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HeroesStone_PRC8/_module/gic/area008.gic.json
Jaysyn904 1eefc84201 Initial Commit
Initial Commit.
2025-09-14 15:40:46 -04:00

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{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": []
},
"Encounter List": {
"type": "list",
"value": [
{
"__struct_id": 7
}
]
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"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": "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": "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": "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": "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": "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": "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": "Splatter Pack v1.0 by Knat\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Garbage"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Garbage"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Garbage"
}
},
{
"__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": "Rubble (Nature)"
}
}
]
},
"SoundList": {
"type": "list",
"value": []
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": []
},
"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 waypoint may be used to have a guard stand where it has been placed. \r\n1. Create a guard and either use the existing Tag or fill in a new one. \r\n2. Place this Waypoint with the Tag \"POST_\" + the NPC Tag.\r\n3. Place or make sure that WalkWayPoints() is within the On Spawn script for the NPC and after combat, the NPC shall return to it's \"POST\"."
}
},
{
"__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."
}
}
]
}
}