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HeroesStone_PRC8/_module/gic/tearspond.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": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": [
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Tree - Normal"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Dead Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Dead Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fern"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fern"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fern"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Boulder"
}
},
{
"__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": "\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Garbage"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Wagon Wheel"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Boulder"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Dead Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Dead Tree"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Fern"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Boulder"
}
}
]
},
"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
}
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{
"__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": "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\nThis is an automated trigger where all the information about how the trigger is supposed to work is contained in the trigger instance. This script works with the OnUsed event for placeables or the OnEnter/OnClick event for triggers.\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\nSAD: The number for the skill, ability or description.\r\nDC: The DC that has to be beaten by a d20+modifier roll.\r\nSET: Determines how the trigger will function.\r\nXP: The amount of XP to reward on success.\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 SAD:\r\n0 - Animal Empathy\r\n1 - Concentration\r\n2 - Disable Trap\r\n3 - Discipline\r\n4 - Heal\r\n5 - Hide\r\n6 - Listen\r\n7 - Lore\r\n8 - Move Silently\r\n9 - Open Lock\r\n10 - Parry\r\n11 - Perform\r\n12 - Persuade\r\n13 - Pick Pocket\r\n14 - Search\r\n15 - Set Trap\r\n16 - Spellcraft\r\n17 - Spot\r\n18 - Taunt\r\n19 - Use Magic Device\r\n20 - Appraise\r\n21 - Tumble\r\n22 - Craft Trap\r\n50 - Strength\r\n51 - Dexterity\r\n52 - Constitution\r\n53 - Intelligence\r\n54 - Wisdom\r\n55 - Charisma\r\n56 - Description (no check, always succeeds)\r\n57 - Tracking (only rangers can pass DC>10, -5 penalty if in passive detect mode)\r\n\r\nValid values for SET: (Value in brackets is with DM notification)\r\n0 (32) Display to player who triggered, can be repeated\r\n2 (34) Display to player, check until successful\r\n3 (35) Display to party, check until successful \r\n6 (38) Display to player, only one chance to be successful \r\n7 (39) Display to party, only one chance to be successful \r\n8 (40) Display to player, trigger destroys itself on success\r\n9 (41) Display to party, trigger destroys itself on success\r\n12 (44) Display to player, only one chance to be successful, destroys itself on success\r\n13 (45) Display to party, only one chance to be successful, destroys itself on success\r\n24 (56) Display to player, trigger destroys itself after one check \r\n25 (57) Display to party, trigger destroys itself after one check \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"
}
},
{
"__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": ""
}
},
{
"__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."
}
}
]
}
}