MOD V1.0`fcloth028creaturepalcusdoorpalcusencounterpalcusitempalcusmoduleotherstripotherstripplaceablepalcusRepute skullisland skullisland skullisland skullislandpriso skullislandprisoskullislandprisosoundpalcusstorepalcusstripstriptriggerpalcuswaypointpalcus" h 6,3' F>PhySaZ;$Ă:GPd<$  /<3UTI V3.28\6/Z. (   / C HW     !"##$%&2'()*+,d&)'()*+,d- .UTemplateResRefBaseItemLocalizedNameDescriptionDescIdentifiedTagChargesCostStolenStackSizePlotAddCostIdentifiedArmorPart_RFootArmorPart_LFootArmorPart_RShinArmorPart_LShinArmorPart_LThighArmorPart_RThighArmorPart_PelvisArmorPart_TorsoArmorPart_BeltArmorPart_NeckArmorPart_RFArmArmorPart_LFArmArmorPart_RBicepArmorPart_LBicepArmorPart_RShoulArmorPart_LShoulArmorPart_RHandArmorPart_LHandLeather1ColorLeather2ColorCloth1ColorCloth2ColorMetal1ColorMetal2ColorPropertiesListPropertyNameSubtypeCostTableCostValueParam1Param1ValueChanceAppearPaletteIDCommentcloth028"2Garment of a SlaveMade from scraps of leather and a metal collar, this garment is used by the Iron Ring to dress slaves awaiting auction. Wearing it, one has a sense of the hopeless resignation of a captive awaiting a lifetime of hard work and subservience. SLAVEGARB1  !"#$%45&'()*+,-./0123ITP V3.28:sT\  (08@HPX`hpx (08@HPX`hpx%&D'()* 89:\G"H#I$J%1p23456,- . 8 ;<=>+/?/ # BDCk E!K&'(*)!+#,- !"#$L.MAINSTRREFLISTID  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqr*39  !"  #$%&'()+,-./01245678ITP V3.28 Xt8 (08@HP !"#$NO(PQRMAINSTRREFLISTID  ITP V3.28 Xt4 (08@HP  !"#$MAINSTRREFIDLIST   ITP V3.28OT   tGx$,4<DLT\dlt| $,4<DLT\dlt| $,4<DLT\dlO @  S  :TH U V WX7X ?;88t<YZ[9]^_\+ab6 !"#$L5defgj hik l!m"n#o$+%p&<q'r(s)t*=w.x/yTz0{1|23dv+,->4MAINSTRREFLISTIDNAMERESREFGarment of a Slavecloth028  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ $%+,   !"#&'()* -15<BCDHIN./02346789:;=>?@AEFGJKLMIFO V3.28\,l+j**+   1 ; ? K )B ,&B 2?? ?Q4 \ W X Y Z [ \ ] ^ _ !` "l #x $y % &'() * *Mod_IDMod_Creator_IDMod_VersionExpansion_PackMod_NameMod_TagMod_HakMod_DescriptionMod_IsSaveGameMod_Entry_AreaMod_Entry_XMod_Entry_YMod_Entry_ZMod_Entry_Dir_XMod_Entry_Dir_YMod_Expan_ListMod_DawnHourMod_DuskHourMod_MinPerHourMod_StartMonthMod_StartDayMod_StartHourMod_StartYearMod_XPScaleMod_OnHeartbeatMod_OnModLoadMod_OnModStartMod_OnClientEntrMod_OnClientLeavMod_OnActvtItemMod_OnAcquirItemMod_OnUsrDefinedMod_OnUnAqreItemMod_OnPlrDeathMod_OnPlrDyingMod_OnPlrLvlUpMod_OnSpawnBtnDnMod_OnPlrRestMod_StartMovieMod_CutSceneListMod_GVar_ListMod_Area_listArea_Name\" *Z SkullportMODULE skullisland nw_o0_death nw_o0_dying nw_o0_respawn skullislandskullislandpriso  !"#$%&'()NCS V1.0B ' x ,  ,  S "Y, T ",! ,:, @   ",! ,:, @   ",! ,:, @   ",! ,:, @  ",! ,:, @   ",! ,:, @  ",! ,:, @  ",! ,:, @  ",! ,:, @  ",! ,:, @  ",! ,:, @   ",! ,:, @  ",! ,:, @  ",! ,:, @  void main() { object oPC = GetLastOpenedBy(); object oItem; if ( GetIsPC( oPC ) ) { AssignCommand( oPC, ClearAllActions() ); AssignCommand( OBJECT_SELF, ClearAllActions() ); // Take all items in inventory oItem = GetFirstItemInInventory( oPC ); while ( oItem != OBJECT_INVALID ) { AssignCommand( OBJECT_SELF, ActionTakeItem( oItem, oPC ) ); oItem = GetNextItemInInventory( oPC ); } // Unequip and then take all items in inventory oItem = GetItemInSlot( INVENTORY_SLOT_ARMS, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } oItem = GetItemInSlot( INVENTORY_SLOT_ARROWS, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } oItem = GetItemInSlot( INVENTORY_SLOT_BELT, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } oItem = GetItemInSlot( INVENTORY_SLOT_BOLTS, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } oItem = GetItemInSlot( INVENTORY_SLOT_BOOTS, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } oItem = GetItemInSlot( INVENTORY_SLOT_BULLETS, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } oItem = GetItemInSlot( INVENTORY_SLOT_CHEST, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } oItem = GetItemInSlot( INVENTORY_SLOT_CLOAK, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } oItem = GetItemInSlot( INVENTORY_SLOT_HEAD, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } oItem = GetItemInSlot( INVENTORY_SLOT_LEFTHAND, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } oItem = GetItemInSlot( INVENTORY_SLOT_LEFTRING, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } oItem = GetItemInSlot( INVENTORY_SLOT_NECK, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } oItem = GetItemInSlot( INVENTORY_SLOT_RIGHTHAND, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } oItem = GetItemInSlot( INVENTORY_SLOT_RIGHTRING, oPC ); if ( oItem != OBJECT_INVALID ) { AssignCommand( oPC, ActionUnequipItem( oItem ) ); AssignCommand( OBJECT_SELF, DelayCommand( 2.0, ActionTakeItem( oItem, oPC ) ) ); } } } ITP V3.28lx$D (08@HPX`hp~8    , !"#$ }MAINSTRREFIDLIST   FAC V3.28pM 54l< $0DP\ht     (     )222dd2d2dd2ddFactionListFactionParentIDFactionNameFactionGlobalRepListFactionID1FactionID2FactionRepPCHostileCommonerMerchantDefender  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKL ARE V3.28h2OA(    @ h     0 X       H p     8 `     ( P x     @ h     0 X       H p     8 `     ( P x     @ h     0 X      H p     8 `     ( P x     @ h     0 X       H p     8 `     ( P x     @ h     0 X       H p     8 `     ( P x     @ h     0 X       H p     8 `     ( P x     @ h     0 X      ! H! p! ! ! ! " 8" `" " " " # (# P# x# # # # $ @$ h$ $ $ $ % 0% X% % % % %  & H& p& & & & ' 8' `' ' ' ' ( (( P( x( ( ( ( ) @) h) ) ) ) * 0* X* * * * *  + H+ p+ + + + , 8, `, , , , - (- P- x- - - - . @. h. . . . / 0/ X/ / / / /  0 H0 p0 0 0 0 1 81 `1 1 1 1 2 (2 P2 x2 2 2 2 3 @3 h3 3 3 3 4 04 X4 4 4 4 4  5 H5 p5 5 5 5 6 86 `6 6 6 6 7 (7 P7 x7 7 7 7 8 @8 h8 8 8 8 9 09 X9 9 9 9 9  : H: p: : : : ; 8; `; ; ; ; < (< P< x< < < < = @= h= = = = > 0> X> > > > >  ? H? p? ? ? ? @ 8@ `@ @ @ @ A (A PA xA    5 A     < ! 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)*+,-./01( )*+,-./01()*+,-./01(,)*+,-./01()*+,-./01()*+,-./01()*+,-./01()*+, -./01()*+,-./01()*+, -./01()*+,-./01()*+, -./01()*+,-./01()*+,-./01()*+, -./01()*+,-./01( )*+,-./01()*+,-./01()*+,-./01()*+,-./01()*+, -./01( )*+,-./01()*+,-./01()*+,-./01()*+,-./01( )*+,-./01(,)*+,-./01(,)*+,-./01()*+,-./01()*+,-./01()*+,-./01()*+,-./01()*+,-./01( )*+,-./01( )*+,-./01()*+,-./01()*+,-./01()*+,-./01()*+,-./01( )*+,-./01()*+,-./01()*+, -./01()*+,-./01()*+,-./01IDCreator_IDVersionTagNameResRefCommentsExpansion_ListFlagsModSpotCheckModListenCheckMoonAmbientColorMoonDiffuseColorMoonFogAmountMoonFogColorMoonShadowsSunAmbientColorSunDiffuseColorSunFogAmountSunFogColorSunShadowsIsNightLightingSchemeShadowOpacityDayNightCycleChanceRainChanceSnowChanceLightningWindPowerLoadScreenIDPlayerVsPlayerNoRestWidthHeightOnEnterOnExitOnHeartbeatOnUserDefinedTilesetTile_ListTile_IDTile_OrientationTile_HeightTile_MainLight1Tile_MainLight2Tile_SrcLight1Tile_SrcLight2Tile_AnimLoop1Tile_AnimLoop2Tile_AnimLoop3 SkullIsland"Skull Island South skullislandtcn01  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~                           ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~        !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefg  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~GIC V3.28  p7$[T               $ , 0 ! : S q ~   Creature ListDoor ListCommentEncounter ListListSoundListStoreListTriggerListWaypointListPlaceable ListCityDoorCityDoor1Merchants Shingle - 6Merchants Shingle - 8Freestanding Torch Bracket Lamp Post CandelabraBrazier Lamp PostChest - 1 (Low treasure script)  GIT V3.284H (!/ :x d 055+"x 6 6 6 d6 <6 6 6 6   h) _    $ 3 ! "4#$)%P&P'()* +8 ,9 -: .; /< 0= 1> 2? 3@ 4A 5B 6C 7D89: ;H <I=C>B?@ J V b n } ! "~#$)%P&P'()* + , - . / 0 1 2 3 4 5 6 789: ; <=B>C?@ɿABC:BDxBEк>FG? H I  J KLWMNOPQRSTUVWXYZ[\]^_`abcdef#ghij2klmnopdj)klmnopdq(r,s0   Itu "% 7)89v ! .- 4. ;/ w0 x1 y7 z8C(BDrwBEFG{|8}~r?} =~r?}X=~@ar?}p+@~e8z?}@~y=:z?PT 9 N m  % ! "&#$%&'()* +* ,+ -, .- /. 0/ 10 21 32 43 54 65v 6 7=٤B>CeB?v@? 8 M h   ! "#$%&'()* + , - . / 0 1 2 3 4 5 6v  =KB>FC? 7@ɿ      ! "#$A%&'()* +# ,$ -% .& /' 0( 1) 2* 3+ 4, 5- 6.v / 0=͚B>v C? 7@ < I U a n ! "o#$I%&'()* +s ,t -u .v /w 0x 1y 2z 3{ 4| 5} 6~v  =#=>`q>?@      ! "#$=%&'()* + , - . / 0 1 2 3 4 5 6v  =kB>B? 7@      ! "#$9%&'()* + ,  -  .  /  0  1 2 3 4 5 6v  =FB>B? 7@ ! . : F S ! "T#$I%&'()* +X ,Y -Z .[ /\ 0] 1^ 2_ 3` 4a 5b 6cv d e=+7B>|C? 7@ f n   m ! "#$%&'()* + , - . / 0 1 2 3 4 5 6v  =B>}׶B? 7@AreaPropertiesAmbientSndDayAmbientSndNightAmbientSndDayVolAmbientSndNitVolEnvAudioMusicBattleMusicDayMusicNightMusicDelayCreature ListDoor ListTagLocNameDescriptionTemplateResRefAutoRemoveKeyCloseLockDCConversationInterruptableFactionPlotKeyRequiredLockableLockedOpenLockDCPortraitIdTrapDetectableTrapDetectDCTrapDisarmableDisarmDCTrapFlagTrapOneShotTrapTypeKeyNameAnimationStateAppearanceHPCurrentHPHardnessFortRefWillOnClosedOnDamagedOnDeathOnDisarmOnHeartbeatOnLockOnMeleeAttackedOnOpenOnSpellCastAtOnTrapTriggeredOnUnlockOnUserDefinedLinkedToLinkedToFlagsLoadScreenIDGenericTypeOnClickOnFailToOpenXYZBearingEncounter ListListXPositionYPositionZPositionXOrientationYOrientationBaseItemLocalizedNameDescIdentifiedChargesCostStolenStackSizeAddCostIdentifiedArmorPart_RFootArmorPart_LFootArmorPart_RShinArmorPart_LShinArmorPart_LThighArmorPart_RThighArmorPart_PelvisArmorPart_TorsoArmorPart_BeltArmorPart_NeckArmorPart_RFArmArmorPart_LFArmArmorPart_RBicepArmorPart_LBicepArmorPart_RShoulArmorPart_LShoulArmorPart_RHandArmorPart_LHandLeather1ColorLeather2ColorCloth1ColorCloth2ColorMetal1ColorMetal2ColorPropertiesListPropertyNameSubtypeCostTableCostValueParam1Param1ValueChanceAppearSoundListStoreListTriggerListCursorHighlightHeightTypeScriptHeartbeatScriptOnEnterScriptOnExitScriptUserDefineZOrientationGeometryPointXPointYPointZWaypointListPlaceable ListHasInventoryBodyBagStaticUseableOnInvDisturbedOnUsedCityDoornw_door_ttr_17CityDoornw_door_ttr_17cloth028"2Garment of a SlaveMade from scraps of leather and a metal collar, this garment is used by the Iron Ring to dress slaves awaiting auction. Wearing it, one has a sense of the hopeless resignation of a captive awaiting a lifetime of hard work and subservience. SLAVEGARBGenericTrigger newgeneric9 New GenericstripMerchantsShingle68 Parley Pool8This harbour is named the Parley Poole after an incident a century ago. A Luskanite trader demanded to conduct his business on a day when the Skulls had forbidden all commerce in the city. While he fumed and ranted on the deck of his vessel, several flame cannons mysteriously turned on the ship and destroyed it. Since that time, small vessels arrive here with their armaments lowered and behave civilly.plc_billboard6MerchantsShingle88ArmouryL8<A carefully constructed marker denoting a point of interest.plc_billboard8Freestanding Torch Bracket3929 plc_freetorch nw_02_onoff Lamp PostSH9 plc_lamppost CandelabraG8plc_candelabra nw_02_onoffBrazierC8 plc_brazier nw_02_onoff Lamp PostSH9 plc_lamppostLOOTChestx9hBound in iron and with a heavy lock, this heavy chest was obviously meant to protect something of value. plc_chest1  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstu vwxyz{|}~ vw vw      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~  ARE V3.282[KH(    @ h     0 X       H p     8 `     ( P x     @ h     0 X       H p     8 `     ( P x     @ h     0 X      H p     8 `     ( P x     @ h     0 X       H p     8 `     ( P x     @ h     0 X       H p     8 `     ( P x     @ h     0 X       H p     8 `     ( P x     @ h     0 X      ! H! p! ! ! ! " 8" `" " " " # (# P# x# # # # $ @$ h$ $ $ $ % 0% X% % % % %  & H& p& & & & ' 8' `' ' ' ' ( (( P( x( ( ( ( ) @) h) ) ) ) * 0* X* * * * *  + H+ p+ + + + , 8, `, , , , - (- P- x- - - - . @. h. . . . / 0/ X/ / / / /  0 H0 p0 0 0 0 1 81 `1 1 1 1 2 (2 P2 x2 2 2 2 3 @3 h3 3 3 3 4 04 X4 4 4 4 4  5 H5 p5 5 5 5 6 86 `6 6 6 6 7 (7 P7 x7 7 7 7 8 @8 h8 8 8 8 9 09 X9 9 9 9 9  : H: p: : : : ; 8; `; ; ; ; < (< P< x< < < < = @= h= = = = > 0> X> > > > >  ? H? p? ? ? ? @ 8@ `@ @ @ @ A (A PA xA A A A B @B hB B B B C 0C XC C C C C  D HD pD D D D E 8E `E E E E F (F PF xF F F F G @G hG G G G H 0H XH H H H H  I HI pI I I I J 8J `J J J J K (K PK xK    < M    < ! "Q #R $S %T 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/01(t)*+,-./01()*+,-./01()*+,-./01()*+,-./01(A)*+,-./01()*+,-./01(A)*+,-./01(@)*+,-./01(@)*+,-./01()*+,-./01()*+,-./01(A)*+,-./01()*+,-./01(t)*+,-./01(t)*+,-./01(t)*+,-./01(t)*+,-./01(t)*+,-./01(t)*+,-./01IDCreator_IDVersionTagNameResRefCommentsExpansion_ListFlagsModSpotCheckModListenCheckMoonAmbientColorMoonDiffuseColorMoonFogAmountMoonFogColorMoonShadowsSunAmbientColorSunDiffuseColorSunFogAmountSunFogColorSunShadowsIsNightLightingSchemeShadowOpacityDayNightCycleChanceRainChanceSnowChanceLightningWindPowerLoadScreenIDPlayerVsPlayerNoRestWidthHeightOnEnterOnExitOnHeartbeatOnUserDefinedTilesetTile_ListTile_IDTile_OrientationTile_HeightTile_MainLight1Tile_MainLight2Tile_SrcLight1Tile_SrcLight2Tile_AnimLoop1Tile_AnimLoop2Tile_AnimLoop3SkullIslandPrison#Skull Island Prisonskullislandprisotic01  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~                           ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~                            ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~        !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~GIC V3.28D @@$d$   Creature ListDoor ListEncounter ListListSoundListStoreListTriggerListWaypointListPlaceable ListGIT V3.28P4ddL$$ d BB  )22 _     AreaPropertiesAmbientSndDayAmbientSndNightAmbientSndDayVolAmbientSndNitVolEnvAudioMusicBattleMusicDayMusicNightMusicDelayCreature ListDoor ListEncounter ListListSoundListStoreListTriggerListWaypointListPlaceable List ITP V3.28 @@`8 (08@HPX&9    !"#$MAINSTRREFIDLIST   ITP V3.28L8$ (0  !"#$MAINSTRREFIDLIST NCS V1.0B   "K,(LOOT   "K,(LOOT   "K,(LOOT   "K,(LOOT  "K,(LOOT   "K,(LOOT  "* SLAVEGARB " K,(LOOT  "K,(LOOT  "K,(LOOT  "K,(LOOT  "K,(LOOT   "K,(LOOT  "K,(LOOT  "K,(LOOT S*,(LOOT T SLAVEGARB "'TJS*i SLAVEGARB " T SLAVEGARB "  ~cloth028S,    void main() { // Unequip and then take all items in inventory object oPC = GetEnteringObject(); object oObj = GetItemInSlot( INVENTORY_SLOT_ARMS, oPC ); if ( oObj != OBJECT_INVALID ) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oObj = GetItemInSlot( INVENTORY_SLOT_ARROWS, oPC ); if ( oObj != OBJECT_INVALID ) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oObj = GetItemInSlot( INVENTORY_SLOT_BELT, oPC ); if ( oObj != OBJECT_INVALID ) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oObj = GetItemInSlot( INVENTORY_SLOT_BOLTS, oPC ); if ( oObj != OBJECT_INVALID ) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oObj = GetItemInSlot( INVENTORY_SLOT_BOOTS, oPC ); if ( oObj != OBJECT_INVALID ) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oObj = GetItemInSlot( INVENTORY_SLOT_BULLETS, oPC ); if ( oObj != OBJECT_INVALID ) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oObj = GetItemInSlot( INVENTORY_SLOT_CHEST, oPC ); if (( oObj != OBJECT_INVALID ) && (oObj != GetObjectByTag("SLAVEGARB") )) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oObj = GetItemInSlot( INVENTORY_SLOT_CLOAK, oPC ); if ( oObj != OBJECT_INVALID ) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oObj = GetItemInSlot( INVENTORY_SLOT_HEAD, oPC ); if ( oObj != OBJECT_INVALID ) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oObj = GetItemInSlot( INVENTORY_SLOT_LEFTHAND, oPC ); if ( oObj != OBJECT_INVALID ) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oObj = GetItemInSlot( INVENTORY_SLOT_LEFTRING, oPC ); if ( oObj != OBJECT_INVALID ) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oObj = GetItemInSlot( INVENTORY_SLOT_NECK, oPC ); if ( oObj != OBJECT_INVALID ) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oObj = GetItemInSlot( INVENTORY_SLOT_RIGHTHAND, oPC ); if ( oObj != OBJECT_INVALID ) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oObj = GetItemInSlot( INVENTORY_SLOT_RIGHTRING, oPC ); if ( oObj != OBJECT_INVALID ) { AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); } oPC = GetEnteringObject(); oObj = GetFirstItemInInventory(oPC); while (GetIsObjectValid(oObj)) { // do something with oObj AssignCommand(oPC,ActionGiveItem(oObj,GetObjectByTag("LOOT"))); oObj = GetNextItemInInventory(oPC); if (oObj == GetObjectByTag("SLAVEGARB")) { oObj = GetNextItemInInventory(oPC); } } int iSlave = 0; oObj = GetFirstItemInInventory(oPC); while (GetIsObjectValid(oObj)) { if (oObj == GetObjectByTag("SLAVEGARB")) { iSlave = 1; } oObj = GetNextItemInInventory(oPC); } oObj = GetItemInSlot( INVENTORY_SLOT_CHEST, oPC ); if (oObj == GetObjectByTag("SLAVEGARB")) { iSlave = 1; } if (iSlave != 1) { CreateItemOnObject("cloth028", oPC); oObj = GetFirstItemInInventory(oPC); AssignCommand( oPC,ActionEquipItem( oObj, INVENTORY_SLOT_CHEST ) ); } } ITP V3.28HpD (08@HPX`h: !"#$,   MAINSTRREFIDLIST   ITP V3.28L8$ (0  !"#$MAINSTRREFLISTID