Added DMFI

Added DMFI.  Set Diamond Golem appearance size to large.  Full compile.  Updated release archive.
This commit is contained in:
Jaysyn904 2024-12-28 18:10:38 -05:00
parent f3057de0bd
commit 37c79b6d57
536 changed files with 235552 additions and 62 deletions

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@ -150,7 +150,7 @@
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147 Shadow_Fiend **** Shadow_Fiend_(CM) c_shfiend **** Y F 1 1 1 1 FAST 1.65 2.78 0.2 0.5 1 0.2 2.1 H 1 23 1 1 po_ShFiend 3 9 0 15 1 60 30 head_g 0 1
148 Skeleton_Mage **** Skeletal_Mage c_skel_mage01 default W F 1 1 1 1 NORM 1.6 2.7 0.2 0.4 1 0.2 1.8 H 1 23 1 1 po_Sk_Mage01 3 9 8 13 1 60 30 head_g 5 1
149 Golem_Diamond **** Golem_Diamond c_goldiamond evmap_irrid **** F 1.4 1 0.85 0.8 NORM 1.43 2.86 0.25 0.4 1 0.25 1.4 H 1 4 1 1 po_goldiamond 3 9 1 31 0 60 30 head_g 6 1
149 Golem_Diamond **** Golem_Diamond c_goldiamond evmap_irrid **** F 1.4 1 0.85 0.8 NORM 2.05 3 0.4 0.6 1 0.4 1.9 H 1 4 1 1 po_goldiamond 4 9 1 31 0 60 30 head_g 6 1
150 Skeleton_Warrior **** Skeleton_Warrior c_skel_war01 default W F 1 1 1 1 NORM 1.6 2.7 0.2 0.4 1 0.2 1.8 H 1 23 1 1 po_Sk_War01 3 9 8 13 1 60 30 head_g 5 1
151 Slaad_Blue **** Slaad c_slaadbl **** G S **** 1 1 1 NORM 1.75 3.5 0.4 0.9 1 0.4 2.2 H 1 25 1 1 po_SlaadBl 4 9 0 24 1 60 30 head_g 0 1
152 Slaad_Death **** Slaad c_slaaddth **** G S **** 1 1 1 NORM 1.75 3.5 0.4 0.9 1 0.4 2 H 1 25 1 1 po_Slaaddth 4 9 0 24 1 60 30 head_g 0 1

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"value": 4294967295
},
"EntriesList": {
"type": "list",
"value": []
},
"Quest": {
"type": "cexostring",
"value": ""
},
"Script": {
"type": "resref",
"value": ""
},
"Sound": {
"type": "resref",
"value": ""
},
"Text": {
"type": "cexolocstring",
"value": {
"0": "No, thanks."
}
}
},
{
"__struct_id": 1,
"Animation": {
"type": "dword",
"value": 0
},
"AnimLoop": {
"type": "byte",
"value": 1
},
"Comment": {
"type": "cexostring",
"value": "Starts the generic store script, using the nearest \"gen_store\" merchant inventory."
},
"Delay": {
"type": "dword",
"value": 4294967295
},
"EntriesList": {
"type": "list",
"value": []
},
"Quest": {
"type": "cexostring",
"value": ""
},
"Script": {
"type": "resref",
"value": "store_gen_start"
},
"Sound": {
"type": "resref",
"value": ""
},
"Text": {
"type": "cexolocstring",
"value": {
"0": "Yes, let's see what you have."
}
}
}
]
},
"StartingList": {
"type": "list",
"value": [
{
"__struct_id": 0,
"Active": {
"type": "resref",
"value": ""
},
"Index": {
"type": "dword",
"value": 0
}
}
]
}
}

View File

@ -0,0 +1,211 @@
{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": [
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": "Basic innkeeper that activates the general store."
}
}
]
},
"Door List": {
"type": "list",
"value": [
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "Strong Door"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "A back door"
}
},
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": "Strong Door"
}
}
]
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": [
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chair"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chair"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chair"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chair"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chair"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chair"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chair"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Chair"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "BESIE Commoner Spawner \r\nBy: Ray Miller\r\nkaynekayne@bigfoot.com\r\n\r\nFor populating citys, towns, inns etc...\r\nUses \"Random Cloths Commoners\" by Mayset Aalikor\r\n\r\nChance to walk each heartbeat - Hit Points (offset by 1)\r\nSpawn Diameter - Fortitude Save (in 10 meter increments)\r\nTable Number - Reflex Save (Format: \"re_commoner#\")\r\nMax Spawns - Will Save\r\nTime in/Time out - Tag (\"re_b#e#\")\r\n\r\nExample: A tag of \"re_b6e22\" will spawn the commoners in at hour 6, spawn them out at hour 22."
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Table"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Keg"
}
}
]
},
"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
}
}
]
},
"StoreList": {
"type": "list",
"value": [
{
"__struct_id": 11,
"Comment": {
"type": "cexostring",
"value": "This is a base store with the \"gen_store\" tag. As long as you do not have multiple stores in an area, this is the only one you ever need to use, just copy and rename (but don't change the tag) to configure for your merchants.\r\n\r\nThe store is activated using the \"store_gen_start\" script, placed in a conversation node. The sample \"store_gen_start\" conversation is included and can also be copied/modified for use with multiple merchants, or used as is.\r\n\r\nThe base store has only one inventory item (a torch, under miscellaneous) as a placeholder."
}
}
]
},
"TriggerList": {
"type": "list",
"value": []
},
"WaypointList": {
"type": "list",
"value": [
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "This waypoint is used for respawning a PC if the option of a custom location is set."
}
},
{
"__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."
}
}
]
}
}

View File

@ -0,0 +1,265 @@
{
"__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": "Birdbath"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Birdbath"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Birdbath"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Birdbath"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Birdbath"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Birdbath"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Birdbath"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Birdbath"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Birdbath"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Merchants Shingle - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Merchants Shingle - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Merchants Shingle - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Merchants Shingle - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Merchants Shingle - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Merchants Shingle - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Merchants Shingle - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Merchants Shingle - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Merchants Shingle - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Signpost - 2"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Invisible Object"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Signpost - 2"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
},
"SoundList": {
"type": "list",
"value": []
},
"StoreList": {
"type": "list",
"value": []
},
"TriggerList": {
"type": "list",
"value": []
},
"WaypointList": {
"type": "list",
"value": [
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "(USE PAGE UP / PAGE DOWN TO SEE ALL THE TEXT)\r\n\r\nThis waypoint is used to create custom encounters that can be called from the DMFI Encounter wand.\r\n\r\nThe TAG should be \"DMFI_E (followed by the number, 1-9, for that custom encounter.\r\n\r\nYou can change the name and it shows up in the encounter conversation to help you remember what is what.\r\n\r\nTo create a new custom encounter, place a waypoint with the appropriate tag and then place monsters (up to 8) within 10 meters of the waypoint. These are the monsters that will be spawned when that encounter is called.\r\n\r\nThe area with the encounter templates must NOT have any players EVER in that region. If they enter that region, then the monsters begin to move around (DM's don't count).\r\n\r\nThe encounter does NOT have scaling or probabilities to change the distribution. What you place is what you get, but you can change the encounters as the module progresses by using the DM client creator and you can set up to 9 different ones at a time using 9 different waypoint tags."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "(USE PAGE UP / PAGE DOWN TO SEE ALL THE TEXT)\r\n\r\nThis waypoint is used to create custom encounters that can be called from the DMFI Encounter wand.\r\n\r\nThe TAG should be \"DMFI_E (followed by the number, 1-9, for that custom encounter.\r\n\r\nYou can change the name and it shows up in the encounter conversation to help you remember what is what.\r\n\r\nTo create a new custom encounter, place a waypoint with the appropriate tag and then place monsters (up to 8) within 10 meters of the waypoint. These are the monsters that will be spawned when that encounter is called.\r\n\r\nThe area with the encounter templates must NOT have any players EVER in that region. If they enter that region, then the monsters begin to move around (DM's don't count).\r\n\r\nThe encounter does NOT have scaling or probabilities to change the distribution. What you place is what you get, but you can change the encounters as the module progresses by using the DM client creator and you can set up to 9 different ones at a time using 9 different waypoint tags."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "(USE PAGE UP / PAGE DOWN TO SEE ALL THE TEXT)\r\n\r\nThis waypoint is used to create custom encounters that can be called from the DMFI Encounter wand.\r\n\r\nThe TAG should be \"DMFI_E (followed by the number, 1-9, for that custom encounter.\r\n\r\nYou can change the name and it shows up in the encounter conversation to help you remember what is what.\r\n\r\nTo create a new custom encounter, place a waypoint with the appropriate tag and then place monsters (up to 8) within 10 meters of the waypoint. These are the monsters that will be spawned when that encounter is called.\r\n\r\nThe area with the encounter templates must NOT have any players EVER in that region. If they enter that region, then the monsters begin to move around (DM's don't count).\r\n\r\nThe encounter does NOT have scaling or probabilities to change the distribution. What you place is what you get, but you can change the encounters as the module progresses by using the DM client creator and you can set up to 9 different ones at a time using 9 different waypoint tags."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "(USE PAGE UP / PAGE DOWN TO SEE ALL THE TEXT)\r\n\r\nThis waypoint is used to create custom encounters that can be called from the DMFI Encounter wand.\r\n\r\nThe TAG should be \"DMFI_E (followed by the number, 1-9, for that custom encounter.\r\n\r\nYou can change the name and it shows up in the encounter conversation to help you remember what is what.\r\n\r\nTo create a new custom encounter, place a waypoint with the appropriate tag and then place monsters (up to 8) within 10 meters of the waypoint. These are the monsters that will be spawned when that encounter is called.\r\n\r\nThe area with the encounter templates must NOT have any players EVER in that region. If they enter that region, then the monsters begin to move around (DM's don't count).\r\n\r\nThe encounter does NOT have scaling or probabilities to change the distribution. What you place is what you get, but you can change the encounters as the module progresses by using the DM client creator and you can set up to 9 different ones at a time using 9 different waypoint tags."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "(USE PAGE UP / PAGE DOWN TO SEE ALL THE TEXT)\r\n\r\nThis waypoint is used to create custom encounters that can be called from the DMFI Encounter wand.\r\n\r\nThe TAG should be \"DMFI_E (followed by the number, 1-9, for that custom encounter.\r\n\r\nYou can change the name and it shows up in the encounter conversation to help you remember what is what.\r\n\r\nTo create a new custom encounter, place a waypoint with the appropriate tag and then place monsters (up to 8) within 10 meters of the waypoint. These are the monsters that will be spawned when that encounter is called.\r\n\r\nThe area with the encounter templates must NOT have any players EVER in that region. If they enter that region, then the monsters begin to move around (DM's don't count).\r\n\r\nThe encounter does NOT have scaling or probabilities to change the distribution. What you place is what you get, but you can change the encounters as the module progresses by using the DM client creator and you can set up to 9 different ones at a time using 9 different waypoint tags."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "(USE PAGE UP / PAGE DOWN TO SEE ALL THE TEXT)\r\n\r\nThis waypoint is used to create custom encounters that can be called from the DMFI Encounter wand.\r\n\r\nThe TAG should be \"DMFI_E (followed by the number, 1-9, for that custom encounter.\r\n\r\nYou can change the name and it shows up in the encounter conversation to help you remember what is what.\r\n\r\nTo create a new custom encounter, place a waypoint with the appropriate tag and then place monsters (up to 8) within 10 meters of the waypoint. These are the monsters that will be spawned when that encounter is called.\r\n\r\nThe area with the encounter templates must NOT have any players EVER in that region. If they enter that region, then the monsters begin to move around (DM's don't count).\r\n\r\nThe encounter does NOT have scaling or probabilities to change the distribution. What you place is what you get, but you can change the encounters as the module progresses by using the DM client creator and you can set up to 9 different ones at a time using 9 different waypoint tags."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "(USE PAGE UP / PAGE DOWN TO SEE ALL THE TEXT)\r\n\r\nThis waypoint is used to create custom encounters that can be called from the DMFI Encounter wand.\r\n\r\nThe TAG should be \"DMFI_E (followed by the number, 1-9, for that custom encounter.\r\n\r\nYou can change the name and it shows up in the encounter conversation to help you remember what is what.\r\n\r\nTo create a new custom encounter, place a waypoint with the appropriate tag and then place monsters (up to 8) within 10 meters of the waypoint. These are the monsters that will be spawned when that encounter is called.\r\n\r\nThe area with the encounter templates must NOT have any players EVER in that region. If they enter that region, then the monsters begin to move around (DM's don't count).\r\n\r\nThe encounter does NOT have scaling or probabilities to change the distribution. What you place is what you get, but you can change the encounters as the module progresses by using the DM client creator and you can set up to 9 different ones at a time using 9 different waypoint tags."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "(USE PAGE UP / PAGE DOWN TO SEE ALL THE TEXT)\r\n\r\nThis waypoint is used to create custom encounters that can be called from the DMFI Encounter wand.\r\n\r\nThe TAG should be \"DMFI_E (followed by the number, 1-9, for that custom encounter.\r\n\r\nYou can change the name and it shows up in the encounter conversation to help you remember what is what.\r\n\r\nTo create a new custom encounter, place a waypoint with the appropriate tag and then place monsters (up to 8) within 10 meters of the waypoint. These are the monsters that will be spawned when that encounter is called.\r\n\r\nThe area with the encounter templates must NOT have any players EVER in that region. If they enter that region, then the monsters begin to move around (DM's don't count).\r\n\r\nThe encounter does NOT have scaling or probabilities to change the distribution. What you place is what you get, but you can change the encounters as the module progresses by using the DM client creator and you can set up to 9 different ones at a time using 9 different waypoint tags."
}
},
{
"__struct_id": 5,
"Comment": {
"type": "cexostring",
"value": "(USE PAGE UP / PAGE DOWN TO SEE ALL THE TEXT)\r\n\r\nThis waypoint is used to create custom encounters that can be called from the DMFI Encounter wand.\r\n\r\nThe TAG should be \"DMFI_E (followed by the number, 1-9, for that custom encounter.\r\n\r\nYou can change the name and it shows up in the encounter conversation to help you remember what is what.\r\n\r\nTo create a new custom encounter, place a waypoint with the appropriate tag and then place monsters (up to 8) within 10 meters of the waypoint. These are the monsters that will be spawned when that encounter is called.\r\n\r\nThe area with the encounter templates must NOT have any players EVER in that region. If they enter that region, then the monsters begin to move around (DM's don't count).\r\n\r\nThe encounter does NOT have scaling or probabilities to change the distribution. What you place is what you get, but you can change the encounters as the module progresses by using the DM client creator and you can set up to 9 different ones at a time using 9 different waypoint tags."
}
},
{
"__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."
}
}
]
}
}

View File

@ -0,0 +1,231 @@
{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": [
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"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": "Freestanding Merchant's Placard - 1"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Merchants Shingle - 2"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Space that one can sit on.\r\n\r\nCreated by Shir'le E. Illios\r\nshirle@drowwanderer.com\r\nhttp://chosen.drowwanderer.com\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Space that one can sit on.\r\n\r\nCreated by Shir'le E. Illios\r\nshirle@drowwanderer.com\r\nhttp://chosen.drowwanderer.com\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Space that one can sit on.\r\n\r\nCreated by Shir'le E. Illios\r\nshirle@drowwanderer.com\r\nhttp://chosen.drowwanderer.com\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Space that one can sit on.\r\n\r\nCreated by Shir'le E. Illios\r\nshirle@drowwanderer.com\r\nhttp://chosen.drowwanderer.com\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Space that one can sit on.\r\n\r\nCreated by Shir'le E. Illios\r\nshirle@drowwanderer.com\r\nhttp://chosen.drowwanderer.com\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Space that one can sit on.\r\n\r\nCreated by Shir'le E. Illios\r\nshirle@drowwanderer.com\r\nhttp://chosen.drowwanderer.com\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Space that one can sit on.\r\n\r\nCreated by Shir'le E. Illios\r\nshirle@drowwanderer.com\r\nhttp://chosen.drowwanderer.com\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Space that one can sit on.\r\n\r\nCreated by Shir'le E. Illios\r\nshirle@drowwanderer.com\r\nhttp://chosen.drowwanderer.com\r\n"
}
},
{
"__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": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Freestanding Merchant's Placard - 2"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Freestanding Merchant's Placard - 2"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "This is an example of a usable portal"
}
},
{
"__struct_id": 9,
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@ -1154,6 +1154,27 @@
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View File

@ -12080,6 +12080,25 @@
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File diff suppressed because it is too large Load Diff

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@ -2150,6 +2150,17 @@
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View File

@ -23,6 +23,17 @@
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"value": "General Store"
},
"RESREF": {
"type": "resref",
"value": "generalstore"
}
},
{
"__struct_id": 0,
"NAME": {
@ -67,6 +78,17 @@
"value": "stables_store"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Starting Merchant"
},
"RESREF": {
"type": "resref",
"value": "startingmerchant"
}
},
{
"__struct_id": 0,
"NAME": {

View File

@ -133,6 +133,28 @@
"value": "bdd_filtrator"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Fire Floaty Text On Pc Everytime"
},
"RESREF": {
"type": "resref",
"value": "firefloatytexton"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Fire On Each PC Only Once"
},
"RESREF": {
"type": "resref",
"value": "thisisthesmallte"
}
},
{
"__struct_id": 0,
"NAME": {
@ -265,6 +287,17 @@
"value": "bdd_taint"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Trigger Warn DMs"
},
"RESREF": {
"type": "resref",
"value": "thisisthesmal001"
}
},
{
"__struct_id": 0,
"NAME": {

View File

@ -260,6 +260,17 @@
"value": "bdd_schooner_002"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Respawn Location"
},
"RESREF": {
"type": "resref",
"value": "waypoint001"
}
},
{
"__struct_id": 0,
"NAME": {
@ -271,6 +282,17 @@
"value": "bdd_schooner_ash"
}
},
{
"__struct_id": 0,
"NAME": {
"type": "cexostring",
"value": "Spawn Point"
},
"RESREF": {
"type": "resref",
"value": "spawnpoint"
}
},
{
"__struct_id": 0,
"NAME": {

View File

@ -47,7 +47,7 @@
},
"Tag": {
"type": "cexostring",
"value": "xprules"
"value": "JRNL_XPCHART"
},
"XP": {
"type": "dword",
@ -178,7 +178,7 @@
"Text": {
"type": "cexolocstring",
"value": {
"0": "Visit the PRC8 Discord for rules & information, as well as other PW servers & dozens of single player modules.\n\nhttps://discord.gg/FW9V9RKy5U"
"0": "Visit the PRC8 Discord for rules & information, as well as other PW servers & dozens of single player PRC8 modules.\n\nhttps://discord.gg/FW9V9RKy5U"
}
}
}
@ -187,7 +187,7 @@
"Name": {
"type": "cexolocstring",
"value": {
"0": "| PRC Discord |"
"0": "| PRC8 Discord |"
}
},
"Picture": {
@ -200,7 +200,7 @@
},
"Tag": {
"type": "cexostring",
"value": "Category000"
"value": "JRNL_PRC8"
},
"XP": {
"type": "dword",

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