{ "__data_type": "GIC ", "Creature List": { "type": "list", "value": [] }, "Door List": { "type": "list", "value": [ { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "CorridorDoor" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "CorridorDoor" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Iron Portcullis" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Iron Portcullis" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Jeweled Door" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Jeweled Door" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Jeweled Door" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Jeweled Door" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Jeweled Door" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Jeweled Door" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Jeweled Door" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Jeweled Door" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Jeweled Door" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Jeweled Door" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Jeweled Door" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Jeweled Door" } }, { "__struct_id": 8, "Comment": { "type": "cexostring", "value": "Jeweled Door" } } ] }, "Encounter List": { "type": "list", "value": [ { "__struct_id": 7 }, { "__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": "Hidden Wall Door Trigger\r\n\r\nMake a waypoint that has a tag of DST_ and when the user opens and uses the door they will be moved to that location.\r\n\r\nThe reflex save is the distance in meters that the player can find the hidden door. \r\n\r\nThe willpower save is the DC of finding this door." } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Hidden Wall Door Trigger\r\n\r\nMake a waypoint that has a tag of DST_ and when the user opens and uses the door they will be moved to that location.\r\n\r\nThe reflex save is the distance in meters that the player can find the hidden door. \r\n\r\nThe willpower save is the DC of finding this door." } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Hidden Wall Door Trigger\r\n\r\nMake a waypoint that has a tag of DST_ and when the user opens and uses the door they will be moved to that location.\r\n\r\nThe reflex save is the distance in meters that the player can find the hidden door. \r\n\r\nThe willpower save is the DC of finding this door." } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Hidden Wall Door Trigger\r\n\r\nMake a waypoint that has a tag of DST_ and when the user opens and uses the door they will be moved to that location.\r\n\r\nThe reflex save is the distance in meters that the player can find the hidden door. \r\n\r\nThe willpower save is the DC of finding this door." } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Chest - 3 (Medium treasure script)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Sarcophagus - Egyptian (Low treasure script)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Sarcophagus - Egyptian (Low treasure script)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Sarcophagus - Egyptian (Low treasure script)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Sarcophagus - Egyptian (Low treasure script)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Sarcophagus - Egyptian (Low treasure script)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Sarcophagus - Egyptian (Low treasure script)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Sarcophagus - Egyptian (Low treasure script)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Treasure Large" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Treasure Large" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Chest - 4 (High treasure script)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Sarcophagus - Good (Low treasure script)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Plot container" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Plot container" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Plot container" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Plot container" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Chest - 3 (Medium treasure script)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Chest - 3 (Medium treasure script)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Chest - 3 (Medium treasure script)" } }, { "__struct_id": 9, "Comment": { "type": "cexostring", "value": "Chest - 1 (Low treasure script)" } } ] }, "SoundList": { "type": "list", "value": [] }, "StoreList": { "type": "list", "value": [] }, "TriggerList": { "type": "list", "value": [ { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "" } }, { "__struct_id": 1, "Comment": { "type": "cexostring", "value": "This is a trigger for henchman events. You should change the KeyTag on the Advanced tab to the module event number in question. (This only works with the XP1 henchman event system.)\r\n\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." } } ] } }