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ai: {fileID: 0}
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attributes:
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2023-05-18 21:28:45 -04:00
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StrengthPoints: 0
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2023-03-28 13:16:30 -04:00
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Dexterity: 50
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2023-05-18 21:28:45 -04:00
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2023-03-28 13:16:30 -04:00
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Agility: 50
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2023-05-18 21:28:45 -04:00
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2023-03-28 13:16:30 -04:00
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Constitution: 50
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2023-05-18 21:28:45 -04:00
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2023-03-28 13:16:30 -04:00
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Speed: 50
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2023-05-18 21:28:45 -04:00
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SpeedPoints: 0
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2023-03-28 13:16:30 -04:00
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2023-05-18 21:28:45 -04:00
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EndurancePoints: 0
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2023-03-28 13:16:30 -04:00
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Charisma: 50
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2023-05-18 21:28:45 -04:00
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CharismaPoints: 0
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2023-03-28 13:16:30 -04:00
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Intelligence: 50
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2023-05-18 21:28:45 -04:00
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IntelligencePoints: 0
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2023-03-28 13:16:30 -04:00
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Willpower: 50
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2023-05-18 21:28:45 -04:00
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2023-03-28 13:16:30 -04:00
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runSpeed: 2.5
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rangedCombatPrediction: 70
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items: []
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aiCustomPathID:
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checkTick: 0
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radius: 0
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sphereYoffset: 0
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sphereZoffset: 0
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entityHesFighting: []
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weaponDrawn: 0
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treeTickRate: 0
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purposeBehaviourTreeID:
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combatBehaviourTreeID:
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keepTicking: 0
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startingCellID:
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saveCellID:
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runtimeSaveCellID:
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ragdollElements: []
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mainTargetID:
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mainTargetType: 0
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cellIDMovingTo:
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enteredDoorLastTimeRot: {x: 0, y: 0, z: 0, w: 0}
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doorEnteredID:
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purposeState:
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ai: {fileID: 0}
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ITargetableID:
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aiAttributes:
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attributes:
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Strength: 50
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2023-05-18 21:28:45 -04:00
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StrengthPoints: 0
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2023-03-28 13:16:30 -04:00
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Dexterity: 50
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2023-05-18 21:28:45 -04:00
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2023-03-28 13:16:30 -04:00
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Agility: 50
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2023-05-18 21:28:45 -04:00
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AgilityPoints: 0
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2023-03-28 13:16:30 -04:00
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Constitution: 50
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2023-05-18 21:28:45 -04:00
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ConstitutionPoints: 0
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2023-03-28 13:16:30 -04:00
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Speed: 50
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2023-05-18 21:28:45 -04:00
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SpeedPoints: 0
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2023-03-28 13:16:30 -04:00
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Endurance: 50
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2023-05-18 21:28:45 -04:00
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EndurancePoints: 0
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2023-03-28 13:16:30 -04:00
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Charisma: 50
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2023-05-18 21:28:45 -04:00
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CharismaPoints: 0
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2023-03-28 13:16:30 -04:00
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Intelligence: 50
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2023-05-18 21:28:45 -04:00
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IntelligencePoints: 0
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2023-03-28 13:16:30 -04:00
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Willpower: 50
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2023-05-18 21:28:45 -04:00
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WillpowerPoints: 0
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2023-03-28 13:16:30 -04:00
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walkSpeed: 1.4
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runSpeed: 2.5
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rangedCombatAccuracy: 70
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rangedCombatPrediction: 70
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activeEffects: []
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aiInventory:
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items: []
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allFactions: []
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isAlive: 0
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enterInCombatCalled: 0
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sphereYoffset: 0
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sphereZoffset: 0
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treeTickRate: 0
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xSeconds: 0
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purposeBehaviourTreeID:
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combatBehaviourTreeID:
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keepTicking: 0
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saveCellID:
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runtimeSaveCellID:
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hipsRotation: {x: 0, y: 0, z: 0, w: 0}
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ragdollElements: []
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mainTargetID:
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mainTargetType: 0
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cellIDMovingTo:
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enteredDoorLastTimeRot: {x: 0, y: 0, z: 0, w: 0}
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doorEnteredID:
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purposeState:
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ai: {fileID: 0}
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ITargetableID:
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