Fixed corrupted module
Fixed corrupted module. Added doors. Checked dungeon / teleporter continuity. Replaced Message #02 with a magical sending from Werdna. Removed trash / test areas.
This commit is contained in:
parent
22d6119c14
commit
103f315feb
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@ -1232,7 +1232,7 @@
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},
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"Tileset": {
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"type": "resref",
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"value": "ttf01"
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"value": "ttf02"
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},
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"Version": {
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"type": "dword",
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@ -32,10 +32,6 @@
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||||
"type": "dword",
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"value": 1
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},
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"FogClipDist": {
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"type": "float",
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"value": 45.0
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},
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"Height": {
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"type": "int",
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"value": 6
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@ -122,10 +118,6 @@
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"type": "byte",
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"value": 60
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},
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"SkyBox": {
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"type": "byte",
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"value": 0
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},
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"SunAmbientColor": {
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"type": "dword",
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"value": 0
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@ -1451,7 +1443,7 @@
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},
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"Version": {
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"type": "dword",
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"value": 7
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"value": 6
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"Width": {
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"type": "int",
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Load Diff
@ -54,7 +54,7 @@
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"LoadScreenID": {
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"type": "word",
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"value": 153
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"value": 336
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},
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"ModListenCheck": {
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"type": "int",
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@ -74,11 +74,11 @@
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},
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"MoonFogAmount": {
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"type": "byte",
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"value": 3
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"value": 5
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},
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"MoonFogColor": {
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"type": "dword",
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"value": 7091712
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"value": 4194368
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},
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"MoonShadows": {
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"type": "byte",
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@ -92,7 +92,7 @@
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},
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"NoRest": {
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"type": "byte",
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"value": 0
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"value": 1
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},
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"OnEnter": {
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"type": "resref",
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@ -120,7 +120,7 @@
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},
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"ShadowOpacity": {
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"type": "byte",
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"value": 60
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"value": 45
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},
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"SkyBox": {
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"type": "byte",
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@ -24929,7 +24929,7 @@
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},
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"Version": {
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"type": "dword",
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"value": 10
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"value": 15
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},
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"Width": {
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"type": "int",
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Load Diff
@ -51,7 +51,7 @@
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},
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"Script": {
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"type": "resref",
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"value": ""
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"value": "cv_destselfnofx"
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},
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"Sound": {
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"type": "resref",
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@ -59,12 +59,12 @@
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},
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"Speaker": {
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"type": "cexostring",
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"value": "Werdna"
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"value": "NPC_WERDNA_SEND"
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},
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"Text": {
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"type": "cexolocstring",
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"value": {
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"0": "<StartHighlight>[Werdna's voice booms in your head]</Start> ONE GROUP OF GUARDIANS HAVE BEEN DEFEATED, BUT THERE ARE MANY MORE. TURN BACK WHILE YOU CAN, FOOLS!"
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"0": "ONE GROUP OF GUARDIANS HAVE BEEN DEFEATED, BUT THERE ARE MANY MORE. TURN BACK WHILE YOU CAN, FOOLS!"
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}
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}
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}
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@ -72,7 +72,7 @@
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},
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"NumWords": {
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"type": "dword",
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"value": 24
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"value": 18
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},
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"PreventZoomIn": {
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"type": "byte",
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@ -1,39 +0,0 @@
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{
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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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"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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"SoundList": {
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"type": "list",
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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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"TriggerList": {
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"type": "list",
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"value": []
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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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}
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@ -1,39 +0,0 @@
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{
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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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"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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"SoundList": {
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"type": "list",
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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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"TriggerList": {
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"type": "list",
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"value": []
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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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}
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103
Module/gic/nessnoplay.gic.json
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103
Module/gic/nessnoplay.gic.json
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@ -0,0 +1,103 @@
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{
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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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"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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"SoundList": {
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"type": "list",
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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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"TriggerList": {
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"type": "list",
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"value": []
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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": "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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"__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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"__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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"type": "cexostring",
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"value": "Evil Stone 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": "Arcane Door for CRS01 Arcane Castle Tileset"
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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": "Arcane Door for CRS01 Arcane Castle Tileset"
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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": "Arcane Door for CRS01 Arcane Castle Tileset"
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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": "Arcane Door for CRS01 Arcane Castle Tileset"
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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": "Arcane Door for CRS01 Arcane Castle Tileset"
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}
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}
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]
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},
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@ -110,6 +145,13 @@
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"type": "cexostring",
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"value": "Rune Circle"
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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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},
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@ -207,13 +249,6 @@
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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": "ONE GROUP OF GUARDIANS HAVE BEEN DEFEATED, BUT THERE ARE MANY MORE.\r\nTURN BACK WHILE YOU CAN, FOOLS!"
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}
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}
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]
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},
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@ -262,6 +297,20 @@
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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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@ -1,39 +0,0 @@
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{
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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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"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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"SoundList": {
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"type": "list",
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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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"TriggerList": {
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"type": "list",
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"value": []
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},
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"WaypointList": {
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"type": "list",
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||||
"value": []
|
||||
}
|
||||
}
|
@ -1,82 +0,0 @@
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||||
{
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"__struct_id": 100,
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||||
"type": "int",
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||||
"value": 66
|
||||
},
|
||||
"AmbientSndDayVol": {
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||||
"type": "int",
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||||
"value": 32
|
||||
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|
||||
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||||
"type": "int",
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||||
"value": 66
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||||
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"AmbientSndNitVol": {
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||||
"type": "int",
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"value": 32
|
||||
},
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||||
"EnvAudio": {
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"type": "int",
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||||
"value": 0
|
||||
},
|
||||
"MusicBattle": {
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||||
"type": "int",
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||||
"value": 41
|
||||
},
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||||
"MusicDay": {
|
||||
"type": "int",
|
||||
"value": 50
|
||||
},
|
||||
"MusicDelay": {
|
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"type": "int",
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"value": 90000
|
||||
},
|
||||
"MusicNight": {
|
||||
"type": "int",
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||||
"value": 50
|
||||
}
|
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}
|
||||
},
|
||||
"Creature List": {
|
||||
"type": "list",
|
||||
"value": []
|
||||
},
|
||||
"Door List": {
|
||||
"type": "list",
|
||||
"value": []
|
||||
},
|
||||
"Encounter List": {
|
||||
"type": "list",
|
||||
"value": []
|
||||
},
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||||
"List": {
|
||||
"type": "list",
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"value": []
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},
|
||||
"Placeable List": {
|
||||
"type": "list",
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"value": []
|
||||
},
|
||||
"SoundList": {
|
||||
"type": "list",
|
||||
"value": []
|
||||
},
|
||||
"StoreList": {
|
||||
"type": "list",
|
||||
"value": []
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||||
},
|
||||
"TriggerList": {
|
||||
"type": "list",
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||||
"value": []
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},
|
||||
"WaypointList": {
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||||
"type": "list",
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"value": []
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}
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}
|
@ -1,82 +0,0 @@
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{
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|
||||
"type": "int",
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|
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|
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|
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|
||||
"type": "int",
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"value": 0
|
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||||
"AmbientSndNitVol": {
|
||||
"type": "int",
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"value": 0
|
||||
},
|
||||
"EnvAudio": {
|
||||
"type": "int",
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"value": 0
|
||||
},
|
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"MusicBattle": {
|
||||
"type": "int",
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"value": 0
|
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"type": "int",
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||||
"value": 0
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||||
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|
||||
},
|
||||
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"type": "list",
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"value": []
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"type": "list",
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"Placeable List": {
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"value": []
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||||
"type": "list",
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||||
"value": []
|
||||
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||||
"StoreList": {
|
||||
"type": "list",
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||||
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|
||||
"type": "list",
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||||
"value": []
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||||
},
|
||||
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||||
"type": "list",
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"value": []
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}
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}
|
@ -150,10 +150,6 @@
|
||||
"type": "cexolocstring",
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"type": "resref",
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|
641
Module/git/nessnoplay.git.json
Normal file
641
Module/git/nessnoplay.git.json
Normal file
@ -0,0 +1,641 @@
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{
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|
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|
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||||
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"value": 50
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"Creature List": {
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"type": "list",
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Load Diff
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|
@ -259,13 +259,6 @@
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"value": "bdd_smelter"
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}
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},
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@ -284,14 +277,7 @@
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@ -305,14 +291,7 @@
|
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}
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|
||||
@ -336,7 +315,7 @@
|
||||
"Mod_Description": {
|
||||
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|
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"0": "The Proving Grounds of the Mad Overlord Build 1.91b\n\nBy Lucky Day Dragon\n\n A remake of Wizardry I: one of the first commercial attempts to bring the D&D experience to the computer. It was written by Andrew Greenberg and Robert Woodhead. \n\n Just a warning there are virutally no containers and the encounters are not balanced at all because I got it a little backwards. Try level 10 to start with.\n\n Please report any problems, suggestions, and general flames to GreatDaimyo@Hotmail.com.\n\nPS -Trebor Sux!"
|
||||
"0": "The Proving Grounds of the Mad Overlord Build 1.91b\n\nBy Lucky Day Dragon / PRC'd by Jaysyn\n\n A remake of Wizardry I: one of the first commercial attempts to bring the D&D experience to the computer. It was written by Andrew Greenberg and Robert Woodhead. \n\n Just a warning there are virutally no containers and the encounters are not balanced at all because I got it a little backwards. Try level 10 to start with.\n\n Please report any problems, suggestions, and general flames to GreatDaimyo@Hotmail.com.\n\nPS -Trebor Sux!"
|
||||
}
|
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|
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|
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@ -490,6 +469,13 @@
|
||||
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|
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@ -504,13 +490,6 @@
|
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|
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{
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@ -588,7 +567,7 @@
|
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|
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|
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"0": "Wizardry: EE"
|
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}
|
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|
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|
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@ -702,7 +681,7 @@
|
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|
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|
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|
@ -3777,7 +3777,7 @@
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@ -4041,25 +4041,6 @@
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
@ -4248,6 +4229,44 @@
|
||||
"value": "prc_viper"
|
||||
}
|
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|
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|
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"value": "Hostile"
|
||||
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|
||||
"NAME": {
|
||||
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|
||||
"value": "Werdna"
|
||||
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|
||||
"RESREF": {
|
||||
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|
||||
"value": "npc_werdna"
|
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|
||||
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|
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|
||||
"value": "Merchant"
|
||||
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|
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"NAME": {
|
||||
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|
||||
"value": "Werdna's Sending"
|
||||
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|
||||
"RESREF": {
|
||||
"type": "resref",
|
||||
"value": "npc_werdna_send"
|
||||
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|
||||
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|
||||
{
|
||||
"__struct_id": 0,
|
||||
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|
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@ -5838,7 +5857,7 @@
|
||||
"__struct_id": 0,
|
||||
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|
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|
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|
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@ -7016,7 +7035,7 @@
|
||||
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|
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|
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"value": 37.0
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"value": 35.0
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"FACTION": {
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"type": "cexostring",
|
||||
|
@ -111,6 +111,17 @@
|
||||
"LIST": {
|
||||
"type": "list",
|
||||
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|
||||
{
|
||||
"__struct_id": 0,
|
||||
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|
||||
"type": "cexostring",
|
||||
"value": "Arcane Door"
|
||||
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|
||||
"RESREF": {
|
||||
"type": "resref",
|
||||
"value": "crs01_arcanedoor"
|
||||
}
|
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},
|
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{
|
||||
"__struct_id": 0,
|
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"NAME": {
|
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|
@ -209,6 +209,17 @@
|
||||
"LIST": {
|
||||
"type": "list",
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{
|
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"__struct_id": 0,
|
||||
"NAME": {
|
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"type": "cexostring",
|
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"value": "Arcanum Ceiling"
|
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},
|
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"RESREF": {
|
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"type": "resref",
|
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"value": "crs01_roof001"
|
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}
|
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},
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{
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"__struct_id": 0,
|
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"NAME": {
|
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|
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Module/ncs/cv_destselfnofx.ncs
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Module/ncs/cv_destselfnofx.ncs
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Module/ncs/nw_o2_boss.ncs
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Module/ncs/nw_o2_classhig.ncs
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Module/ncs/nw_o2_classhig.ncs
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Module/ncs/nw_o2_classlow.ncs
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Module/ncs/nw_o2_classmed.ncs
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Module/ncs/nw_o2_classmed.ncs
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Module/ncs/nw_o2_classweap.ncs
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Module/ncs/nw_o2_feat.ncs
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Module/ncs/nw_o2_feat.ncs
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Module/ncs/nw_o2_generalhig.ncs
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Module/ncs/nw_o2_generallow.ncs
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Module/ncs/nw_o2_generalmed.ncs
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Module/ncs/nw_o2_generalmed.ncs
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Module/ncs/nw_o2_generalmid.ncs
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Module/ncs/nw_o2_generalmid.ncs
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Module/ncs/spawnbanner.ncs
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Module/ncs/spawnbanner.ncs
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Module/ncs/tlk2pc_onpercept.ncs
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Module/ncs/tlk2pc_onpercept.ncs
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Module/ncs/wz_close_door.ncs
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Module/ncs/wz_close_door.ncs
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Module/ncs/x2_def_ondeath.ncs
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Module/ncs/x2_def_ondeath.ncs
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Module/ncs/x2_def_spawn.ncs
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Module/ncs/x2_def_spawn.ncs
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Reference in New Issue
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