Dragonmarsh Lowlands cleanup, this area now spawns per PnP. Made new, dire wolf, monstrous spider, troll, patrol sheriff, patrol footman, patrol knight, displacer beast, dire boat, dire rat & outlaw creatures. Added several new ProjectQ & CEP models for the above creatures. Initial pass on Level 9: Displacer Beast Lair. Added missing portraits to portraits.2da.
217 lines
6.6 KiB
JSON
217 lines
6.6 KiB
JSON
{
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"value": "Displacer Beast\r\n\r\nMonster Manual, pg. 66"
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"value": "Displacer Beast\r\n\r\nMonster Manual, pg. 66"
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"value": "Displacer Beast\r\n\r\nMonster Manual, pg. 66"
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"value": "Displacer Beast\r\n\r\nMonster Manual, pg. 66"
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"__struct_id": 4,
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"Comment": {
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"type": "cexostring",
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"value": "Displacer Beast\r\n\r\nMonster Manual, pg. 66"
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"__struct_id": 4,
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"type": "cexostring",
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"value": "Displacer Beast\r\n\r\nMonster Manual, pg. 66"
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"Door List": {
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"value": "CaveExit"
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"List": {
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"value": []
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"Placeable List": {
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"value": "volition's Bio Placeables by volition\r\n\r\nCharlie Bronson rope..."
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"value": "Boulder"
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"type": "cexostring",
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"value": "Boulder"
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"type": "cexostring",
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"value": "Boulder"
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"type": "cexostring",
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"value": "Boulder"
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"StoreList": {
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"value": []
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"TriggerList": {
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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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