by Armor Check Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed. \r\nSwim - uses STR, -1 skill for every 5lb of weight character has. \r\nTight Space - uses DEX, affected by creature size and Armor Check Penalty. (NOTE: this skill diverges from the PHB) \r\n\r\nFailing a Balance/Climb/Jump check by more than 5 means you take falling damage. Succeeding against a DC15 Tumble check reduces the falling damage. \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. " } }, { "__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\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\nSKILL DESCRIPTIONS\r\n\r\nBalance - uses DEX, affected by Armor Check Penalty, +2 synergy with 5 ranks of Tumble skill. \r\nClimb - uses STR, affected by Armor Check Penalty. \r\nJump - uses STR, affected by Armor Check Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed. \r\nSwim - uses STR, -1 skill for every 5lb of weight character has. \r\nTight Space - uses DEX, affected by creature size and Armor Check Penalty. (NOTE: this skill diverges from the PHB) \r\n\r\nFailing a Balance/Climb/Jump check by more than 5 means you take falling damage. Succeeding against a DC15 Tumble check reduces the falling damage. \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. " } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Doom of Daggerdale v1.1 (Rar)\r\nby Ice-Child & Suedomsa" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Splatter Pack v1.0 by Knat\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Splatter Pack v1.0 by Knat\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Splatter Pack v1.0 by Knat\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Splatter Pack v1.0 by Knat\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: LOK Dungeon Tileset 1.04 Full by Danmar\r\n(Placeables only extracted)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: LOK Dungeon Tileset 1.04 Full by Danmar\r\n(Placeables only extracted)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: LOK Dungeon Tileset 1.04 Full by Danmar\r\n(Placeables only extracted)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: LOK Dungeon Tileset 1.04 Full by Danmar\r\n(Placeables only extracted)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: LOK Dungeon Tileset 1.04 Full by Danmar\r\n(Placeables only extracted)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Torture, Taxidermy, and High Tea by Gnomad" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Grass Tuft" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Grass Tuft" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Grass Tuft" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Grass Tuft" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Grass Tuft" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Grass Tuft" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Spiderweb Cocoon" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Doom of Daggerdale v1.1 (Rar)\r\nby Ice-Child & Suedomsa" } }, { "__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\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\nSKILL DESCRIPTIONS\r\n\r\nBalance - uses DEX, affected by Armor Check Penalty, +2 synergy with 5 ranks of Tumble skill. \r\nClimb - uses STR, affected by Armor Check Penalty. \r\nJump - uses STR, affected by Armor Check Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed. \r\nSwim - uses STR, -1 skill for every 5lb of weight character has. \r\nTight Space - uses DEX, affected by creature size and Armor Check Penalty. (NOTE: this skill diverges from the PHB) \r\n\r\nFailing a Balance/Climb/Jump check by more than 5 means you take falling damage. Succeeding against a DC15 Tumble check reduces the falling damage. \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. " } }, { "__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\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\nSKILL DESCRIPTIONS\r\n\r\nBalance - uses DEX, affected by Armor Check Penalty, +2 synergy with 5 ranks of Tumble skill. \r\nClimb - uses STR, affected by Armor Check Penalty. \r\nJump - uses STR, affected by Armor Check Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed. \r\nSwim - uses STR, -1 skill for every 5lb of weight character has. \r\nTight Space - uses DEX, affected by creature size and Armor Check Penalty. (NOTE: this skill diverges from the PHB) \r\n\r\nFailing a Balance/Climb/Jump check by more than 5 means you take falling damage. Succeeding against a DC15 Tumble check reduces the falling damage. \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. " } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Spiderweb Cocoon" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "" } }, { "__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\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\nSKILL DESCRIPTIONS\r\n\r\nBalance - uses DEX, affected by Armor Check Penalty, +2 synergy with 5 ranks of Tumble skill. \r\nClimb - uses STR, affected by Armor Check Penalty. \r\nJump - uses STR, affected by Armor Check Penalty, +2 synergy with 5 ranks of Tumble skill, +1 skill point for every +10% movement speed. \r\nSwim - uses STR, -1 skill for every 5lb of weight character has. \r\nTight Space - uses DEX, affected by creature size and Armor Check Penalty. (NOTE: this skill diverges from the PHB) \r\n\r\nFailing a Balance/Climb/Jump check by more than 5 means you take falling damage. Succeeding against a DC15 Tumble check reduces the falling damage. \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. " } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tracks, Splats, and Scrawl by Rimmy" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tracks, Splats, and Scrawl by Rimmy" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Tracks, Splats, and Scrawl by Rimmy" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Log -- sittable placeable by jin\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Rokugan V2 by Kerry Mortensen\r\nmodified by SBird for CEP\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 } }, { "__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": [ { "__struct_id": 11, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 11, "Comment": { "type": "cexostring", "value": "" } } ] }, "TriggerList": { "type": "list", "value": [ { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "This trigger will ClearAllActions on an entering mounted\r\nobject and force it to dismount.\r\n\r\nif bDismountFast is set to 1 on the object it will dismount without animating.\r\n\r\nNOTE: This does not care if you are in conversation or combat so, you need to be careful and keep that in mind when using this. If this might be an issue then you may want to make your own triggers to prevent someone in combat or conversing from reaching the location of this trigger.\r\n\r\nComments by Deva Winblood : January 28th, 2008" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "This trigger will ClearAllActions on an entering mounted\r\nobject and force it to dismount.\r\n\r\nif bDismountFast is set to 1 on the object it will dismount without animating.\r\n\r\nNOTE: This does not care if you are in conversation or combat so, you need to be careful and keep that in mind when using this. If this might be an issue then you may want to make your own triggers to prevent someone in combat or conversing from reaching the location of this trigger.\r\n\r\nComments by Deva Winblood : January 28th, 2008" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "This trigger will ClearAllActions on an entering mounted\r\nobject and force it to dismount.\r\n\r\nIt will hitch at any object near this trigger with the tag X3_HITCHING_POST. If no object exists they will simply wander away from this location a short distance and stop.\r\n\r\nif bDismountFast is set to 1 on the object it will dismount without animating.\r\n\r\nNOTE: This does not care if you are in conversation or combat so, you need to be careful and keep that in mind when using this. If this might be an issue then you may want to make your own triggers to prevent someone in combat or conversing from reaching the location of this trigger.\r\n\r\nComments by Deva Winblood : January 28th, 2008" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "This trigger will ClearAllActions on an entering mounted\r\nobject and force it to dismount.\r\n\r\nIt will hitch at any object near this trigger with the tag X3_HITCHING_POST. If no object exists they will simply wander away from this location a short distance and stop.\r\n\r\nif bDismountFast is set to 1 on the object it will dismount without animating.\r\n\r\nNOTE: This does not care if you are in conversation or combat so, you need to be careful and keep that in mind when using this. If this might be an issue then you may want to make your own triggers to prevent someone in combat or conversing from reaching the location of this trigger.\r\n\r\nComments by Deva Winblood : January 28th, 2008" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "This trigger will ClearAllActions on an entering mounted\r\nobject and force it to dismount.\r\n\r\nif bDismountFast is set to 1 on the object it will dismount without animating.\r\n\r\nNOTE: This does not care if you are in conversation or combat so, you need to be careful and keep that in mind when using this. If this might be an issue then you may want to make your own triggers to prevent someone in combat or conversing from reaching the location of this trigger.\r\n\r\nComments by Deva Winblood : January 28th, 2008" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "This trigger will ClearAllActions on an entering mounted\r\nobject and force it to dismount.\r\n\r\nif bDismountFast is set to 1 on the object it will dismount without animating.\r\n\r\nNOTE: This does not care if you are in conversation or combat so, you need to be careful and keep that in mind when using this. If this might be an issue then you may want to make your own triggers to prevent someone in combat or conversing from reaching the location of this trigger.\r\n\r\nComments by Deva Winblood : January 28th, 2008" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "Generic Descriptive Skill Trigger/Placeable.\r\nby OldManWhistler\r\n\r\nUse PGUP/PGDW to scroll. The PDF file that came with this script has this information available in an easy to print form.\r\n\r\nThe NAME of the trigger will control the text that is displayed on success.\r\n\r\nThe TAG of the trigger will control the rest of the variables:\r\nSAD_DC_SET_XP_OBJ_FC_RESREF\r\n\r\nOBJ: Specifies the type of object to create.\r\nFC: Specifies the orientation/direction of the created object.\r\nRESREF: Must match a valid ResRef of the object to be created or sound to be played.\r\nThe RESREF *can* contain underscores. Remember that resrefs are case sensitive.\r\n\r\nNote: Any values that are not filled in will be taken as a value of zero or an empty string. You *must* fill all the values up to your last significant value.\r\n\r\nValid values for OBJ:\r\n1 - Creature\r\n2 - Item\r\n3 - Placeable\r\n4 - Sound\r\n\r\nValid values for FC:\r\n0 - East\r\n1 - North East\r\n2 - North\r\n3 - North West\r\n4 - West\r\n5 - South West\r\n6 - South\r\n7 - South East" } } ] }, "WaypointList": { "type": "list", "value": [ { "__struct_id": 5, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 5, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 5, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 5, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 5, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 5, "Comment": { "type": "cexostring", "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": "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": "" } }, { "__struct_id": 5, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 5, "Comment": { "type": "cexostring", "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": "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": "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." } } ] } }