{
  "__data_type": "GIC ",
  "Creature List": {
    "type": "list",
    "value": []
  },
  "Door List": {
    "type": "list",
    "value": [
      {
        "__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": "Scales"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Wheelbarrow"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Low treasure script. \r\n\r\nDetection DC: 25\r\nHardness DC: 10"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Low treasure script. \r\n\r\nDetection DC: 25\r\nHardness DC: 10"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Low treasure script. \r\n\r\nDetection DC: 25\r\nHardness DC: 10"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Throw Rug"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "\r\n"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "\r\n"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "Weapon Rack"
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "This is an example interactive placeable. If a placeable with the tag \"NW_INTERACTIVE\" is set down in an area, NPCs using the ambient animations will interact with it. \r\n\r\nIf the placeable is not static, the NPCs will activate and deactivate it, or open/close it if either the placeable has an inventory or its Will Save is set to 1 (a kludge for things like trap doors).\r\n\r\nThis will only work in modules using the XP1 modified AI. "
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "This is an example interactive placeable. If a placeable with the tag \"NW_INTERACTIVE\" is set down in an area, NPCs using the ambient animations will interact with it. \r\n\r\nIf the placeable is not static, the NPCs will activate and deactivate it, or open/close it if either the placeable has an inventory or its Will Save is set to 1 (a kludge for things like trap doors).\r\n\r\nThis will only work in modules using the XP1 modified AI. "
        }
      },
      {
        "__struct_id": 9,
        "Comment": {
          "type": "cexostring",
          "value": "This is an example interactive placeable. If a placeable with the tag \"NW_INTERACTIVE\" is set down in an area, NPCs using the ambient animations will interact with it. \r\n\r\nIf the placeable is not static, the NPCs will activate and deactivate it, or open/close it if either the placeable has an inventory or its Will Save is set to 1 (a kludge for things like trap doors).\r\n\r\nThis will only work in modules using the XP1 modified AI. "
        }
      }
    ]
  },
  "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": ""
        }
      },
      {
        "__struct_id": 11,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      },
      {
        "__struct_id": 11,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      },
      {
        "__struct_id": 11,
        "Comment": {
          "type": "cexostring",
          "value": ""
        }
      }
    ]
  },
  "TriggerList": {
    "type": "list",
    "value": []
  },
  "WaypointList": {
    "type": "list",
    "value": [
      {
        "__struct_id": 5,
        "Comment": {
          "type": "cexostring",
          "value": "Use this waypoint in conjunction with the Armor Modification Placeable to control the position where the player mockup is going to appear.\r\n\r\nHow to create an Armor Modification Shop:\r\n-------------------------------------------------------------------\r\n\r\n1) Place the Armor Modification Placeable Object from the Trades&Arts placeable palette\r\n\r\n2) Put this waypoint at the position where you want the mockup to appear\r\n\r\n3) Make sure you have one instance of the Item Property System Container placeable from the treasure/container placeable palette in your module"
        }
      },
      {
        "__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."
        }
      }
    ]
  }
}
