Finished Dragonmarsh Lowlands random encounters. Finished Forest of Hope random encounters. Added ProjectQ shambling mound model. Cleaned up & set up spawns in several smaller areas. Created new pnp UTCs for the following creatures: worg, wolf, willowisp, stirge, shambling mound, shadow druid, beholder, Droog the Ogre & Drusilla the Druid.
354 lines
8.9 KiB
JSON
354 lines
8.9 KiB
JSON
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"Door List": {
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"value": "ForestExit"
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"value": "ForestExit"
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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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"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": "Bones"
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{
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"Comment": {
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"value": "Bones"
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{
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"__struct_id": 9,
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"Comment": {
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"value": "Skull Pole"
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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": "Medieval Non-gunpowder siege artillery by some_ux\r\n"
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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": "Medieval Non-gunpowder siege artillery by some_ux\r\n"
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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": "Source: Torture, Taxidermy, and High Tea by Gnomad"
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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": "Source: Torture, Taxidermy, and High Tea by Gnomad"
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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": "Source: Torture, Taxidermy, and High Tea by Gnomad"
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}
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},
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"SoundList": {
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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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"__struct_id": 11,
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"Comment": {
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"type": "cexostring",
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"value": "This is the genie store (July 31, 2003 created).\r\n\r\nBrent will be responsible for this store."
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}
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}
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]
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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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"value": ""
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}
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},
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"WaypointList": {
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"type": "list",
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{
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"__struct_id": 5,
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"Comment": {
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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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