Battledale_PRC8/_module/gic/ah_cryptpit.gic.json

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{
"__data_type": "GIC ",
"Creature List": {
"type": "list",
"value": [
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": "Use one of the following FX numbers as this creature's tag. As an example,\r\nif you wanted a shimmer on the floor effect in your map you would give this \r\ncreature a tag of 0 (that's a zero folks)\r\n\r\nIf you want an Area FX, put an \"a\" before the Area Effect number, as listed below. Example: to create a red fog, give a tag of \"a3\"\r\n\r\nIf you wish to apply the effect on a different location than this creature's, create a waypoint there and tag it: \"FXWP_\" + the tag of the creature. This is expecially useful to create effects on \"non-walkable\" locations. Visual FX work fine with this, but Area FX seem to be \"cut\" around non-walkable locations Play with it. Example: to create green plants on a table, give the FX Maker a tag of \"2\", put a waypoint on the table (or wherever you want), and give it a tag of \"FXWP_2\".\r\n\r\nFX Number Description\r\n\r\n0 shimmer on floor\r\n1 blob of sheer darkness\r\n2 green plant on floor\r\n3 green intricate glowy circle\r\n4 sphere with wiggly texture\r\n7 3d spherical purple and white whirly flying dots\r\n8 white and blue twirling cone\r\n9 slight blue shimmer on floor\r\n10 purple shimmer on floor\r\n11 sound but no graphic\r\n12 sound but no graphic\r\n13 cloud of blue and purple dots and eyeballs\r\n14 sound but no graphic\r\n15 sound but no graphic\r\n16 dancing blue dots in cylindrical formation\r\n17 3d spider web formations\r\n73 plays sound but not graphic\r\n82 field of white dots and white dancing cylinders\r\n138 circular lightning effect on floor\r\n147 circle of fire\r\n153 faint blue light\r\n154 faint xxxx light\r\n155 \"\r\n156 \"\r\n157 \"\r\n158 \"\r\n159 \"\r\n160 \"\r\n161 \"\r\n162 \"\r\n163 \"\r\n164 \"\r\n165 \"\r\n166 \"\r\n167 \"\r\n168 \"\r\n169 \"\r\n170 \"\r\n171 \"\r\n172 \"\r\n173 \"\r\n174 \"\r\n175 \"\r\n176 \"\r\n177 \"\r\n178 \"\r\n179 \"\r\n180 \"\r\n208 blue and white floaty dots\r\n209 cylindrical blue, purple, & white rings that dance\r\n210 plays sound but not graphic\r\n211 \"\r\n212 \"\r\n213 \"\r\n214 \"\r\n215 \"\r\n216 \"\r\n218 flaming flying skulls\r\n 220 faint sphere - slightly pink\r\n224 ascending gold and white dots\r\n225 ascending gold dots\r\n226 ascending gold streaks\r\n227 ascending red dots\r\n228 ascending red streaks\r\n229 multi-colored floaty eyeballs\r\n230 big spider webs on floor\r\n232 red and white glow on floor\r\n248 area darker & somewhat green\r\n249 3d rings of spherical runes\r\n267 big circle of dots in various colors\r\n268 \"\r\n269 \"\r\n270 \"\r\n271 \"\r\n272 \"\r\n291 \"\r\n277 floaty music notes & song\r\n303 flag model in colors\r\n304 \"
}
},
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": "Use one of the following FX numbers as this creature's tag. As an example,\r\nif you wanted a shimmer on the floor effect in your map you would give this \r\ncreature a tag of 0 (that's a zero folks)\r\n\r\nIf you want an Area FX, put an \"a\" before the Area Effect number, as listed below. Example: to create a red fog, give a tag of \"a3\"\r\n\r\nIf you wish to apply the effect on a different location than this creature's, create a waypoint there and tag it: \"FXWP_\" + the tag of the creature. This is expecially useful to create effects on \"non-walkable\" locations. Visual FX work fine with this, but Area FX seem to be \"cut\" around non-walkable locations Play with it. Example: to create green plants on a table, give the FX Maker a tag of \"2\", put a waypoint on the table (or wherever you want), and give it a tag of \"FXWP_2\".\r\n\r\nFX Number Description\r\n\r\n0 shimmer on floor\r\n1 blob of sheer darkness\r\n2 green plant on floor\r\n3 green intricate glowy circle\r\n4 sphere with wiggly texture\r\n7 3d spherical purple and white whirly flying dots\r\n8 white and blue twirling cone\r\n9 slight blue shimmer on floor\r\n10 purple shimmer on floor\r\n11 sound but no graphic\r\n12 sound but no graphic\r\n13 cloud of blue and purple dots and eyeballs\r\n14 sound but no graphic\r\n15 sound but no graphic\r\n16 dancing blue dots in cylindrical formation\r\n17 3d spider web formations\r\n73 plays sound but not graphic\r\n82 field of white dots and white dancing cylinders\r\n138 circular lightning effect on floor\r\n147 circle of fire\r\n153 faint blue light\r\n154 faint xxxx light\r\n155 \"\r\n156 \"\r\n157 \"\r\n158 \"\r\n159 \"\r\n160 \"\r\n161 \"\r\n162 \"\r\n163 \"\r\n164 \"\r\n165 \"\r\n166 \"\r\n167 \"\r\n168 \"\r\n169 \"\r\n170 \"\r\n171 \"\r\n172 \"\r\n173 \"\r\n174 \"\r\n175 \"\r\n176 \"\r\n177 \"\r\n178 \"\r\n179 \"\r\n180 \"\r\n208 blue and white floaty dots\r\n209 cylindrical blue, purple, & white rings that dance\r\n210 plays sound but not graphic\r\n211 \"\r\n212 \"\r\n213 \"\r\n214 \"\r\n215 \"\r\n216 \"\r\n218 flaming flying skulls\r\n 220 faint sphere - slightly pink\r\n224 ascending gold and white dots\r\n225 ascending gold dots\r\n226 ascending gold streaks\r\n227 ascending red dots\r\n228 ascending red streaks\r\n229 multi-colored floaty eyeballs\r\n230 big spider webs on floor\r\n232 red and white glow on floor\r\n248 area darker & somewhat green\r\n249 3d rings of spherical runes\r\n267 big circle of dots in various colors\r\n268 \"\r\n269 \"\r\n270 \"\r\n271 \"\r\n272 \"\r\n291 \"\r\n277 floaty music notes & song\r\n303 flag model in colors\r\n304 \"
}
},
{
"__struct_id": 4,
"Comment": {
"type": "cexostring",
"value": "Use one of the following FX numbers as this creature's tag. As an example,\r\nif you wanted a shimmer on the floor effect in your map you would give this \r\ncreature a tag of 0 (that's a zero folks)\r\n\r\nIf you want an Area FX, put an \"a\" before the Area Effect number, as listed below. Example: to create a red fog, give a tag of \"a3\"\r\n\r\nIf you wish to apply the effect on a different location than this creature's, create a waypoint there and tag it: \"FXWP_\" + the tag of the creature. This is expecially useful to create effects on \"non-walkable\" locations. Visual FX work fine with this, but Area FX seem to be \"cut\" around non-walkable locations Play with it. Example: to create green plants on a table, give the FX Maker a tag of \"2\", put a waypoint on the table (or wherever you want), and give it a tag of \"FXWP_2\".\r\n\r\nFX Number Description\r\n\r\n0 shimmer on floor\r\n1 blob of sheer darkness\r\n2 green plant on floor\r\n3 green intricate glowy circle\r\n4 sphere with wiggly texture\r\n7 3d spherical purple and white whirly flying dots\r\n8 white and blue twirling cone\r\n9 slight blue shimmer on floor\r\n10 purple shimmer on floor\r\n11 sound but no graphic\r\n12 sound but no graphic\r\n13 cloud of blue and purple dots and eyeballs\r\n14 sound but no graphic\r\n15 sound but no graphic\r\n16 dancing blue dots in cylindrical formation\r\n17 3d spider web formations\r\n73 plays sound but not graphic\r\n82 field of white dots and white dancing cylinders\r\n138 circular lightning effect on floor\r\n147 circle of fire\r\n153 faint blue light\r\n154 faint xxxx light\r\n155 \"\r\n156 \"\r\n157 \"\r\n158 \"\r\n159 \"\r\n160 \"\r\n161 \"\r\n162 \"\r\n163 \"\r\n164 \"\r\n165 \"\r\n166 \"\r\n167 \"\r\n168 \"\r\n169 \"\r\n170 \"\r\n171 \"\r\n172 \"\r\n173 \"\r\n174 \"\r\n175 \"\r\n176 \"\r\n177 \"\r\n178 \"\r\n179 \"\r\n180 \"\r\n208 blue and white floaty dots\r\n209 cylindrical blue, purple, & white rings that dance\r\n210 plays sound but not graphic\r\n211 \"\r\n212 \"\r\n213 \"\r\n214 \"\r\n215 \"\r\n216 \"\r\n218 flaming flying skulls\r\n 220 faint sphere - slightly pink\r\n224 ascending gold and white dots\r\n225 ascending gold dots\r\n226 ascending gold streaks\r\n227 ascending red dots\r\n228 ascending red streaks\r\n229 multi-colored floaty eyeballs\r\n230 big spider webs on floor\r\n232 red and white glow on floor\r\n248 area darker & somewhat green\r\n249 3d rings of spherical runes\r\n267 big circle of dots in various colors\r\n268 \"\r\n269 \"\r\n270 \"\r\n271 \"\r\n272 \"\r\n291 \"\r\n277 floaty music notes & song\r\n303 flag model in colors\r\n304 \"
}
}
]
},
"Door List": {
"type": "list",
"value": []
},
"Encounter List": {
"type": "list",
"value": [
{
"__struct_id": 7
},
{
"__struct_id": 7
},
{
"__struct_id": 7
}
]
},
"List": {
"type": "list",
"value": []
},
"Placeable List": {
"type": "list",
"value": [
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Pull Rope / Chain"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Pull Rope / Chain"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Pull Rope / Chain"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Rubble (Battlefield)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Rubble (Battlefield)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Bones"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": ""
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Rubble (Battlefield)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Rubble (Battlefield)"
}
},
{
"__struct_id": 9,
"Comment": {
"type": "cexostring",
"value": "Rubble (Battlefield)"
}
}
]
},
"SoundList": {
"type": "list",
"value": []
},
"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": "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."
}
}
]
}
}