Vocal script: Builder3: Difference between revisions

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The "Builder3" (or "The Mature Builder") vocal script for male characters.  
The "Builder3" (or "The Mature Builder") vocal script for male characters.  


== Tone and Attitude ==
== Tone and Attitude ==
The Dark Mod strives to have a somewhat dark, gritty, and believable tone. Characters should avoid dramatic clichés and dialogue that sounds like sitcom humour. Characters should react with genuine emotion and in ways that make sense given their personality and education level.
''The Dark Mod'' strives to have a somewhat dark, gritty, and believable tone. Characters should avoid dramatic clichés and dialogue that sounds like sitcom humour. Characters should react with genuine emotion and in ways that make sense given their personality and education level.


Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate. Avoid modern-sounding words and phrases (eg, "What's up?" "See you later" or "I'm going to kick your ass"). But at the same time, this isn't Shakespeare--the dialogue has to sound fairly natural to modern English speakers.
Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate. Avoid modern-sounding words and phrases (eg, "What's up?" "See you later" or "I'm going to kick your ass"). But at the same time, this isn't Shakespeare--the dialogue has to sound fairly natural to modern English speakers.
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These barks are for AI who are not doing anything in particular. These AI are basically talking to themselves, so just like when people think out loud, the beginning and end of their dialogue will often trail off into mumbling.
These barks are for AI who are not doing anything in particular. These AI are basically talking to themselves, so just like when people think out loud, the beginning and end of their dialogue will often trail off into mumbling.


State: Idle
'''State: Idle'''


Relaxed: You're either not working or aren’t expecting any trouble. You’re relaxed and bored, and quote scriptures to yourself to keep your mind alert.
'''Relaxed:''' You're either not working or aren’t expecting any trouble. You’re relaxed and bored, and quote scriptures to yourself to keep your mind alert.


whistle  [something vaguely hymn-sounding]  x2
'''whistle''' [something vaguely hymn-sounding]  x2
humming* [a few bars of something hymn-sounding] x3
'''humming*''' [a few bars of something hymn-sounding] x3
generic coughs, throat-clearing, sighs x5
'''generic coughs, throat-clearing, sighs''' x5


'''idle_1''' "The hour is young, and I might serve Thee more ‘ere I sleep."<br>
'''idle_2''' "Remember, thy works will redeem thee." ''(reminding yourself)''<br>
'''idle_3''' "For the Master Builder sees thy hammer fall."<br>
'''idle_4''' "For the body, food; for the hands, work; for the mind, prayer. The righteous need nought else."<br>
'''idle_5''' "Lord Builder, grant thy servant protection from sloth and other sinful thoughts."<br>
'''idle_6''' "Lord Builder, bless our hands and our tools that we may do great works in thy name.  Amen."<br>
'''idle_7''' "I am the heated metal, ready to be shaped in what way Thou doth see fit."<br>
'''idle_8''' "The Lord thy God, shalt not forsake thee, nor thy works."


idle_1 “The hour is young, and I might serve Thee more ‘ere I sleep.
'''At Alert 0:''' On the job. Similar to above, but you’re working so you’re a little more alert.<br>
idle_2 "Remember, thy works will redeem thee…."  [reminding yourself]
idle_3 “For the Master Builder sees thy hammer fall.”
idle_4 "For the body, food; for the hands, work; for the mind, prayer.  The righteous need nought else."
idle_5 “Lord Builder, grant thy servant protection from sloth and other sinful thoughts.…”
idle_6 “Lord Builder, bless our hands and our tools that we may do great works in thy name.  Amen.”
idle_7  “I am the heated metal, ready to be shaped in what way Thou doth see fit.”
idle_8 “the Lord thy God, shalt not forsake thee, nor thy works.”
 
At Alert 0: On the job. Similar to above, but you’re working so you’re a little more alert.
Number of Wavs: 3
Number of Wavs: 3


alert0_1 “My strength doth come from the Almighty Builder.
'''alert0_1''' "My strength doth come from the Almighty Builder."<br>
alert0_2 “None would dare challenge the might of the Builder’s Church.
'''alert0_2''' "None would dare challenge the might of the Builder’s Church."<br>
alert0_3 “The Master Builder doth see all.
'''alert0_3''' "The Master Builder doth see all."<br>
alert0_4 “Lord Builder, banish sleep from mine eyes that I might serve Thee faithfully.
'''alert0_4''' "Lord Builder, banish sleep from mine eyes that I might serve Thee faithfully."
 


== AI Alert States ==
== AI Alert States ==


To Alert 1/1.5: You notice something subtle but aren’t sure what it is. You are mostly talking to yourself, so you should not be particularly loud and may trail off.
'''To Alert 1/1.5:''' You notice something subtle but aren’t sure what it is. You are mostly talking to yourself, so you should not be particularly loud and may trail off.<br>
Number of Wavs: 3
Number of Wavs: 3


to_alert1_1 "Hm?"
'''to_alert1_1''' "Hm?"<br>
to_alert1_2 "Hmm? 'Tis something...?"
'''to_alert1_2''' "Hmm? 'Tis something...?"<br>
to_alert1_3 "Something--?"
'''to_alert1_3''' "Something--?"


To Alert 1/1.5 + Heard: Same as above, only this one means you notice something auditory.
'''To Alert 1/1.5 + Heard:''' Same as above, only this one means you notice something auditory.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


to_alert1_sound_1 "What was that sound?"
'''to_alert1_sound_1''' "What was that sound?"<br>
to_alert1_sound_2 "Something doth make a sound..."
'''to_alert1_sound_2''' "Something doth make a sound..."<br>
to_alert1_sound_3 "Hmm? A noise?"
'''to_alert1_sound_3''' "Hmm? A noise?"


To Alert 1/1.5 + Saw: Same as above, only you notice something with your sight.
'''To Alert 1/1.5 + Saw:''' Same as above, only you notice something with your sight.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


to_alert1_saw_1 "Hmm? Something doth move?"
'''to_alert1_saw_1''' "Hmm? Something doth move?"<br>
to_alert1_saw_2 "Is that something over there?"
'''to_alert1_saw_2''' "Is that something over there?"<br>
to_alert1_saw_3 "Movement?"
'''to_alert1_saw_3''' "Movement?"


 
'''To Alert 2:''' You notice something, and it caught your attention enough to warrant checking it out. You're more certain that what you saw was suspicious, so deliver the lines with more confidence than the above.<br>
To Alert 2: You notice something, and it caught your attention enough to warrant checking it out. You're more certain that what you saw was suspicious, so deliver the lines with more confidence than the above.
Number of Wavs: 3 per character
Number of Wavs: 3 per character


to_alert2_1 "”Tis something, I think."
'''to_alert2_1''' "Tis something, I think."<br>
to_alert2_2 "Hmm, most odd."
'''to_alert2_2''' "Hmm, most odd."<br>
to_alert2_3 "Pray, what was that?"
'''to_alert2_3''' "Pray, what was that?"


To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing.
'''To Alert 2 + Heard:''' You hear something loud which you should investigate. Same as above only now it's specific to hearing.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


to_alert2_sound_1 "Hark, what is that sound?"
'''to_alert2_sound_1''' "Hark, what is that sound?"<br>
to_alert2_sound_2 "Something doth make noise there."
'''to_alert2_sound_2''' "Something doth make noise there."<br>
to_alert2_sound_3 “What doth stir there?”
'''to_alert2_sound_3''' “What doth stir there?”


To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing.
'''To Alert 2 + Saw:''' You saw something in the shadows which you should investigate. Same as above, only now specific to seeing.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


to_alert2_saw_1 "Who doth stir in the shadows?"
'''to_alert2_saw_1''' "Who doth stir in the shadows?"<br>
to_alert2_saw_2 "Hmm?  What doth move there?"
'''to_alert2_saw_2''' "Hmm?  What doth move there?"<br>
to_alert2_saw_3 "I see that. Something doth move... "
'''to_alert2_saw_3''' "I see that. Something doth move..."


To Alert 2 + Company + Heard: You notice something auditory with your buddy and invite him/her to help you investigate.
'''To Alert 2 + Company + Heard:''' You notice something auditory with your buddy and invite him/her to help you investigate.<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


to_alert2_soundx2_1 "Didst thou hear that? Come with me."
'''to_alert2_soundx2_1''' "Didst thou hear that? Come with me."<br>
to_alert2_soundx2_2 "Didst thou hear something, brother?"
'''to_alert2_soundx2_2''' "Didst thou hear something, brother?"
 


To Alert 2 + Company + Saw: You notice something visually amiss with your buddy and start to investigate.
'''To Alert 2 + Company + Saw:''' You notice something visually amiss with your buddy and start to investigate.<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


to_alert2_sawx2_1 "Didst thou see something yonder?"
'''to_alert2_sawx2_1''' "Didst thou see something yonder?"<br>
to_alert2_sawx2_2 "I saw something...lend me thy aid."
'''to_alert2_sawx2_2''' "I saw something... lend me thy aid."


Returning to Alert 0, generic: You saw or heard something suspicious, but you can't find any evidence of anything serious. It was probably nothing. This bark will often accompany an animation of the AI putting his hands on his hips and looking around. You are wary, but there doesn’t seem to be a problem.
'''Returning to Alert 0, generic:''' You saw or heard something suspicious, but you can't find any evidence of anything serious. It was probably nothing. This bark will often accompany an animation of the AI putting his hands on his hips and looking around. You are wary, but there doesn’t seem to be a problem.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


to_0_1 "Hmmm, ‘tis gone now...."
'''to_0_1''' "Hmmm, ‘tis gone now...."<br>
to_0_2 "Nothing doth stir now."
'''to_0_2''' "Nothing doth stir now."<br>
to_0_3 "Hmph.  ‘tis nothing."
'''to_0_3''' "Hmph.  ‘tis nothing."


Returning to Alert 0, hearing: As above, but you thought you'd heard something.
'''Returning to Alert 0, hearing:''' As above, but you thought you'd heard something.
Number of Wavs: 3 per character
Number of Wavs: 3 per character


to_0_sound_1 “’Tis a rat, or other vermin."
'''to_0_sound_1''' "’Tis a rat, or other vermin."<br>
to_0_sound_2 "All is quiet now."
'''to_0_sound_2''' "All is quiet now."<br>
to_0_sound_3 “Hmm, no sounds now."
'''to_0_sound_3''' "Hmm, no sounds now."
 


Returning to Alert 0, sight: As above, but you thought you'd seen something.
'''Returning to Alert 0, sight:''' As above, but you thought you'd seen something.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


to_0_saw_1 "’Tis just the shadows moving."
'''to_0_saw_1''' "’Tis just the shadows moving."<br>
to_0_saw_2 “I see nothing doth stir now.
'''to_0_saw_2''' "I see nothing doth stir now."<br>
to_0_saw_3 “Just the flickering of a light.
'''to_0_saw_3''' "Just the flickering of a light."


 
'''To Alert 3:''' You see or hear something that makes it pretty clear that there's someone there, but you don't know exactly who or where they are. Could just be someone playing around, but you’re all business now.<br>
To Alert 3: You see or hear something that makes it pretty clear that there's someone there, but you don't know exactly who or where they are. Could just be someone playing around, but you’re all business now.
Number of Wavs: 5 per character
Number of Wavs: 5 per character


to_alert3_1 "Hark, who goes there? Show thyself!"
'''to_alert3_1''' "Hark, who goes there? Show thyself!"<br>
to_alert3_2 "Show thy face this instant!"
'''to_alert3_2''' "Show thy face this instant!"<br>
to_alert3_3 "Cease thy hiding and come forth."
'''to_alert3_3''' "Cease thy hiding and come forth."<br>
to_alert3_4 “Stand forth where I might see thee!
'''to_alert3_4''' "Stand forth where I might see thee!"<br>
to_alert3_5 “Do not trifle with a servant of the Lord Builder. Come forth.
'''to_alert3_5''' "Do not trifle with a servant of the Lord Builder. Come forth."


 
'''Returning to Alert 0 after search:''' Even though you're certain you saw someone, you've searched around and can't find them. This bark is played as you give up the search. You’re a bit annoyed.<br>
Returning to Alert 0 after search: Even though you're certain you saw someone, you've searched around and can't find them. This bark is played as you give up the search. You’re a bit annoyed.
Number of Wavs: 5 per character
Number of Wavs: 5 per character


to_0_search_1 "An acolyte where he should not be, perchance."
'''to_0_search_1''' "An acolyte where he should not be, perchance."<br>
to_0_search_2 “’Tis some foul trickery, no doubt.”
'''to_0_search_2''' "’Tis some foul trickery, no doubt.”<br>
to_0_search_3 “This searching about…’tis a tax on my patience.
'''to_0_search_3''' "This searching about…’tis a tax on my patience."<br>
to_0_search_4 “Gone…. Blessed be the hands that guard the works of the faithful.
'''to_0_search_4''' "Gone. Blessed be the hands that guard the works of the faithful."<br>
to_0_search_5 "In faith, there surely is no one here."
'''to_0_search_5''' "In faith, there surely is no one here."
 


Return to Alert 1: You have confirmed there is an intruder but he's given you the slip. You've searched for him, but haven't been able to find him. You're giving up for now but you aren't letting your guard down.
'''Return to Alert 1:''' You have confirmed there is an intruder but he's given you the slip. You've searched for him, but haven't been able to find him. You're giving up for now but you aren't letting your guard down.<br>
Number of Wavs: 5 per character
Number of Wavs: 5 per character


to_0_spotted_1 “The knave hath fled before my righteous anger.
'''to_0_spotted_1''' "The knave hath fled before my righteous anger."<br>
to_0_spotted_2 “Lord strike him down, for he hath eluded me.
'''to_0_spotted_2''' "Lord strike him down, for he hath eluded me."<br>
to_0_spotted_3 “Thou shalt face the Lord’s wrath, if not mine!
'''to_0_spotted_3''' "Thou shalt face the Lord’s wrath, if not mine!"<br>
to_0_spotted_4 “Thou hast evoked my righteous anger!
'''to_0_spotted_4''' "Thou hast evoked my righteous anger!"<br>
to_0_spotted_5 “Forgive me, Lord Builder, thy servant hath failed you.”  [dejected]
'''to_0_spotted_5''' "Forgive me, Lord Builder, thy servant hath failed you." ''(dejected)''


Return with help, spot player: You have run away from the player, gotten help, and returned. The player is still there, so you call out excitedly.
'''Return with help, spot player:''' You have run away from the player, gotten help, and returned. The player is still there, so you call out excitedly.<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


gotten_help_1 "Doth thou see him brother?
'''gotten_help_1''' "Doth thou see him brother?"<br>
gotten_help_2 "There!"
'''gotten_help_2''' "There!"


Return with help, lost player: You have returned with help but the player is no longer visible.
'''Return with help, lost player:''' You have returned with help but the player is no longer visible.<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


gotten_help_gone_1 "He was there but a moment ago!"
'''gotten_help_gone_1''' "He was there but a moment ago!"<br>
gotten_help_gone_2 "He hath escaped!”
'''gotten_help_gone_2''' "He hath escaped!”
 


Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your comrade that there is an intruder and that you have seen him.
'''Recently Saw Player:''' You just saw the player not too long ago, but the player escaped. Now, you're telling your comrade that there is an intruder and that you have seen him.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


saw_playerx2_1 "Stay true, brother, there is a foul intruder about."
'''saw_playerx2_1''' "Stay true, brother, there is a foul intruder about."<br>
saw_playerx2_2 "Pass the word, a thief hath entered our sanctuary."
'''saw_playerx2_2''' "Pass the word, a thief hath entered our sanctuary."<br>
saw_playerx2_3 "Beware. An intruder doth lurk about."
'''saw_playerx2_3''' "Beware. An intruder doth lurk about."


== AI Searching ==
== AI Searching ==
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Number of Wavs: 5 per character
Number of Wavs: 5 per character


search3_1 "Lord Builder, guide me to that which is unseen."
'''search3_1''' "Lord Builder, guide me to that which is unseen."<br>
search3_2 "Thou wouldst do well to come out."
'''search3_2''' "Thou wouldst do well to come out."<br>
search3_3 "I wilt find thee."
'''search3_3''' "I wilt find thee."<br>
search3_4 "I shalt find where thou art hiding."
'''search3_4''' "I shalt find where thou art hiding."<br>
search3_5 "I do not care for this game thou playest."
'''search3_5''' "I do not care for this game thou playest."
 


Investigate Alert 4: You know for sure there is an intruder, and you're looking for him. No uncertainty now--you're deadly serious.
'''Investigate Alert 4:''' You know for sure there is an intruder, and you're looking for him. No uncertainty now--you're deadly serious.<br>
Number of Wavs: 5 per character
Number of Wavs: 5 per character


search4_1 "I shalt find you, knave!"
'''search4_1''' "I shalt find you, knave!"<br>
search4_2 "I hope the Lord Builder shalt find thy works pleasing, for I shalt send you to meet him shortly."
'''search4_2''' "I hope the Lord Builder shalt find thy works pleasing, for I shalt send you to meet him shortly."<br>
search4_3 “Thou hadst better seek the Lord’s mercy, for thou shalt have none from me!
'''search4_3''' "Thou hadst better seek the Lord’s mercy, for thou shalt have none from me!"<br>
search4_4 “Heathen or heretic, I care not. Come face me!"
'''search4_4''' "Heathen or heretic, I care not. Come face me!"<br>
search4_5 “Thou cannot escape, villain."
'''search4_5''' "Thou cannot escape, villain."


Investigate Alert 4, civilian: As above, but you can’t fight anyone, so you’re scared at what you might find. These lines should be delivered with a mixture of bravado and uncertainty.
'''Investigate Alert 4, civilian:''' As above, but you can’t fight anyone, so you’re scared at what you might find. These lines should be delivered with a mixture of bravado and uncertainty.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


search4_civilian_1 “Who doth hide there?
'''search4_civilian_1''' "Who doth hide there?"<br>
search4_civilian_2 “What manner of sinner art thou, to hide from me in the shadows?
'''search4_civilian_2''' "What manner of sinner art thou, to hide from me in the shadows?"<br>
search4_civilian_3 “Come forward, and I shalt forgive thee thy transgression.
'''search4_civilian_3''' "Come forward, and I shalt forgive thee thy transgression."


== Combat and Pursuit ==
== Combat and Pursuit ==
Line 212: Line 199:
You have spotted the player and identified him as an intruder. You are either attacking, or preparing to attack. If you're a noncombatant, you're getting ready to flee. Either way you want to draw a lot of attention to yourself, so you are generally shouting loudly.
You have spotted the player and identified him as an intruder. You are either attacking, or preparing to attack. If you're a noncombatant, you're getting ready to flee. Either way you want to draw a lot of attention to yourself, so you are generally shouting loudly.


Spotted the Player, combatant: You see the player and are preparing to attack.
'''Spotted the Player, combatant:''' You see the player and are preparing to attack.<br>
Number of Wavs: 5 per character
Number of Wavs: 5 per character


spotted_combat_1 "God have mercy on you, villain!"
'''spotted_combat_1''' "God have mercy on you, villain!"<br>
spotted_combat_2 "Vengeance is mine!"
'''spotted_combat_2''' "Vengeance is mine!"<br>
spotted_combat_3 "Taste the wrath of the Lord!"
'''spotted_combat_3''' "Taste the wrath of the Lord!"<br>
spotted_combat_4 "The Lord guides my hammer!"
'''spotted_combat_4''' "The Lord guides my hammer!"<br>
spotted_combat_5 "Thou art mine!"
'''spotted_combat_5''' "Thou art mine!"


Spotted the Player, combatant, with help: You're with friends when you finally spot the player.
'''Spotted the Player, combatant, with help:''' You're with friends when you finally spot the player.<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


spotted_combatx2_1 "Look there brother! A Thief!"
'''spotted_combatx2_1''' "Look there brother! A Thief!"<br>
spotted_combatx2_2 "To arms! An intruder in the house of God!"
'''spotted_combatx2_2''' "To arms! An intruder in the house of God!"
 
'''
Spotted the Player with a Body, combatant: You see the player carrying a dead or unconscious person.
Spotted the Player with a Body, combatant:''' You see the player carrying a dead or unconscious person.<br>
Number of Wavs: 1 per character
Number of Wavs: 1 per character


spotted_combat_body_1 "Drop that body, villain!"
'''spotted_combat_body_1''' "Drop that body, villain!"


Spotted the Player, noncombatant: You're not prepared for a fight. You see the player and are preparing to flee.
Spotted the Player, noncombatant: You're not prepared for a fight. You see the player and are preparing to flee.<br>
Number of Wavs: 5 per character
Number of Wavs: 5 per character


spotted_civilian_1 "Lord Builder have mercy, there's an intruder!"
'''spotted_civilian_1''' "Lord Builder have mercy, there's an intruder!"<br>
spotted_civilian_2 "A Thief! Come to mine aid, brothers!"
'''spotted_civilian_2''' "A Thief! Come to mine aid, brothers!"<br>
spotted_civilian_3 "Come hither, brothers!  A Thief!"
'''spotted_civilian_3''' "Come hither, brothers!  A Thief!"<br>
spotted_civilian_4 "Do not risk thy eternal soul by harming a servant of the Lord!
'''spotted_civilian_4''' "Do not risk thy eternal soul by harming a servant of the Lord!"<br>
spotted_civilian_5 "An intruder!  Protect me oh Lord."
'''spotted_civilian_5''' "An intruder!  Protect me oh Lord."


Running Away for help: You're fleeing, either because you don't know how to fight, or you tried to fight and are badly hurt. Call out to for help.
'''Running Away for help:''' You're fleeing, either because you don't know how to fight, or you tried to fight and are badly hurt. Call out to for help.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


fleeing_1 "Brothers, help me!"
'''fleeing_1''' "Brothers, help me!"<br>
fleeing_2 "To mine aid!"
'''fleeing_2''' "To mine aid!"<br>
fleeing_3 "Lord God protect me!"
'''fleeing_3''' "Lord God protect me!"
 


Coming to assist: A comrade called for help (or you heard sounds of a fight) and you are on your way to assist them.
'''Coming to assist:''' A comrade called for help (or you heard sounds of a fight) and you are on your way to assist them.<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


combat_assist_1 "I am coming brother!"
'''combat_assist_1''' "I am coming brother!"<br>
combat_assist_1 "Help doth come, brother!"
'''combat_assist_2''' "Help doth come, brother!"
 


Frustrated: The player is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him. You're annoyed, but keep your cool.
'''Frustrated:''' The player is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him. You're annoyed, but keep your cool.<br>
Number of Wavs: 4 per character
Number of Wavs: 4 per character


frustrated_1 "’tis most cowardly, knave!"
'''frustrated_1''' "’tis most cowardly, knave!"
frustrated_2 " ‘Tis too late for mercy, villain."
'''frustrated_2''' "‘Tis too late for mercy, villain."
frustrated_3 "Must we play this game?"
'''frustrated_3''' "Must we play this game?"
frustrated_4 "Brothers! He doth hide here!”
'''frustrated_4''' "Brothers! He doth hide here!”


Throw Object at Player: The player is out of reach (such as standing on a stack of crates) and you can't reach him. You're angry and throw something.
'''Throw Object at Player:''' The player is out of reach (such as standing on a stack of crates) and you can't reach him. You're angry and throw something.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


missile_generic_1 "Take THAT!"
'''missile_generic_1''' "Take THAT!"<br>
missile_generic_2 "Didst thou think I could not reach you?"
'''missile_generic_2''' "Didst thou think I could not reach you?"<br>
missile_generic_3 "Lord Builder, guide my hand!!"
'''missile_generic_3''' "Lord Builder, guide my hand!!"


Attacking : You're grunting and attacking
'''Attacking:''' You're grunting and attacking.<br>
Number of Wavs: 3
Number of Wavs: 3


attacking_1 "Take this!!"
'''attacking_1''' "Take this!!"<br>
attacking_2 "Arg!"
'''attacking_2''' "Arg!"<br>
attacking_3 “Hiya!
'''attacking_3''' "Hiya!"
 
Hit the Player: You just thwacked the player with your weapon. Celebrate and ask him how it feels. These need to be said quickly, as the fight is still going on.


'''Hit the Player:''' You just thwacked the player with your weapon. Celebrate and ask him how it feels. These need to be said quickly, as the fight is still going on.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


attacking_hit_1 "Ha! Taste my wrath."
'''attacking_hit_1''' "Ha! Taste my wrath."<br>
attacking_hit_2 "Fall beneath the hammer of God!"
'''attacking_hit_2''' "Fall beneath the hammer of God!"<br>
attacking_hit_3 "Prepare to meet thy maker."
'''attacking_hit_3''' "Prepare to meet thy maker."


 
'''Hit the Player + Company:''' Same as above only your partner is nearby. Brag about hitting the player.<br>
Hit the Player + Company: Same as above only your partner is nearby. Brag about hitting the player.
Number of Wavs: 2 per character
Number of Wavs: 2 per character


attack_hitx2_1 "He shalt fall before the Lord."
'''attack_hitx2_1''' "He shalt fall before the Lord."<br>
attack_hitx2_2 "We shalt smite him!"
'''attack_hitx2_2''' "We shalt smite him!"
 


Hit By the Player No Damage: The player tried to blackjack you but failed. What an idiot.
'''Hit By the Player No Damage:''' The player tried to blackjack you but failed. What an idiot.<br>
Number of Wavs: 1 per character
Number of Wavs: 1 per character


failed_ko_1 "Wha--? What treachery is this?! "
'''failed_ko_1''' "Wha--? What treachery is this?!"
 


Blocked by the Player/Hit by player: The player has hurt you a bit or blocked your attack.
'''Blocked by the Player/Hit by player:''' The player has hurt you a bit or blocked your attack.


player_blocked_1 "You do imperil thy soul."
'''player_blocked_1''' "You do imperil thy soul."<br>
player_blocked_2 "A moment of weakness." [referring to self]
'''player_blocked_2''' "A moment of weakness." ''(referring to self)''<br>
player_blocked_3 "Thou canst harm my body, but not my soul."
'''player_blocked_3''' "Thou canst harm my body, but not my soul."


Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length.
'''Die Quiet:''' You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length.<br>
Number of Wavs: 3 male
Number of Wavs: 3 male


die_quiet_1 "UNH"
'''die_quiet_1''' "UNH"<br>
die_quiet_1 "Arg"
'''die_quiet_2''' "Arg"<br>
die_quiet_1 "HHnnnn..."
'''die_quiet_3''' "HHnnnn..."
 
Die Loud: Yep. You're dead. Theatrics are welcomed here, though not too over the top. This should be about 2 - 4 seconds in length.


die_loud_1 "GAHHHHHHHHHHH"
'''Die Loud:''' Yep. You're dead. Theatrics are welcomed here, though not too over the top. This should be about 2 - 4 seconds in length.
die_loud_2 "Urrrg…my works....."
die_loud_3 "Arggghh...Lord Builder receive me...."
die_loud_4 "Haaaarg...*gurgle*"


'''die_loud_1''' "GAHHHHHHHHHHH"<br>
'''die_loud_2''' "Urrrg…my works....."<br>
'''die_loud_3''' "Arggghh...Lord Builder receive me...."<br>
'''die_loud_4''' "Haaaarg...*gurgle*"


Blinded: You have been blinded by a flash of light.
'''Blinded:''' You have been blinded by a flash of light.<br>
Number of Wavs: 1 per character.
Number of Wavs: 1 per character.


blinded_1 "Wh… mine eyes!"
'''blinded_1''' "Wh… mine eyes!"


Gassed: You have been gassed. Cough, sputter and pass out. This should be quick-a second or two at most (it's fast gas). Coughing can be shared among characters
'''Gassed:''' You have been gassed. Cough, sputter and pass out. This should be quick-a second or two at most (it's fast gas). Coughing can be shared among characters.<br>
Number of Wavs: 1
Number of Wavs: 1


gassed_1 "..cough cough"
'''gassed_1''' "...cough cough"


Drowning: You are drowning. Gurgle and choke.
'''Drowning:''' You are drowning. Gurgle and choke.<br>
Number of Wavs: 1
Number of Wavs: 1


drowning_1 "Gurgle"
'''drowning_1''' "Gurgle"


== Find States ==
== Find States ==
Line 343: Line 323:
Number of Wavs: 4 per character
Number of Wavs: 4 per character


suspicious_item_1 "Hmmm, ‘tis  not right."
'''suspicious_item_1''' "Hmmm, ‘tis  not right."<br>
suspicious_item_2 "'...strange..."
'''suspicious_item_2''' "'...strange..."<br>
suspicious_item_3 "How didst that happen?"
'''suspicious_item_3''' "How didst that happen?"<br>
suspicious_item_4 "What mischief is this?"
'''suspicious_item_4''' "What mischief is this?"


Notice Weapon: There is a weapon lying around. How did it get there?
'''Notice Weapon:''' There is a weapon lying around. How did it get there?<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


notice_weapon_1 "'Tis a weapon...most strange."
'''notice_weapon_1''' "'Tis a weapon...most strange."
notice_weapon_2 "Part not, the tool from the hand…" [quoting scripture]
'''notice_weapon_2''' "Part not, the tool from the hand…" ''(quoting scripture)''


Notice Door Open: There is a door open that shouldn't be.
'''Notice Door Open:''' There is a door open that shouldn't be.<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


notice_door_1 "Who hath left this door open?"
'''notice_door_1''' "Who hath left this door open?"
notice_door_2 "Thou shouldst close the door against evil." [quoting scripture]
'''notice_door_2''' "Thou shouldst close the door against evil." ''(quoting scripture)''


Notice lights off, generic: The lights are off, but shouldn't be--these can be used for all types of light.
'''Notice lights off, generic:''' The lights are off, but shouldn't be--these can be used for all types of light.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


notice_lights_1 "Who hath turned out the light?"
'''notice_lights_1''' "Who hath turned out the light?"<br>
notice_lights_1 "Spirits of evil do thrive in dark places."
'''notice_lights_2''' "Spirits of evil do thrive in dark places."<br>
notice_lights_1 "Hmm, the light doth fail."
'''notice_lights_3''' "Hmm, the light doth fail."


Notice lights out, flame: You notice a torch or candle that should be lit has gone out.
'''Notice lights out, flame:''' You notice a torch or candle that should be lit has gone out.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


notice_lights_flame_1 "Didst this burn out so quickly? "
'''notice_lights_flame_1''' "Didst this burn out so quickly?"<br>
notice_lights_flame_2 "’twas poorly lit."
'''notice_lights_flame_2''' "’twas poorly lit."<br>
notice_lights_flame_3 "Who hath put that out?"
'''notice_lights_flame_3''' "Who hath put that out?"


Relight light, flame: You notice that a light source is out. You relight it.
'''Relight light, flame:''' You notice that a light source is out. You relight it.<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


light_relight_1 "The light of the Lord Builder guide us."
'''light_relight_1''' "The light of the Lord Builder guide us."<br>
light_relight_2 "Away, vile shadows."
'''light_relight_2''' "Away, vile shadows."
 


Refuse to relight Torch: You notice that a flame is out. Refuse to relight it.
'''Refuse to relight Torch:''' You notice that a flame is out. Refuse to relight it.<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


light_refuse_1 "I have not the means to light it."
'''light_refuse_1''' "I have not the means to light it."<br>
light_relight_2 "These lights would try the patience of the Lord Builder himself."
'''light_relight_2''' "These lights would try the patience of the Lord Builder himself."
 


Notice Blood on Floor: There is blood on the floor. Obviously something serious is going on.
'''Notice Blood on Floor:''' There is blood on the floor. Obviously something serious is going on.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


notice_blood_1 "Blood?
'''notice_blood_1''' "Blood?"<br>
notice_blood_2 "Blood.
'''notice_blood_2''' "Blood."<br>
notice_blood_3 "What treachery is this?"
'''notice_blood_3''' "What treachery is this?"
 


Found Generic Body: You find a body on the ground.
'''Found Generic Body:''' You find a body on the ground.<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


notice_body_generic_1 "Brothers, fetch a healer!"
'''notice_body_generic_1''' "Brothers, fetch a healer!"<br>
notice_body_generic_2 "Someone hath been hurt!"
'''notice_body_generic_2''' "Someone hath been hurt!"


Found Female Body: You find the body of a woman on the ground.
'''Found Female Body:''' You find the body of a woman on the ground.<br>
Number of Wavs: 1 per character
Number of Wavs: 1 per character


notice_body_female_1 "A woman hath been hurt!"
'''notice_body_female_1''' "A woman hath been hurt!"


Found Male Body: You find the body of a man on the ground.
'''Found Male Body:''' You find the body of a man on the ground.<br>
Number of Wavs: 1 per character
Number of Wavs: 1 per character


notice_body_male_1 "A man hath fallen here!"
'''notice_body_male_1''' "A man hath fallen here!"
 


Found Body Dead: You find a body of someone obviously dead.
'''Found Body Dead:''' You find a body of someone obviously dead.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


notice_dead_1 "Murder! Someone hath been slain!"
'''notice_dead_1''' "Murder! Someone hath been slain!"<br>
notice_dead_2 'Who hath done this bloody deed?"
'''notice_dead_2''' "'Who hath done this bloody deed?"<br>
notice_dead_3 "Raise the alarm!"
'''notice_dead_3''' "Raise the alarm!"


Found Female Body Dead: You find the dead body of a woman on the ground.
'''Found Female Body Dead:''' You find the dead body of a woman on the ground.<br>
Number of Wavs: 1 per character
Number of Wavs: 1 per character


notice_dead_female_1 "She is slain! Murder!"
'''notice_dead_female_1''' "She is slain! Murder!"


Found Male Body Dead: You found a man, dead on the ground.
'''Found Male Body Dead:''' You found a man, dead on the ground.<br>
Number of Wavs: 1 per character
Number of Wavs: 1 per character


notice_dead_male_1 "Murder! A man hath been killed!"
'''notice_dead_male_1''' "Murder! A man hath been killed!"


Found Body comrade: You find a comrade, dead on the ground. Now it’s personal.
'''Found Body comrade:''' You find a comrade, dead on the ground. Now it’s personal.<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


notice_dead_friend_1 "One of our brothers—slain! Vengeance shalt be mine!"
'''notice_dead_friend_1''' "One of our brothers—slain! Vengeance shalt be mine!"<br>
notice_dead_friend_2 "God receive you, brother. Thou shalt be avenged!"  
'''notice_dead_friend_2''' "God receive you, brother. Thou shalt be avenged!"  


Recently Found Body: You recently found a body and are relaying the information to a friend.
'''Recently Found Body:''' You recently found a body and are relaying the information to a friend.<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


notice_deadx2_1 "Beware, brother, a murderer is loose!"
'''notice_deadx2_1''' "Beware, brother, a murderer is loose!"<br>
notice_deadx2_2 "Arm yourself, brother, someone hath been killed by an intruder."
'''notice_deadx2_2''' "Arm yourself, brother, someone hath been killed by an intruder."
 


Had pocket picked: You had something on your belt, and now it's gone! That's pretty suspicious...though it's possible it *might* have fallen off, so it's not absolute proof of an intruder.
'''Had pocket picked:''' You had something on your belt, and now it's gone! That's pretty suspicious...though it's possible it *might* have fallen off, so it's not absolute proof of an intruder.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


notice_pickpocket_1 "Hmm, where didst that go?"
'''notice_pickpocket_1''' "Hmm, where didst that go?"<br>
notice_pickpocket_2 "What trickery is this?"
'''notice_pickpocket_2''' "What trickery is this?"<br>
notice_pickpocket_3 "’twas here but a moment ago…”
'''notice_pickpocket_3''' "’twas here but a moment ago..."
 


Found Something Missing: There is something significant missing that shouldn't be. You've obviously been robbed and you know it.
'''Found Something Missing:''' There is something significant missing that shouldn't be. You've obviously been robbed and you know it.<br>
Number of Wavs: 3 per character
Number of Wavs: 3 per character


notice_absence_1 "Someone hath committed the deadly sin of theft!"
'''notice_absence_1''' "Someone hath committed the deadly sin of theft!"<br>
notice_absence_2 "’Tis missing. Ring the Alarm! "
'''notice_absence_2''' "’Tis missing. Ring the Alarm!"<br>
notice_absence_3 "Awake!  Someone hath stolen the Lord’s property!"
'''notice_absence_3''' "Awake!  Someone hath stolen the Lord’s property!"
 


Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it.
'''Recently Found Something Missing:''' You know you've been robbed and you're telling your buddy about it.<br>
Number of Wavs: 2 per character
Number of Wavs: 2 per character


notice_absencex2_1 "A most grevious injustice, brother. There is a thief among us."
'''notice_absencex2_1''' "A most grevious injustice, brother. There is a thief among us."<br>
notice_absencex2_2 "The Lord Builder’s work hath been stolen."
'''notice_absencex2_2''' "The Lord Builder’s work hath been stolen."
 


== Greetings ==
== Greetings ==
Line 470: Line 442:
Greeting Peer guard: You spot a social equal who is a guard, on patrol. You greet them casually.
Greeting Peer guard: You spot a social equal who is a guard, on patrol. You greet them casually.


greeting_guardxguard_1 “May the Lord Builder keep you.
'''greeting_guardxguard_1''' "May the Lord Builder keep you."<br>
greeting_guardxguard_2 “’tis a quiet night?"
'''greeting_guardxguard_2''' "’tis a quiet night?"<br>
greeting_guardxguard_3 "Blessed be thy tools and thy hands." [“blessed” should be 2 syllables: “bless-Ed”]
'''greeting_guardxguard_3''' "Blessed be thy tools and thy hands." ''("blessed" should be 2 syllables: "bless-Ed")''
 
Greeting Civilian: You spot a civilian/servant while you're working. You should set a good example for the faithful.
 
greeting_guardxcivilian_1 "May the Lord Builder bless thy works."
greeting_guardxcivilian_2 “By thy works ye shall be judged.”
greeting_guardxcivilian_3 "Make haste; sloth doth weigh upon the soul."
 
 
Greeting Superior: You spot someone who is above you on the social ladder and greet them with respect.


greeting_xnobleman_1 "May the Lord Builder keep you, my Lord."
'''Greeting Civilian:''' You spot a civilian/servant while you're working. You should set a good example for the faithful.


greeting_xnoblewoman_1 "May the Lord Builder protect you, my Lady."
'''greeting_guardxcivilian_1''' "May the Lord Builder bless thy works."<br>
'''greeting_guardxcivilian_2''' "By thy works ye shall be judged."<br>
'''greeting_guardxcivilian_3''' "Make haste; sloth doth weigh upon the soul."


greeting_xpriest_1 "Blessed be thy hands and tools, holy Father."
'''Greeting Superior:''' You spot someone who is above you on the social ladder and greet them with respect.


'''greeting_xnobleman_1''' "May the Lord Builder keep you, my Lord."<br>
'''greeting_xnoblewoman_1''' "May the Lord Builder protect you, my Lady."<br>
'''greeting_xpriest_1''' "Blessed be thy hands and tools, holy Father."


Greeting superior guard: You're a civilian and see a guard on patrol. You greet them with deference.
'''Greeting superior guard:''' You're a civilian and see a guard on patrol. You greet them with deference.


greeting_civilianxguard_1 "Your work doth honour the Lord Builder."
'''greeting_civilianxguard_1''' "Your work doth honour the Lord Builder."<br>
greeting_civilianxguard_2 "Good morrow, sir."
'''greeting_civilianxguard_2''' "Good morrow, sir."<br>
greeting_civilianxguard_3 "Your strength is a blessing.
'''greeting_civilianxguard_3''' "Your strength is a blessing."


Greeting Peer: You're a civilian and see a fellow. Greet them casually.
'''Greeting Peer:''' You're a civilian and see a fellow. Greet them casually.


greeting_civilianxcivilian_1 "Good morrow."
'''greeting_civilianxcivilian_1''' "Good morrow."<br>
greeting_civilianxcivilian_2 "God keep you."
'''greeting_civilianxcivilian_2''' "God keep you."<br>
greeting_civilianxcivilian_3 "Well met."
'''greeting_civilianxcivilian_3''' "Well met."


Greeting inferior. You're a noble and see a civilian. You're better than them.
'''Greeting inferior.''' You're a noble and see a civilian. You're better than them.


greeting_noblemanxcivilian_1 "Stand aside, knave."
'''greeting_noblemanxcivilian_1''' "Stand aside, knave."


Greeting inferior guard. You’re a noble and see a guard. Evaluate their performance.
'''Greeting inferior guard.''' You’re a noble and see a guard. Evaluate their performance.


greeting_noblemanxguard_1 “Hard work doth purify the soul.
'''greeting_noblemanxguard_1''' "Hard work doth purify the soul."<br>
greeting_noblemanxguard_2 "Thou shouldst strive to be righteous in His sight."
'''greeting_noblemanxguard_2''' "Thou shouldst strive to be righteous in His sight."


Generic Responses: These should be said fairly monotone and noncomittal, as they could be replies to many different greetings.
'''Generic Responses:''' These should be said fairly monotone and noncomittal, as they could be replies to many different greetings.


response_1 “Yes, yes.
'''response_1''' "Yes, yes."
response_2 “Verily.
'''response_2''' "Verily."
response_3 “Amen.
'''response_3''' "Amen."


Response to superior. A superior has spoken to you. As above, but reply stiffly.
'''Response to superior.''' A superior has spoken to you. As above, but reply stiffly.


response_superior_1 “Yes, sir.
'''response_superior_1''' "Yes, sir."<br>
response_superior_2 “Thy will be done.
'''response_superior_2''' "Thy will be done."


Alert_Idle: You have gone back to your post, but you know there’s an intruder on the premises.
'''Alert_Idle:''' You have gone back to your post, but you know there’s an intruder on the premises.


alert_idle01 “I am ever vigilant.
'''alert_idle01''' "I am ever vigilant."<br>
alert_idle02 “’twould be folly to test me again.
'''alert_idle02''' "’twould be folly to test me again."<br>
alert_idle03 “Mine eyes do search each shadow.
'''alert_idle03''' "Mine eyes do search each shadow."


Lost track of enemy: you have been charging the enemy, but now you lost him, he's probably hiding somewhere.
'''Lost track of enemy:''' You have been charging the enemy, but now you lost him, he's probably hiding somewhere.


lost_player01 “’tis not possible. He was right here.
'''lost_player01''' "’tis not possible. He was right here."<br>
lost_player02 “Vanished?  No.  He must be here.
'''lost_player02''' "Vanished?  No.  He must be here."<br>
lost_player03 “’tis a fiendishly clever foe.
'''lost_player03''' "’tis a fiendishly clever foe."


Suspicious, warn friend: You have seen non-specific evidence of an intruder, and are warning a friend about it.
'''Suspicious, warn friend:''' You have seen non-specific evidence of an intruder, and are warning a friend about it.


warn_friend01 “Be alert brother. We may be tested this eve...
'''warn_friend01''' "Be alert brother. We may be tested this eve..." <br>
warn_friend02 “Be ever vigilant. ‘tis likely we have an intruder.
'''warn_friend02''' "Be ever vigilant. ‘tis likely we have an intruder." <br>
warn_friend03 “Keep thy hammer ready.
'''warn_friend03''' "Keep thy hammer ready."


Killed Player: You’ve just killed the player. Taunt them as they die.
'''Killed Player:''' You’ve just killed the player. Taunt them as they die.


Killed_player01 “’tis over now, villain.
'''Killed_player01''' "’tis over now, villain."
Killed_player02 “Thou shalt now stand before the Master Builder.
'''Killed_player02''' "Thou shalt now stand before the Master Builder."
Killed_player03 “Enjoy thy eternal torment, foul villain.
'''Killed_player03''' "Enjoy thy eternal torment, foul villain."


Generic Sounds:
'''Generic Sounds:'''


Pain: grunts, small and large… x2 each
'''Pain:''' grunts, small and large… x2 each


Sleeping sounds: snoring, smacking lips, mumbling, etc… x2
'''Sleeping sounds:''' snoring, smacking lips, mumbling, etc… x2


== See also ==
== See also ==

Latest revision as of 16:05, 31 January 2019

The "Builder3" (or "The Mature Builder") vocal script for male characters.

Tone and Attitude

The Dark Mod strives to have a somewhat dark, gritty, and believable tone. Characters should avoid dramatic clichés and dialogue that sounds like sitcom humour. Characters should react with genuine emotion and in ways that make sense given their personality and education level.

Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate. Avoid modern-sounding words and phrases (eg, "What's up?" "See you later" or "I'm going to kick your ass"). But at the same time, this isn't Shakespeare--the dialogue has to sound fairly natural to modern English speakers.

AI Characters: "The Mature Builder"

In order to create a variety of character types, vocal sets will be created for various "characters". A character, in this sense, is a distinctive voice, personality, and way of speaking.

"The Mature Builder" – strong, intimidating voice, determined; archaic language; patient, talks about servitude, orthodoxy. When Builders speak formally they use an archaic form of English, with "thee", "thou" and other biblical-sounding conventions (eg. "Wherefore smitest thou thy fellow?"). The more formal the occasion, the more strongly this archaic language is used. Some builders adopt this speech even in more casual day-to-day affairs, especially if they are older or were raised by the Church.

Since the Builders believe in a single god, they often refer to Him simply as, "God" (as in, "God bless thy works"). Just like in our own history, however, there are many other names used for God, including, "The Almighty", "The Lord Builder" or, "The Master Builder". The more formal the occasion, the longer and more elaborate the name tends to get (eg. "The Almighty Lord Builder, Master and Creator of All Things").


AI Non-Alert States

These barks are for AI who are not doing anything in particular. These AI are basically talking to themselves, so just like when people think out loud, the beginning and end of their dialogue will often trail off into mumbling.

State: Idle

Relaxed: You're either not working or aren’t expecting any trouble. You’re relaxed and bored, and quote scriptures to yourself to keep your mind alert.

whistle [something vaguely hymn-sounding] x2 humming* [a few bars of something hymn-sounding] x3 generic coughs, throat-clearing, sighs x5

idle_1 "The hour is young, and I might serve Thee more ‘ere I sleep."
idle_2 "Remember, thy works will redeem thee." (reminding yourself)
idle_3 "For the Master Builder sees thy hammer fall."
idle_4 "For the body, food; for the hands, work; for the mind, prayer. The righteous need nought else."
idle_5 "Lord Builder, grant thy servant protection from sloth and other sinful thoughts."
idle_6 "Lord Builder, bless our hands and our tools that we may do great works in thy name. Amen."
idle_7 "I am the heated metal, ready to be shaped in what way Thou doth see fit."
idle_8 "The Lord thy God, shalt not forsake thee, nor thy works."

At Alert 0: On the job. Similar to above, but you’re working so you’re a little more alert.
Number of Wavs: 3

alert0_1 "My strength doth come from the Almighty Builder."
alert0_2 "None would dare challenge the might of the Builder’s Church."
alert0_3 "The Master Builder doth see all."
alert0_4 "Lord Builder, banish sleep from mine eyes that I might serve Thee faithfully."

AI Alert States

To Alert 1/1.5: You notice something subtle but aren’t sure what it is. You are mostly talking to yourself, so you should not be particularly loud and may trail off.
Number of Wavs: 3

to_alert1_1 "Hm?"
to_alert1_2 "Hmm? 'Tis something...?"
to_alert1_3 "Something--?"

To Alert 1/1.5 + Heard: Same as above, only this one means you notice something auditory.
Number of Wavs: 3 per character

to_alert1_sound_1 "What was that sound?"
to_alert1_sound_2 "Something doth make a sound..."
to_alert1_sound_3 "Hmm? A noise?"

To Alert 1/1.5 + Saw: Same as above, only you notice something with your sight.
Number of Wavs: 3 per character

to_alert1_saw_1 "Hmm? Something doth move?"
to_alert1_saw_2 "Is that something over there?"
to_alert1_saw_3 "Movement?"

To Alert 2: You notice something, and it caught your attention enough to warrant checking it out. You're more certain that what you saw was suspicious, so deliver the lines with more confidence than the above.
Number of Wavs: 3 per character

to_alert2_1 "Tis something, I think."
to_alert2_2 "Hmm, most odd."
to_alert2_3 "Pray, what was that?"

To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing.
Number of Wavs: 3 per character

to_alert2_sound_1 "Hark, what is that sound?"
to_alert2_sound_2 "Something doth make noise there."
to_alert2_sound_3 “What doth stir there?”

To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing.
Number of Wavs: 3 per character

to_alert2_saw_1 "Who doth stir in the shadows?"
to_alert2_saw_2 "Hmm? What doth move there?"
to_alert2_saw_3 "I see that. Something doth move..."

To Alert 2 + Company + Heard: You notice something auditory with your buddy and invite him/her to help you investigate.
Number of Wavs: 2 per character

to_alert2_soundx2_1 "Didst thou hear that? Come with me."
to_alert2_soundx2_2 "Didst thou hear something, brother?"

To Alert 2 + Company + Saw: You notice something visually amiss with your buddy and start to investigate.
Number of Wavs: 2 per character

to_alert2_sawx2_1 "Didst thou see something yonder?"
to_alert2_sawx2_2 "I saw something... lend me thy aid."

Returning to Alert 0, generic: You saw or heard something suspicious, but you can't find any evidence of anything serious. It was probably nothing. This bark will often accompany an animation of the AI putting his hands on his hips and looking around. You are wary, but there doesn’t seem to be a problem.
Number of Wavs: 3 per character

to_0_1 "Hmmm, ‘tis gone now...."
to_0_2 "Nothing doth stir now."
to_0_3 "Hmph. ‘tis nothing."

Returning to Alert 0, hearing: As above, but you thought you'd heard something. Number of Wavs: 3 per character

to_0_sound_1 "’Tis a rat, or other vermin."
to_0_sound_2 "All is quiet now."
to_0_sound_3 "Hmm, no sounds now."

Returning to Alert 0, sight: As above, but you thought you'd seen something.
Number of Wavs: 3 per character

to_0_saw_1 "’Tis just the shadows moving."
to_0_saw_2 "I see nothing doth stir now."
to_0_saw_3 "Just the flickering of a light."

To Alert 3: You see or hear something that makes it pretty clear that there's someone there, but you don't know exactly who or where they are. Could just be someone playing around, but you’re all business now.
Number of Wavs: 5 per character

to_alert3_1 "Hark, who goes there? Show thyself!"
to_alert3_2 "Show thy face this instant!"
to_alert3_3 "Cease thy hiding and come forth."
to_alert3_4 "Stand forth where I might see thee!"
to_alert3_5 "Do not trifle with a servant of the Lord Builder. Come forth."

Returning to Alert 0 after search: Even though you're certain you saw someone, you've searched around and can't find them. This bark is played as you give up the search. You’re a bit annoyed.
Number of Wavs: 5 per character

to_0_search_1 "An acolyte where he should not be, perchance."
to_0_search_2 "’Tis some foul trickery, no doubt.”
to_0_search_3 "This searching about…’tis a tax on my patience."
to_0_search_4 "Gone. Blessed be the hands that guard the works of the faithful."
to_0_search_5 "In faith, there surely is no one here."

Return to Alert 1: You have confirmed there is an intruder but he's given you the slip. You've searched for him, but haven't been able to find him. You're giving up for now but you aren't letting your guard down.
Number of Wavs: 5 per character

to_0_spotted_1 "The knave hath fled before my righteous anger."
to_0_spotted_2 "Lord strike him down, for he hath eluded me."
to_0_spotted_3 "Thou shalt face the Lord’s wrath, if not mine!"
to_0_spotted_4 "Thou hast evoked my righteous anger!"
to_0_spotted_5 "Forgive me, Lord Builder, thy servant hath failed you." (dejected)

Return with help, spot player: You have run away from the player, gotten help, and returned. The player is still there, so you call out excitedly.
Number of Wavs: 2 per character

gotten_help_1 "Doth thou see him brother?"
gotten_help_2 "There!"

Return with help, lost player: You have returned with help but the player is no longer visible.
Number of Wavs: 2 per character

gotten_help_gone_1 "He was there but a moment ago!"
gotten_help_gone_2 "He hath escaped!”

Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your comrade that there is an intruder and that you have seen him.
Number of Wavs: 3 per character

saw_playerx2_1 "Stay true, brother, there is a foul intruder about."
saw_playerx2_2 "Pass the word, a thief hath entered our sanctuary."
saw_playerx2_3 "Beware. An intruder doth lurk about."

AI Searching

You are actively looking for the intruder, and are either muttering to yourself or taunting them.

Investigate Alert 3: You're wandering around looking for some kind of intruder, but you're not 100% sure there is one. There is still a slight edge of uncertainty to your voice. Number of Wavs: 5 per character

search3_1 "Lord Builder, guide me to that which is unseen."
search3_2 "Thou wouldst do well to come out."
search3_3 "I wilt find thee."
search3_4 "I shalt find where thou art hiding."
search3_5 "I do not care for this game thou playest."

Investigate Alert 4: You know for sure there is an intruder, and you're looking for him. No uncertainty now--you're deadly serious.
Number of Wavs: 5 per character

search4_1 "I shalt find you, knave!"
search4_2 "I hope the Lord Builder shalt find thy works pleasing, for I shalt send you to meet him shortly."
search4_3 "Thou hadst better seek the Lord’s mercy, for thou shalt have none from me!"
search4_4 "Heathen or heretic, I care not. Come face me!"
search4_5 "Thou cannot escape, villain."

Investigate Alert 4, civilian: As above, but you can’t fight anyone, so you’re scared at what you might find. These lines should be delivered with a mixture of bravado and uncertainty.
Number of Wavs: 3 per character

search4_civilian_1 "Who doth hide there?"
search4_civilian_2 "What manner of sinner art thou, to hide from me in the shadows?"
search4_civilian_3 "Come forward, and I shalt forgive thee thy transgression."

Combat and Pursuit

You have spotted the player and identified him as an intruder. You are either attacking, or preparing to attack. If you're a noncombatant, you're getting ready to flee. Either way you want to draw a lot of attention to yourself, so you are generally shouting loudly.

Spotted the Player, combatant: You see the player and are preparing to attack.
Number of Wavs: 5 per character

spotted_combat_1 "God have mercy on you, villain!"
spotted_combat_2 "Vengeance is mine!"
spotted_combat_3 "Taste the wrath of the Lord!"
spotted_combat_4 "The Lord guides my hammer!"
spotted_combat_5 "Thou art mine!"

Spotted the Player, combatant, with help: You're with friends when you finally spot the player.
Number of Wavs: 2 per character

spotted_combatx2_1 "Look there brother! A Thief!"
spotted_combatx2_2 "To arms! An intruder in the house of God!" Spotted the Player with a Body, combatant: You see the player carrying a dead or unconscious person.
Number of Wavs: 1 per character

spotted_combat_body_1 "Drop that body, villain!"

Spotted the Player, noncombatant: You're not prepared for a fight. You see the player and are preparing to flee.
Number of Wavs: 5 per character

spotted_civilian_1 "Lord Builder have mercy, there's an intruder!"
spotted_civilian_2 "A Thief! Come to mine aid, brothers!"
spotted_civilian_3 "Come hither, brothers! A Thief!"
spotted_civilian_4 "Do not risk thy eternal soul by harming a servant of the Lord!"
spotted_civilian_5 "An intruder! Protect me oh Lord."

Running Away for help: You're fleeing, either because you don't know how to fight, or you tried to fight and are badly hurt. Call out to for help.
Number of Wavs: 3 per character

fleeing_1 "Brothers, help me!"
fleeing_2 "To mine aid!"
fleeing_3 "Lord God protect me!"

Coming to assist: A comrade called for help (or you heard sounds of a fight) and you are on your way to assist them.
Number of Wavs: 2 per character

combat_assist_1 "I am coming brother!"
combat_assist_2 "Help doth come, brother!"

Frustrated: The player is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him. You're annoyed, but keep your cool.
Number of Wavs: 4 per character

frustrated_1 "’tis most cowardly, knave!" frustrated_2 "‘Tis too late for mercy, villain." frustrated_3 "Must we play this game?" frustrated_4 "Brothers! He doth hide here!”

Throw Object at Player: The player is out of reach (such as standing on a stack of crates) and you can't reach him. You're angry and throw something.
Number of Wavs: 3 per character

missile_generic_1 "Take THAT!"
missile_generic_2 "Didst thou think I could not reach you?"
missile_generic_3 "Lord Builder, guide my hand!!"

Attacking: You're grunting and attacking.
Number of Wavs: 3

attacking_1 "Take this!!"
attacking_2 "Arg!"
attacking_3 "Hiya!"

Hit the Player: You just thwacked the player with your weapon. Celebrate and ask him how it feels. These need to be said quickly, as the fight is still going on.
Number of Wavs: 3 per character

attacking_hit_1 "Ha! Taste my wrath."
attacking_hit_2 "Fall beneath the hammer of God!"
attacking_hit_3 "Prepare to meet thy maker."

Hit the Player + Company: Same as above only your partner is nearby. Brag about hitting the player.
Number of Wavs: 2 per character

attack_hitx2_1 "He shalt fall before the Lord."
attack_hitx2_2 "We shalt smite him!"

Hit By the Player No Damage: The player tried to blackjack you but failed. What an idiot.
Number of Wavs: 1 per character

failed_ko_1 "Wha--? What treachery is this?!"

Blocked by the Player/Hit by player: The player has hurt you a bit or blocked your attack.

player_blocked_1 "You do imperil thy soul."
player_blocked_2 "A moment of weakness." (referring to self)
player_blocked_3 "Thou canst harm my body, but not my soul."

Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length.
Number of Wavs: 3 male

die_quiet_1 "UNH"
die_quiet_2 "Arg"
die_quiet_3 "HHnnnn..."

Die Loud: Yep. You're dead. Theatrics are welcomed here, though not too over the top. This should be about 2 - 4 seconds in length.

die_loud_1 "GAHHHHHHHHHHH"
die_loud_2 "Urrrg…my works....."
die_loud_3 "Arggghh...Lord Builder receive me...."
die_loud_4 "Haaaarg...*gurgle*"

Blinded: You have been blinded by a flash of light.
Number of Wavs: 1 per character.

blinded_1 "Wh… mine eyes!"

Gassed: You have been gassed. Cough, sputter and pass out. This should be quick-a second or two at most (it's fast gas). Coughing can be shared among characters.
Number of Wavs: 1

gassed_1 "...cough cough"

Drowning: You are drowning. Gurgle and choke.
Number of Wavs: 1

drowning_1 "Gurgle"

Find States

You have found or observed something that looks out of place. You aren't seeing or hearing the player, but something that might be a sign that an intruder was here earlier. Since you don't expect anyone is nearby, you're mostly talking to yourself.

Suspicious Item, Generic: There is something nearby which should not be there or something which is amiss (such as when a guard notices that a chair is knocked over). It’s strange, and strange things always make you a bit suspicious. Number of Wavs: 4 per character

suspicious_item_1 "Hmmm, ‘tis not right."
suspicious_item_2 "'...strange..."
suspicious_item_3 "How didst that happen?"
suspicious_item_4 "What mischief is this?"

Notice Weapon: There is a weapon lying around. How did it get there?
Number of Wavs: 2 per character

notice_weapon_1 "'Tis a weapon...most strange." notice_weapon_2 "Part not, the tool from the hand…" (quoting scripture)

Notice Door Open: There is a door open that shouldn't be.
Number of Wavs: 2 per character

notice_door_1 "Who hath left this door open?" notice_door_2 "Thou shouldst close the door against evil." (quoting scripture)

Notice lights off, generic: The lights are off, but shouldn't be--these can be used for all types of light.
Number of Wavs: 3 per character

notice_lights_1 "Who hath turned out the light?"
notice_lights_2 "Spirits of evil do thrive in dark places."
notice_lights_3 "Hmm, the light doth fail."

Notice lights out, flame: You notice a torch or candle that should be lit has gone out.
Number of Wavs: 3 per character

notice_lights_flame_1 "Didst this burn out so quickly?"
notice_lights_flame_2 "’twas poorly lit."
notice_lights_flame_3 "Who hath put that out?"

Relight light, flame: You notice that a light source is out. You relight it.
Number of Wavs: 2 per character

light_relight_1 "The light of the Lord Builder guide us."
light_relight_2 "Away, vile shadows."

Refuse to relight Torch: You notice that a flame is out. Refuse to relight it.
Number of Wavs: 2 per character

light_refuse_1 "I have not the means to light it."
light_relight_2 "These lights would try the patience of the Lord Builder himself."

Notice Blood on Floor: There is blood on the floor. Obviously something serious is going on.
Number of Wavs: 3 per character

notice_blood_1 "Blood?"
notice_blood_2 "Blood."
notice_blood_3 "What treachery is this?"

Found Generic Body: You find a body on the ground.
Number of Wavs: 2 per character

notice_body_generic_1 "Brothers, fetch a healer!"
notice_body_generic_2 "Someone hath been hurt!"

Found Female Body: You find the body of a woman on the ground.
Number of Wavs: 1 per character

notice_body_female_1 "A woman hath been hurt!"

Found Male Body: You find the body of a man on the ground.
Number of Wavs: 1 per character

notice_body_male_1 "A man hath fallen here!"

Found Body Dead: You find a body of someone obviously dead.
Number of Wavs: 3 per character

notice_dead_1 "Murder! Someone hath been slain!"
notice_dead_2 "'Who hath done this bloody deed?"
notice_dead_3 "Raise the alarm!"

Found Female Body Dead: You find the dead body of a woman on the ground.
Number of Wavs: 1 per character

notice_dead_female_1 "She is slain! Murder!"

Found Male Body Dead: You found a man, dead on the ground.
Number of Wavs: 1 per character

notice_dead_male_1 "Murder! A man hath been killed!"

Found Body comrade: You find a comrade, dead on the ground. Now it’s personal.
Number of Wavs: 2 per character

notice_dead_friend_1 "One of our brothers—slain! Vengeance shalt be mine!"
notice_dead_friend_2 "God receive you, brother. Thou shalt be avenged!"

Recently Found Body: You recently found a body and are relaying the information to a friend.
Number of Wavs: 2 per character

notice_deadx2_1 "Beware, brother, a murderer is loose!"
notice_deadx2_2 "Arm yourself, brother, someone hath been killed by an intruder."

Had pocket picked: You had something on your belt, and now it's gone! That's pretty suspicious...though it's possible it *might* have fallen off, so it's not absolute proof of an intruder.
Number of Wavs: 3 per character

notice_pickpocket_1 "Hmm, where didst that go?"
notice_pickpocket_2 "What trickery is this?"
notice_pickpocket_3 "’twas here but a moment ago..."

Found Something Missing: There is something significant missing that shouldn't be. You've obviously been robbed and you know it.
Number of Wavs: 3 per character

notice_absence_1 "Someone hath committed the deadly sin of theft!"
notice_absence_2 "’Tis missing. Ring the Alarm!"
notice_absence_3 "Awake! Someone hath stolen the Lord’s property!"

Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it.
Number of Wavs: 2 per character

notice_absencex2_1 "A most grevious injustice, brother. There is a thief among us."
notice_absencex2_2 "The Lord Builder’s work hath been stolen."

Greetings

Greeting Peer guard: You spot a social equal who is a guard, on patrol. You greet them casually.

greeting_guardxguard_1 "May the Lord Builder keep you."
greeting_guardxguard_2 "’tis a quiet night?"
greeting_guardxguard_3 "Blessed be thy tools and thy hands." ("blessed" should be 2 syllables: "bless-Ed")

Greeting Civilian: You spot a civilian/servant while you're working. You should set a good example for the faithful.

greeting_guardxcivilian_1 "May the Lord Builder bless thy works."
greeting_guardxcivilian_2 "By thy works ye shall be judged."
greeting_guardxcivilian_3 "Make haste; sloth doth weigh upon the soul."

Greeting Superior: You spot someone who is above you on the social ladder and greet them with respect.

greeting_xnobleman_1 "May the Lord Builder keep you, my Lord."
greeting_xnoblewoman_1 "May the Lord Builder protect you, my Lady."
greeting_xpriest_1 "Blessed be thy hands and tools, holy Father."

Greeting superior guard: You're a civilian and see a guard on patrol. You greet them with deference.

greeting_civilianxguard_1 "Your work doth honour the Lord Builder."
greeting_civilianxguard_2 "Good morrow, sir."
greeting_civilianxguard_3 "Your strength is a blessing."

Greeting Peer: You're a civilian and see a fellow. Greet them casually.

greeting_civilianxcivilian_1 "Good morrow."
greeting_civilianxcivilian_2 "God keep you."
greeting_civilianxcivilian_3 "Well met."

Greeting inferior. You're a noble and see a civilian. You're better than them.

greeting_noblemanxcivilian_1 "Stand aside, knave."

Greeting inferior guard. You’re a noble and see a guard. Evaluate their performance.

greeting_noblemanxguard_1 "Hard work doth purify the soul."
greeting_noblemanxguard_2 "Thou shouldst strive to be righteous in His sight."

Generic Responses: These should be said fairly monotone and noncomittal, as they could be replies to many different greetings.

response_1 "Yes, yes." response_2 "Verily." response_3 "Amen."

Response to superior. A superior has spoken to you. As above, but reply stiffly.

response_superior_1 "Yes, sir."
response_superior_2 "Thy will be done."

Alert_Idle: You have gone back to your post, but you know there’s an intruder on the premises.

alert_idle01 "I am ever vigilant."
alert_idle02 "’twould be folly to test me again."
alert_idle03 "Mine eyes do search each shadow."

Lost track of enemy: You have been charging the enemy, but now you lost him, he's probably hiding somewhere.

lost_player01 "’tis not possible. He was right here."
lost_player02 "Vanished? No. He must be here."
lost_player03 "’tis a fiendishly clever foe."

Suspicious, warn friend: You have seen non-specific evidence of an intruder, and are warning a friend about it.

warn_friend01 "Be alert brother. We may be tested this eve..."
warn_friend02 "Be ever vigilant. ‘tis likely we have an intruder."
warn_friend03 "Keep thy hammer ready."

Killed Player: You’ve just killed the player. Taunt them as they die.

Killed_player01 "’tis over now, villain." Killed_player02 "Thou shalt now stand before the Master Builder." Killed_player03 "Enjoy thy eternal torment, foul villain."

Generic Sounds:

Pain: grunts, small and large… x2 each

Sleeping sounds: snoring, smacking lips, mumbling, etc… x2

See also