{ "__data_type": "GIC ", "Creature List": { "type": "list", "value": [] }, "Door List": { "type": "list", "value": [] }, "Encounter List": { "type": "list", "value": [ { "__struct_id": 7 }, { "__struct_id": 7 }, { "__struct_id": 7 }, { "__struct_id": 7 }, { "__struct_id": 7 }, { "__struct_id": 7 } ] }, "List": { "type": "list", "value": [] }, "Placeable List": { "type": "list", "value": [ { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Skull Pole" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Skull Pole" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Skull Pole" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Skull Pole" } }, { "__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: 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": "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": "Log -- sittable placeable by jin\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Torture, Taxidermy, and High Tea by Gnomad" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Fireflies v1.00 by Dobervich" } }, { "__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: Torture, Taxidermy, and High Tea by Gnomad" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: Pine Tree Placeables by JaffBarrow and Scooterpb" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: All Purpose Placeables 1.1 by M.G.Skaggs" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: All Purpose Placeables 1.1 by M.G.Skaggs" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Source: All Purpose Placeables 1.1 by M.G.Skaggs" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Chest - 4 (High treasure script)" } }, { "__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": "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": "Medieval Non-gunpowder siege artillery by some_ux\r\n" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Traps by numbers - Sir Elric\r\n\r\n0 MinorSpike\r\n1 AverageSpike\r\n2 StrongSpike \r\n3 DeadlySpike \r\n4 MinorHoly \r\n5 AverageHoly \r\n6 StrongHoly \r\n7 DeadlyHoly \r\n8 MinorTangle \r\n9 AverageTangle \r\n10 StrongTangle \r\n11 DeadlyTangle \r\n12 MinorAcid \r\n13 AverageAcid \r\n14 StrongAcid \r\n15 DeadlyAcid \r\n16 MinorFire \r\n17 AverageFire \r\n18 StrongFire \r\n19 DeadlyFire \r\n20 MinorElectrical \r\n21 AverageElectrical \r\n22 StrongElectrical \r\n23 DeadlyElectrical \r\n24 MinorGas \r\n25 AverageGas \r\n26 StrongGas \r\n27 DeadlyGas \r\n28 MinorFrost \r\n29 AverageFrost \r\n30 StrongFrost \r\n31 DeadlyFrost \r\n32 MinorNegative \r\n33 AverageNegative \r\n34 StrongNegative \r\n35 DeadlyNegative \r\n36 MinorSonic \r\n37 AverageSonic \r\n38 StrongSonic \r\n39 DeadlySonic \r\n40 MinorAcidSplash \r\n41 AverageAcidSplash \r\n42 StrongAcidSplash \r\n43 DeadlyAcidSplash\r\n44 Epic Electrical\r\n45 Epic Fire\r\n46 Epic Frost\r\n47 Epic Sonic" } }, { "__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": "Chest - 4 (High treasure script)" } } ] }, "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 } } ] }, "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": "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\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" } } ] }, "WaypointList": { "type": "list", "value": [ { "__struct_id": 5, "Comment": { "type": "cexostring", "value": "This is the default waypoint you may place to set a patrol path for a creature or NPC.\r\n1. Create the creature and either use its current Tag or fill in a new one.\r\n2. Place or make sure the WalkWayPoints() is within the body of the On Spawn script for the creature.\r\n3. Place a series of waypoints along the route you wish the creature to walk.\r\n4. Select all of the newly created waypoints and right click. Choose the Create Set option.\r\n5. The waypoint set will have a set name of \"WP_\" + NPC Tag. Thus if an NPC with the Tag \"Guard\" will have a waypoint set called \"WP_Guard\". Note that Tags are case sensitive." } }, { "__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": "" } }, { "__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." } } ] } }