297 lines
9.5 KiB
JSON
297 lines
9.5 KiB
JSON
{
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"__data_type": "GIC ",
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"Creature List": {
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"type": "list",
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"value": []
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},
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"Door List": {
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"type": "list",
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"value": [
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "CaveExit"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Iron Portcullis"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Iron Portcullis"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "This is a locked and trapped door (DC 62), however, once the trap is disarmed, it will rearm itself after 3 minutes with a DC of 66 - 85 DC! (Random) Making it harder to use next time. ;...; Hehe!\r\n\r\nThe lock itself is reset after 3 minutes as well, the door just automatically closes, the other events handle the locking and trap setting.\r\n\r\nOpen up the \"rearm_trap2\" if you wish to adjust the DC, maybe even adjust the XP awarded for disarming the trap, which I set to 30 XP.\r\n\r\nOpen up the \"reward_unlocker\" script to adjust the XP award, which was set to 30 XP.\r\n\r\nNOTE: The traps are not persistent if they are recovered!"
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}
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}
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]
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},
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"Encounter List": {
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"type": "list",
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"value": [
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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}
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]
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},
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"List": {
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"type": "list",
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"value": []
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},
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"Placeable List": {
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"type": "list",
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"value": [
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Plot container"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Plot container"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Plot container"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Plot container"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Plot container"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Plot container"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Plot container"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Plot container"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Plot container"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Plot container"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Plot container"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Plot container"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Plot container"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Loot Bag - 3 (High treasure script)"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Stones"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Chest - 2 (Low treasure script)"
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}
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},
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{
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"__struct_id": 9,
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"Comment": {
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"type": "cexostring",
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"value": "Boulder"
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}
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}
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]
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},
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"SoundList": {
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"type": "list",
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"value": []
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},
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"StoreList": {
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"type": "list",
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"value": []
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},
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"TriggerList": {
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"type": "list",
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"value": [
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": ""
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": ""
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": ""
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}
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}
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]
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},
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"WaypointList": {
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"type": "list",
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"value": [
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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},
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{
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"__struct_id": 5,
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"Comment": {
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"type": "cexostring",
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"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."
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}
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}
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]
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}
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}
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