Amon_PRC8/_module/gic/kuljhergardens.gic.json

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{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": []
},
"Door List": {
"type": "list",
"value": [
{
"__struct_id": 8,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
},
"Encounter List": {
"type": "list",
"value": []
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": [
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Placeable Water v1.1 by Adam Miller"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Usable Placeable Doors by Osmanthus\r\nThese placeable doors use the zep_openclose, zep_doorspawn and zep_doorkill scripts along with a specific Gateblock to work properly. See the documentation in zep_openclose for details."
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: WaterFallsRus by NekidFrog\r\nUsage note: This placeable has to be placed aboe ground level by putting it on top of something else or manually changing the Z axis location or else the waterfall will be under ground."
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: WaterFallsRus by NekidFrog\r\nUsage note: This placeable has to be placed aboe ground level by putting it on top of something else or manually changing the Z axis location or else the waterfall will be under ground."
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: LOKPak v3 by Danmar"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Coulisfu Oriental Rural Tileset v2.3"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Sittable Chairs by Janus\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Sittable Chairs by Janus\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Sittable Chairs by Janus\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Sittable Chairs by Janus\r\n"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Source: Tir Na Og Tree Pack 1 v2.01 By Martin E"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
}
]
},
"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
}
},
{
"__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": []
},
"TriggerList": {
"type": "list",
"value": []
},
"WaypointList": {
"type": "list",
"value": [
{
"__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": ""
}
},
{
"__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."
}
},
{
"__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."
}
},
{
"__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."
}
},
{
"__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."
}
},
{
"__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."
}
}
]
}
}