Knockout Darts Properties by Salvage
You must extract the file Objnames.str from strings.crf.  You must add the following line to the end of the document:
Name_kodart: "Knockout Dart"
Then place the file in the strings folder (you may have to create it).
Writing in bold are archetypes and new objects in the archetypes.  CustomStim, CustomMeta, and CustomObj are new directories in the heirarchy
Items with > in them show heirarchy path.  Items with : in them show properties.  The , shows separation between settings of certain properties.
After you add a custom stim you must save the gamesys and restart dromed for them to function.
Act/React
CustomStim> KOdartStim
CustomStim> MetaStim
CustomStim> RelayStim
MetaProperties
CustomMeta> KOdartMeta> Creature> Time Warp: 1
Act/React> Sources> :MetaStim Propagator Radius ,Intensity: 1 ,Shape Data:1,Line of sight ,None ,Life Cycle Data: none, 0, 1, 0.00
Act/React> Receptrons> :MetaStim No limit, No limit ,Add Metaproperty Me, M-WasKnockedOut (-5027)
Act/React> Receptrons> :MetaStim No limit, No limit ,Add Metaproperty Me, M-KnockedOut (-3665)
Act/React> Receptrons> :MetaStim No limit, No limit ,Knockout Me, Me
Act/React> Receptrons> :MetaStim No limit, No limit ,Abort
CustomMeta> RelayMeta> AI> Attributes> Aggression: Well Above Average
AI> Attributes> Hearing: Well Above Average
AI> Attributes> Vision: Well Above Average
AI> State> Current Mode: Combat
AI> State> Current Alertness: (3) High, (3) High
Creature> Time Warp: 0.9
Act/React> Sources> :RelayStim Radius Intensity: 1 ,Shape Data: 1, Line of sight, None ,Life Cycle Data: None, 8000, 2, 2.00
Act/React> Receptrons> :RelayStim 2, no limit Add MetaProperty Me, KOdartMeta
Archetypes
CustomObj> KOdartobj> Act/React> Sources> :KOdartstim ,Intensity 1 ,Propagator Contact
CustomObj> KOdartobj> Act/React> Sources> :PokeStim ,Intensity 1 ,Propagator Contact
CustomObj> KOdartobj> Engine Features> Stack Count: 1
CustomObj> KOdartobj> Engine Features> Frobinfo: {Move, Script; Move, FocusScript, Use Ammo; Move, Script, FocusScript, Use Ammo}
CustomObj> KOdartobj> Engine Features> Combine Type: kodart
CustomObj> KOdartobj> Inventory> Purchase Price: 30
CustomObj> KOdartobj> Inventory> Type: Item
CustomObj> KOdartobj> Inventory> Object Name: Name_kodart
CustomObj> KOdartobj> Inventory> Max Pick Distance: 3
CustomObj> KOdartobj> P> Position: {0.00,0.00,0.00;0;0;0;-1;-1}
CustomObj> KOdartobj> Physics> Misc> AI Collides With: :True
CustomObj> KOdartobj> Physics> Misc> Collision Type: Bounce
CustomObj> KOdartobj> Physics> Model> Type: Sphere;1;False;False
CustomObj> KOdartobj> Physics> Projectile> Initial Velocity: x1.00, y0.00, z0.00
CustomObj> KOdartobj> Physics> Terrain> Can Attach: Rope
CustomObj> KOdartobj> Renderer> Render Type: Normal
CustomObj> KOdartobj> Renderer> Has Refs: :True
CustomObj> KOdartobj> S> Scripts: {CollisionStick;LootSounds;;;False}
CustomObj> KOdartobj> Schema> Class Tags: ArrowType Broadhead
CustomObj> KOdartobj> Shape> Model Name: apedart
CustomObj> KOdartobj> Sound> Projectile Sound: arrow_inc_norm
To Physical>Creature>Animal>Human (-14) add Act/React>Receptrons: KOdartstim, no min, no max, add metaproperty, me, RelayMeta