Files
HeroesStone_PRC8/_module/gic/trainingdungeon.gic.json
Jaysyn904 1eefc84201 Initial Commit
Initial Commit.
2025-09-14 15:40:46 -04:00

1221 lines
49 KiB
JSON

{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": [
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "CTP Stone Door 08h \r\n Original by Tiberius Morguhn \r\n Remodelled for CTP by OldMansBeard 2005-09-19"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "CTP Stone Door 08h \n Original by Tiberius Morguhn \n Remodelled for CTP by OldMansBeard 2005-09-19"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "CTP Stone Door 08h \n Original by Tiberius Morguhn \n Remodelled for CTP by OldMansBeard 2005-09-19"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "CTP Stone Door 08h \r\n Original by Tiberius Morguhn \r\n Remodelled for CTP by OldMansBeard 2005-09-19"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "CTP Stone Door 08h \r\n Original by Tiberius Morguhn \r\n Remodelled for CTP by OldMansBeard 2005-09-19"
}
}
]
},
"Encounter List": {
"type": "list",
"value": [
{
"__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": "Rune Plate"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Rune Plate"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Rune Plate"
}
},
{
"__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: 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: 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": "Source: Tracks, Splats, and Scrawl by Rimmy"
}
},
{
"__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: 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": "Item Name: Stink Mold\r\nCreator: ruelk\r\nDate Created: 2/21/04\r\nNWN Version:1.6\r\nRevision:1\r\n\r\nThis placeable is used in conjunction with the Stink Mold Trigger. See tigger for more information."
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "volition's Bio Placeables by volition\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "volition's Bio Placeables by volition\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Item Name: Stink Mold\r\nCreator: ruelk\r\nDate Created: 2/21/04\r\nNWN Version:1.6\r\nRevision:1\r\n\r\nThis placeable is used in conjunction with the Stink Mold Trigger. See tigger for more information."
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Moss"
}
},
{
"__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": "Spiderweb Cocoon"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Jamey's Celtic Floor Designs \r\nby Jamey333"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Jamey's Celtic Floor Designs \r\nby Jamey333"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Jamey's Celtic Floor Designs \r\nby Jamey333"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Jamey's Celtic Floor Designs \r\nby Jamey333"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Portal"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bed - Bedding Rolls"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Broken Furniture Leg"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Broken Table 2"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "City Rubble 2"
}
},
{
"__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 2"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fallen Timber"
}
},
{
"__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: Extra Debris Pack 1 by Brother Roth"
}
},
{
"__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": "Moss"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Spiderweb Cocoon"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Spiderweb Cocoon"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Spiderweb Cocoon"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Spiderweb Cocoon"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Spiderweb Cocoon"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Placeable Pak by Schazzwozzer"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Sunjammer's TileMagic System - Autotile\r\n\r\nCan be placed either at design time by a builder or during a game by a DM. Once placed this will convert itself into a TileMagic tile or tiles (according to its setting). There is a 6 second delay (1 heartbeat) before it activates. It is destoyed in the process.\r\n\r\nMust be tagged sj_tilemagic_autotile and have sj_tilemagic_hb script to function correctly."
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Sunjammer's TileMagic System - Autotile\r\n\r\nCan be placed either at design time by a builder or during a game by a DM. Once placed this will convert itself into a TileMagic tile or tiles (according to its setting). There is a 6 second delay (1 heartbeat) before it activates. It is destoyed in the process.\r\n\r\nMust be tagged sj_tilemagic_autotile and have sj_tilemagic_hb script to function correctly."
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Sunjammer's TileMagic System - Autotile\r\n\r\nCan be placed either at design time by a builder or during a game by a DM. Once placed this will convert itself into a TileMagic tile or tiles (according to its setting). There is a 6 second delay (1 heartbeat) before it activates. It is destoyed in the process.\r\n\r\nMust be tagged sj_tilemagic_autotile and have sj_tilemagic_hb script to function correctly."
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Spiderweb Cocoon"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Spiderweb Cocoon"
}
}
]
},
"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
}
}
]
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": [
{
"__struct_id": 1,
"Comment": {
"type": "cexostring",
"value": "Item Name: Stink Mold Trigger\r\nCreator: ruelk\r\nDate Created: 2/21/04\r\nNWN Version:1.6\r\nRevision:1\r\n\r\nThis trigger causes the placeable Stink Mold to cast an area effect of Stinking Cloud around the object. The Object should be placed in the center of the trigger, or as near as possible.\r\n"
}
}
]
},
"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": "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": "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": "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": "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": "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": "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."
}
}
]
}
}