Initial upload. PRC8 has been added. Module compiles, PRC's default AI & treasure scripts have been integrated. Started work on top hak for SLA / Ability / Scripting modifications.
726 lines
21 KiB
JSON
726 lines
21 KiB
JSON
{
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"__data_type": "GIC ",
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"Creature List": {
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"type": "list",
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"value": []
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},
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"Door List": {
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"type": "list",
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"value": [
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Wall 2 Gate"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Barn 2 Door"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Strong Door"
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}
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},
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{
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"__struct_id": 8,
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"Comment": {
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"type": "cexostring",
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"value": "Fancy Door"
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}
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}
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]
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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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"__struct_id": 7
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},
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{
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"__struct_id": 7
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},
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{
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"__struct_id": 7
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}
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]
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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": "Boulder"
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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": "Boulder"
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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": "Stones"
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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": "Stones"
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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": "Stones"
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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": "Stones"
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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": ""
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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": "Weathering / Scorch Mark"
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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": "Tree - Normal"
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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": "Tree - Normal"
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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": ""
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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": ""
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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": "Hay Bundle"
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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": "Hay Bundle"
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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": "Hay Bundle"
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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": "Campfire"
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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": "Wagon Wheel"
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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": "Garbage"
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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": "Garbage"
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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": ""
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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": ""
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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": "Weathering / Scorch Mark"
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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": "Rubble (Nature)"
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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": "Garbage"
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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": "Garbage"
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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": "Garbage"
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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": "Garbage"
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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": "Garbage"
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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": "Garbage"
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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": "Well"
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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": "Boulder"
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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": "Boulder"
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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": "Boulder"
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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": "Boulder"
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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": "Boulder"
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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": "Boulder"
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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": ""
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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": "This is the trap door that will be created when the Hidden door trigger determins that the door has been found. see comments on the trigger for how to use."
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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": "Mushrooms"
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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": "Mushrooms"
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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": "Mushrooms"
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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": "Mushrooms"
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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": "Tree - Autumn"
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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": "Tree - Normal"
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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": "Dead Tree"
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}
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}
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]
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},
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"SoundList": {
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"type": "list",
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"value": [
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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},
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{
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"__struct_id": 6,
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"Comment": {
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"type": "cexostring",
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"value": ""
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},
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"PlayInToolset": {
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"type": "byte",
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"value": 1
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}
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}
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]
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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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"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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"Comment": {
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"type": "cexostring",
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"value": ""
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": ""
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": "object oSpawnpoint=GetWaypointByTag(GetTag(OBJECT_SELF)+\"_SP\");"
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": "object oSpawnpoint=GetWaypointByTag(GetTag(OBJECT_SELF)+\"_SP\");"
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": "object oSpawnpoint=GetWaypointByTag(GetTag(OBJECT_SELF)+\"_SP\");"
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": "object oSpawnpoint=GetWaypointByTag(GetTag(OBJECT_SELF)+\"_SP\");"
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": "object oSpawnpoint=GetWaypointByTag(GetTag(OBJECT_SELF)+\"_SP\");"
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": "object oSpawnpoint=GetWaypointByTag(GetTag(OBJECT_SELF)+\"_SP\");"
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
|
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"type": "cexostring",
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"value": "object oSpawnpoint=GetWaypointByTag(GetTag(OBJECT_SELF)+\"_SP\");"
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
|
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"type": "cexostring",
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"value": "object oSpawnpoint=GetWaypointByTag(GetTag(OBJECT_SELF)+\"_SP\");"
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": "object oSpawnpoint=GetWaypointByTag(GetTag(OBJECT_SELF)+\"_SP\");"
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": "object oSpawnpoint=GetWaypointByTag(GetTag(OBJECT_SELF)+\"_SP\");"
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}
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},
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{
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"__struct_id": 1,
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"Comment": {
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"type": "cexostring",
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"value": "object oSpawnpoint=GetWaypointByTag(GetTag(OBJECT_SELF)+\"_SP\");"
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}
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}
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]
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},
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"WaypointList": {
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"type": "list",
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"value": [
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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": ""
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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": ""
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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",
|
|
"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": ""
|
|
}
|
|
},
|
|
{
|
|
"__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."
|
|
}
|
|
}
|
|
]
|
|
}
|
|
}
|