Vocal script: Pro: Difference between revisions
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'''tdm_ai_pro_to_observant03''' "Huh? Was that…?" | '''tdm_ai_pro_to_observant03''' "Huh? Was that…?" | ||
Observe a Sound: Same as above, only these lines refer specifically to a sound. | '''Observe a Sound''': Same as above, only these lines refer specifically to a sound. | ||
to_alert1_sound_1 "What’s that sound?" | '''to_alert1_sound_1''' "What’s that sound?"<br> | ||
to_alert1_sound_2 "Did I hear something?" | '''to_alert1_sound_2''' "Did I hear something?"<br> | ||
to_alert1_sound_3 "Hmm? A noise?" | '''to_alert1_sound_3''' "Hmm? A noise?" | ||
Observe a Sight: Same as above, only these lines refer specifically to seeing something. | '''Observe a Sight''': Same as above, only these lines refer specifically to seeing something. | ||
to_alert1_saw_1 "Did I see something?" | '''to_alert1_saw_1''' "Did I see something?"<br> | ||
to_alert1_saw_2 "Is that something over there?" | '''to_alert1_saw_2''' "Is that something over there?"<br> | ||
to_alert1_saw_3 "Hm? | '''to_alert1_saw_3''' "Hm? What’s that...?" | ||
'''Notice Something''': You notice something, and it caught your attention enough to warrant checking it out. You’re still not sure what it is, and you’re still mostly talking to yourself, but you're slightly less casual now. | |||
'''to_alert2_1''' "That seems like something..."<br> | |||
'''to_alert2_2''' "Hey, what's that?"<br> | |||
'''to_alert2_3''' "'Hmm, I should probably check that out." | |||
'''Notice A Sound''': As above, you hear something loud enough to make you want to investigate, even though it’s probably nothing serious. | |||
'''to_alert2_sound_1''' "What’s making that noise?"<br> | |||
'''to_alert2_sound_2''' "Hey, what was that over there?"<br> | |||
'''to_alert2_sound_3''' “What's going on over there?” | |||
'''Notice A Sight''': As above, you see a brief motion in the shadows. Probably nothing, but you should investigate. | |||
'''to_alert2_saw_1''' "What's that in the shadows...?"<br> | |||
to_alert2_saw_1 "What's that in the | '''to_alert2_saw_2''' "Hey…. someone over there?"<br> | ||
to_alert2_saw_2 "Hey…. someone over there?" | '''to_alert2_saw_3''' "What's that I see?" | ||
to_alert2_saw_3 "What's that I see?" | |||
Notice A Sound, with company: You're with friends and you hear something loud enough to make you want to investigate, even though it’s probably nothing serious. | '''Notice A Sound, with company''': You're with friends and you hear something loud enough to make you want to investigate, even though it’s probably nothing serious. | ||
to_alert2_soundx2_1 "Listen, did you hear that? Let’s check it out." | '''to_alert2_soundx2_1''' "Listen, did you hear that? Let’s check it out."<br> | ||
to_alert2_soundx2_2 "Did you hear something over there? " | '''to_alert2_soundx2_2''' "Did you hear something over there?"<br> | ||
to_alert2_soundx2_3 "Yeah, I heard it too. | '''to_alert2_soundx2_3''' "Yeah, I heard it too. What do you think it is?" | ||
Notice A Sight, with company: You're with friends and you see a brief motion in the shadows. Probably nothing, but you should investigate. | '''Notice A Sight, with company''': You're with friends and you see a brief motion in the shadows. Probably nothing, but you should investigate. | ||
to_alert2_sawx2_1 "Did you see something over there?" | '''to_alert2_sawx2_1''' "Did you see something over there?"<br> | ||
to_alert2_sawx2_2 "Hey, I thought I saw something." | '''to_alert2_sawx2_2''' "Hey, I thought I saw something."<br> | ||
to_alert2_sawx2_3 "What do you think that was?" | '''to_alert2_sawx2_3''' "What do you think that was?" | ||
'''Settling Down''': You saw or heard something, but you haven’t found anything to worry about. It was probably nothing, and you’re going back to whatever you were doing. These lines are muttered to yourself. | |||
'''to_0_1''' "Hmmm, nothing now..."<br> | |||
'''to_0_2''' "Seemed like something, but I guess not."<br> | |||
'''to_0_3''' "Guess it was nothing."<br> | |||
'''to_0_4''' "I must be jumpy tonight."<br> | |||
'''to_0_5''' "Everything seems alright now." | |||
'''Settling Down after hearing something''': You heard something, but it’s gone now. Go back to your business. | |||
'''to_0_sound_1''' "Just some wind."<br> | |||
'''to_0_sound_2''' "Rats, I guess."<br> | |||
'''to_0_sound_3''' "Can't hear anything now..." | |||
'''to_0_sound_citywatch_1''' "Probably a drunk." | |||
'''Settling Down after seeing something''': You caught a glimpse of something moving, but it appears to be nothing. Moving on. | |||
'''to_0_saw_1''' "Just shadows."<br> | |||
'''to_0_saw_2''' "Well, whatever it was, I can’t see anything now."<br> | |||
'''to_0_saw_3''' "A trick of the light, I guess." | |||
'''Alerted by Something''': You see or hear something that makes you think that there's someone there, but you don't know exactly who, or where they are. You don’t know for sure that there’s a threat, but you’re all business now, and your lines are directed to the mystery figure in the shadows. | |||
'''to_alert3_1''' "Let’s not have any trouble…come on out so I can see you."<br> | |||
'''to_alert3_2''' "Hey! Come out and identify yourself at once."<br> | |||
'''to_alert3_3''' "Stop hiding there and come out where I can see you."<br> | |||
'''to_alert3_4''' "All right…stand forth and be recognized."<br> | |||
'''to_alert3_5''' "Alright, I know you’re there. Come out."<br> | |||
'''to_alert3_6''' "You don’t want to mess with me…come on out before I get angry."<br> | |||
'''to_alert3_citywatch_1''' "I’m an officer of the watch…I order you to come out!" | |||
'''Alerted by Intruder''': You suddenly see or hear something that makes it clear there’s someone there, and you already have enough evidence to know that it’s an intruder. These lines are an aggressive challenge to the hiding enemy. | |||
'''tdm_ai_pro_to_agitated_searching01''' "Hey, who goes there? Show yourself!"<br> | |||
'''tdm_ai_pro_to_agitated_searching02''' "Stand forth and be recognized, you dog!"<br> | |||
'''tdm_ai_pro_to_agitated_searching03''' "Get out here, rogue! It’s over!"<br> | |||
'''tdm_ai_pro_to_agitated_searching04''' "Over there! Stand forth and declare yourself!"<br> | |||
'''tdm_ai_pro_to_agitated_searching05''' "I’ve found an intruder! Over here!"<br> | |||
'''tdm_ai_pro_to_agitated_searching06''' "Ha! I knew there was someone here. Come out now!"<br> | |||
'''tdm_ai_pro_to_agitated_searching06 _citywatch_01''' "Stand forth and be recognized, by order of the City Watch!" | |||
'''Idle, On Guard''': You’ve been alerted by something—you may have seen the intruder or just evidence that something is wrong. It has been long enough that you’ve gone back to your regular patrol, but you’re no longer relaxed. You’ve got your weapon out, and you’re ready for trouble at a moment’s notice. You’re muttering to yourself. | |||
Idle, On Guard: | |||
'''alert_idle01''' "I’m ready for him."<br> | |||
'''alert_idle02''' "Nothing gets by me now."<br> | |||
'''alert_idle03''' "Just let him try to get by me."<br> | |||
'''alert_idle04''' "I knew something was wrong." | |||
== AI states: Searching == | == AI states: Searching == | ||
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Spotted the Intruder, armed: You have come face to face with the intruder. You are pulling out your weapon and getting ready to charge. These lines are shouted to the intruder. | Spotted the Intruder, armed: You have come face to face with the intruder. You are pulling out your weapon and getting ready to charge. These lines are shouted to the intruder. | ||
spotted_combat_1 "Surrender or die, villain!" | '''spotted_combat_1''' "Surrender or die, villain!"<br> | ||
spotted_combat_2 "Ah ha! Now I've got you!" | '''spotted_combat_2''' "Ah ha! Now I've got you!"<br> | ||
spotted_combat_3 "There you are!" | '''spotted_combat_3''' "There you are!"<br> | ||
spotted_combat_4 "Taste my steel!" | '''spotted_combat_4''' "Taste my steel!"<br> | ||
spotted_combat_5 "This ends now!" | '''spotted_combat_5''' "This ends now!" | ||
'''spotted_combat_citywatch_1''' "You! You’re under arrest!" | |||
'''Spotted the Intruder, armed, with company''': You have spotted the intruder and are getting ready to charge. Luckily, you have some friends with you. | |||
'''spotted_combatx2_1''' "Look there! A Thief!"<br> | |||
'''spotted_combatx2_2''' "Hey! There's the intruder!"<br> | |||
'''spotted_combatx2_3''' "Let’s get him! You take that side!" | |||
Spotted the Intruder with a body, armed: You see the intruder, and he’s carrying a body! The fiend! | '''Spotted the Intruder with a body, armed''': You see the intruder, and he’s carrying a body! The fiend! | ||
spotted_combat_body_1 "Put that body down and surrender!" | '''spotted_combat_body_1''' "Put that body down and surrender!" | ||
Spotted the Intruder, unarmed: | '''Spotted the Intruder, unarmed''': You have just spotted the intruder. You’re unarmed, and he’s got a weapon. You are shouting an alarm and running for help. | ||
spotted_civilian_1 "Hey, there's an intruder!" | '''spotted_civilian_1''' "Hey, there's an intruder!"<br> | ||
spotted_civilian_2 "Guards! | '''spotted_civilian_2''' "Guards! A Thief!" | ||
Lost Player after Pursuit: You are chasing the intruder when suddenly he disappears. How did that happen? He can’t be far. | '''Lost Player after Pursuit''': You are chasing the intruder when suddenly he disappears. How did that happen? He can’t be far. | ||
lost_player01 | '''lost_player01''' "Hey! Now where did you go?"<br> | ||
lost_player02 | '''lost_player02''' "Nice try. I know you can’t have gone far."<br> | ||
lost_player03 | '''lost_player03''' "I found you once, I can do it again." | ||
'''Hit by Arrow''': You’ve been hit by an arrow from an unseen foe. You’re hurt and angry. You might be calling out for help or shouting at your attacker. | |||
'''tdm_ai_pro_hit01''' "Come into the open and try that again you bastard!" | |||
'''tdm_ai_pro_hit02''' "There’s a sniper in the shadows!" | |||
'''tdm_ai_pro_hit03''' "I’ve been hit!" | |||
'''Running Away''': You’re unarmed and are running away as fast as you can, but the intruder is coming after you! This is life or death, so you’re shouting in panic to anyone who can hear you. | |||
'''tdm_ai_pro_flee01''' "Help me!"<br> | |||
'''tdm_ai_pro_flee02''' "Guards! guards!"<br> | |||
'''tdm_ai_pro_flee03''' "Somebody stop him!" | |||
'''Running Away, hurt''': You’re armed and have been badly wounded by the intruder. You’re running away as fast as you can, yelling for help. | |||
'''tdm_ai_pro_flee_hurt01''' "To my aid!"<br> | |||
'''tdm_ai_pro_flee_hurt02''' "Guards, I need help!!"<br> | |||
'''tdm_ai_pro_flee_hurt03''' "He’s coming after me!" | |||
'''Coming to Assist''': A comrade called for help (or you heard sounds of a fight) and you are on your way to help them. You call out to let them know you're coming. | |||
'''tdm_ai_pro_assist_friend01''' "I'm here! I’ll go around this side!"<br> | |||
'''tdm_ai_pro_assist_friend02''' "Help's on the way. He can't take all of us!"<br> | |||
'''tdm_ai_pro_assist_friend03''' "I've got your back!" | |||
'''Fighting''': You're locked in deadly combat with an intruder. These lines are delivered as you swing your weapon, so should be short and full of a sense of action. | |||
'''tdm_ai_pro_combat_melee01-4''' Generic combat grunts (“hiyah!”) x4 | |||
'''tdm_ai_pro_combat_melee05''' “Take this!” | |||
'''Fighting, winning''': You are locked in combat with the intruder, and have just bashed him with your weapon. You take a moment to taunt your opponent. These need to be said quickly, as the fight is still going on. | |||
'''tdm_ai_pro_combat_hit_player01''' "This’ll be over quick."<br> | |||
'''tdm_ai_pro_combat_hit_player02''' "How’d you like that?"<br> | |||
'''tdm_ai_pro_combat_hit_player03''' "Ha! Feel that?"<br> | |||
'''tdm_ai_pro_combat_hit_player04''' "I've killed better men than you."<br> | |||
'''tdm_ai_pro_combat_hit_player05''' "No mercy now, fool."<br> | |||
'''tdm_ai_pro_combat_hit_player06''' "You fight like my sister." | |||
'''Fighting, winning, with company''': As above, but you have friends in the fight. | |||
"Look, I got him!"<br> | |||
"Look, I got him!" | |||
"We've got him surrounded!" | "We've got him surrounded!" | ||
Fighting, losing: You are locked in combat with the intruder, and he has just hit or blocked you. You’re more angry than worried. | '''Fighting, losing''': You are locked in combat with the intruder, and he has just hit or blocked you. You’re more angry than worried. These lines should be short. | ||
tdm_ai_pro_combat_blocked_by_player01 | '''tdm_ai_pro_combat_blocked_by_player01''' "Damn!"<br> | ||
tdm_ai_pro_combat_blocked_by_player02 "Even a fool gets lucky." | '''tdm_ai_pro_combat_blocked_by_player02''' "Even a fool gets lucky."<br> | ||
tdm_ai_pro_combat_blocked_by_player03 "I made that too easy." | '''tdm_ai_pro_combat_blocked_by_player03''' "I made that too easy."<br> | ||
tdm_ai_pro_combat_blocked_by_player04 "So you do know how to use that." | '''tdm_ai_pro_combat_blocked_by_player04''' "So you do know how to use that." | ||
Fighting, losing, with company: | '''Fighting, losing, with company''': As above, but friends are watching. | ||
"How about some help here?" | "How about some help here?"<br> | ||
"Someone take over." | "Someone take over." | ||
'''Pain''': Something just hurt you. Ouch! | |||
'''tdm_ai_pro_pain_small01-03 Small grunts''' ("Ow!") x3<br> | |||
'''tdm_ai_pro_pain_large01-03 Serious pain''' ("Aaaaiieee!") x3 | |||
'''Throw Something at Intruder''': The intruder is visible, but you can’t get to him. You're angry and throw something. | |||
'''missile_generic_1''' "Take THAT!"<br> | |||
'''missile_generic_2''' "Do you think I can’t hurt you there?"<br> | |||
'''missile_generic_3''' "You think you're so clever? Take this!"<br> | |||
'''missile_generic_4''' "Here comes another!" | |||
'''Shoot Arrow''': You're an archer, shooting arrows at the intruder. | |||
'''archer_1''' "Hold still..."<br> | |||
'''archer_2''' "Glad I restrung my bow this morning." | |||
'''Frustrated''': The intruder is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him. You don’t have anything to throw at the moment. | |||
'''frustrated_1''' "You think you're safe there? Come here and fight me!"<br> | |||
'''frustrated_2''' "You may as well surrender."<br> | |||
'''frustrated_3''' "So that’s the game you want to play?"<br> | |||
'''frustrated_4''' "I’ve got him cornered here!" ''(calling to friends)'' | |||
'''Killed Intruder''': You’ve won the fight. Taunt the intruder as he lays dying at your feet. | |||
'''Killed_player01''' "That was too easy."<br> | |||
'''Killed_player02''' "You never had a chance against me, you know."<br> | |||
'''Killed_player03''' "I told you it would end this way."<br> | |||
'''Killed_player04''' "That’s what you get when you cross swords with me."<br> | |||
'''Killed_player05''' "I've earned my pay for this week."<br> | |||
'''killed_player_citywatch_01''' "I guess I’ve saved you a trip to the gallows." | |||
'''Die, Quiet''': You didn’t see it coming, but someone just hit you from behind and took you down. Make a grunt, but as the name suggests, it's kind of quiet. | |||
'''die_quiet_1''' "UNH"<br> | |||
'''die_quiet_2''' "Arg"<br> | |||
'''die_quiet_3''' "HHnnnn..." | |||
''' | |||
Die, Loud''': You’ve just been killed by an armed intruder. These lines should be start with a loud scream of pain, then sputter your dying words (if any). | |||
'''die_loud_1''' "GAHHHHHHHHHHH"<br> | |||
'''die_loud_2''' "Noooo....."<br> | |||
'''die_loud_3''' "Arggghh...curse you...."<br> | |||
'''die_loud_4''' "Haaaarg...*gurgle* ...this can't be happening..." | |||
'''Blinded''': You have been blinded by a flash of light. | |||
'''blinded_1''' "Wh... a flashbomb!"<br> | |||
'''blinded_2''' "Ahh, my eyes!" | |||
'''Hit By the Player No Damage''': The player tried to blackjack you but failed. What an idiot.<br> | |||
Hit By the Player No Damage: The player tried to blackjack you but failed. What an idiot. | |||
Number of Wavs: 1 per character | Number of Wavs: 1 per character | ||
failed_ko_1 "Ow, Wha--? Was that your best shot?" | '''failed_ko_1''' "Ow, Wha--? Was that your best shot?" | ||
Gassed: You have been caught in knockout gas. Cough, sputter and pass out. This should be quick--a second or two at most (it's fast gas). | '''Gassed''': You have been caught in knockout gas. Cough, sputter and pass out. This should be quick--a second or two at most (it's fast gas). | ||
tdm_ai_pro_cough_noair01 | '''tdm_ai_pro_cough_noair01''' "...cough cough" | ||
== Finding evidence == | == Finding evidence == | ||
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You have found or observed something that looks out of place. You aren't seeing or hearing the intruder directly, but something that might be a sign that one was here earlier. | You have found or observed something that looks out of place. You aren't seeing or hearing the intruder directly, but something that might be a sign that one was here earlier. | ||
Find Something Suspicious: You’ve noticed something unusual, like a rope hanging from a rafter, or a knocked over chair. | '''Find Something Suspicious''': You’ve noticed something unusual, like a rope hanging from a rafter, or a knocked over chair. You can’t immediately assume there’s an intruder, but you’re sure something is not right. You’re talking to yourself. | ||
'''suspicious_item_1''' "Hmmm, that's not right."<br> | |||
'''suspicious_item_2''' "'...strange..."<br> | |||
'''suspicious_item_3''' "How did that happen?"<br> | |||
'''suspicious_item_4''' "I have a bad feeling about this."<br> | |||
'''suspicious_item_5''' "What's going on here?"<br> | |||
'''suspicious_item_6''' "This looks like trouble." | |||
'''Find a Weapon''': There is a weapon lying on the ground. People generally don’t leave their weapons around for no reason, so you’re suspicious. | |||
'''notice_weapon_1''' "There shouldn’t be a weapon here..."<br> | |||
'''notice_weapon_2''' "Who left that lying around?" | |||
'''Find a Door Open''': There is a door open that shouldn't be. Maybe it doesn’t mean anything, but maybe it does. | |||
'''notice_door_1''' "Who left this door open?"<br> | |||
'''notice_door_2''' "This should be closed..."<br> | |||
'''notice_door_3''' "Why is this door open?" | |||
'''Find Lights Off''': The lights are off, and they shouldn't be. Strange. | |||
'''notice_lights_1''' "Who put out the light?"<br> | |||
'''notice_lights_2''' "It shouldn’t be this dark."<br> | |||
'''notice_lights_3''' "That light should be on." | |||
'''Find Lights Out, Flame''': You notice a torch or candle that should be lit has gone out. You're only mildly suspicious. | |||
'''notice_lights_flame_1''' "The wind is always putting those out."<br> | |||
'''notice_lights_flame_2''' "The flame is out... too damp, probably."<br> | |||
'''notice_lights_flame_3''' "When did that flame go out?" | |||
'''Relight light, flame''': You’ve found a torch or candle that has burned out, and you decide to relight it. | |||
'''light_relight_1''' "Good thing I have my flint."<br> | |||
'''light_relight_2''' "I guess it’s up to me to light it."<br> | |||
'''light_relight_3''' "We need decent light in here...shadows attract all kinds of vermin." | |||
'''Refuse to relight flame''': You’ve found a torch or candle that has burned out, but you have no intention of relighting it. | |||
'''light_refuse_1''' "There should be a servant around relighting those."<br> | |||
'''light_relight_2''' "I’d relight them if they would just get new ones once in a while."<br> | |||
'''light_relight_3''' "Lights aren't my responsibility...someone else can take care of it." | |||
'''Find Blood''': There is blood on the floor. There has obviously been a fight of some kind. This is serious. These lines are said to yourself. | |||
'''notice_blood_1''' "Blood? Someone has been attacked."<br> | |||
'''notice_blood_2''' "There’s been foul play here. We might have an intruder."<br> | |||
'''notice_blood_3''' "Blood? What happened here?" | |||
'''Find Body, generic''': You find a body on the ground. There is no obvious sign of trauma, so you’re not sure what has happened. You're yelling about your find. | |||
'''notice_body_generic_1''' "Someone fetch a surgeon!"<br> | |||
'''notice_body_generic_2''' "Hey, there's somebody hurt over here!" | |||
'''notice_body_female_1''' "There's a woman hurt here!" | |||
'''notice_body_male_1''' "There's a man on the ground here!" | |||
'''Find Corpse''': You find the body of someone who is obviously dead. You are shocked and/or angry and are yelling an alarm. | |||
'''notice_dead_1''' "Murder! Someone's been killed!"<br> | |||
'''notice_dead_2''' "Dead? Who did this!?"<br> | |||
'''notice_dead_3''' "Sound the alarm! There’s a murderer on the loose." | |||
'''notice_dead_female_1''' "She's dead! Murder!" | |||
'''notice_dead_male_1''' "Murder! There's a man killed!" | |||
'''Find Corpse, Comrade''': You find a comrade of yours, murdered. You are outraged. You call out a warning to your allies, or a threat to the one who did this. | |||
'''notice_dead_friend_1''' "Someone's killed one of our men! ''(gritted teeth)'' They’ll pay for that when I find them."<br> | |||
'''notice_dead_friend_2''' ''(quietly)'' "Dead? Who did this? ''(raging)'' I'll gouge out the eyes of this murderer!" | |||
Find | '''Find Pocket Picked''': You had something on your belt, and now it's gone! Did you drop it? | ||
'''notice_pickpocket_1''' "Hey, where did that go?"<br> | |||
'''notice_pickpocket_2''' "What? What trickery is this?"<br> | |||
'''notice_pickpocket_3''' "Hmmm, is it possible I dropped it?" ''(suspicious)'' | |||
'''Find Something Stolen''': You’ve just noticed something significant missing that shouldn't be. You've obviously been robbed. | |||
'''notice_absence_1''' "Gone? Hey! There's a thief on the premises!"<br> | |||
'''notice_absence_2''' "Hey, that shouldn't be missing. We've got a thief here!"<br> | |||
'''notice_absence_3''' "Raise the alarm, we’ve been robbed!" | |||
'''Raise the Alarm!''': You know something is seriously wrong…perhaps you’ve found the lord murdered, or you’ve found the master safe open. You need to alert everyone within earshot. | |||
'''tdm_ai_pro_raise_alarm01''' "To arms, to arms!"<br> | |||
'''tdm_ai_pro_raise_alarm02''' "Raise the alarm!"<br> | |||
'''tdm_ai_pro_raise_alarm03''' "Quick! Everyone up! ...sound the alarm!" | |||
'''Warning--Recently Found Corpse''': You recently found a body and are relaying the information to any friends you see. | |||
'''notice_deadx2_1''' "Pass the word, there's a murderer on the loose!"<br> | |||
'''notice_deadx2_2''' "Arm yourself, someone's been killed by an intruder."<br> | |||
'''notice_deadx2_3''' "Stay sharp, there was a murder earlier." | |||
'''Warning—We’ve been Robbed''': You know you've been robbed and you're telling your buddy about it. | |||
'''notice_absencex2_1''' "We've been robbed! Keep your eyes open for an intruder."<br> | |||
'''notice_absencex2_2''' "We've got a thief around here somewhere."<br> | |||
'''notice_absencex2_3''' "Pass the word, there’s a thief about." | |||
Warning--Recently Saw Intruder: You saw the intruder not too long ago, but he escaped. Now, you’re warning others about him. | '''Warning--Recently Saw Intruder''': You saw the intruder not too long ago, but he escaped. Now, you’re warning others about him. | ||
saw_playerx2_1 "Look sharp, we have an intruder on the premises." | '''saw_playerx2_1''' "Look sharp, we have an intruder on the premises."<br> | ||
saw_playerx2_2 | '''saw_playerx2_2''' "Be alert. I saw an intruder earlier."<br> | ||
saw_playerx2_3 | '''saw_playerx2_3''' "There’s a criminal around somewhere... He ran off when he saw me, but he might come back."<br> | ||
saw_playerx2_4 "I scared off an intruder tonight. Better keep your weapon ready. | '''saw_playerx2_4''' "I scared off an intruder tonight. Better keep your weapon ready." | ||
Warning—Something is not Right: | '''Warning—Something is not Right''': You haven’t seen an intruder, but you’re seen evidence that there is one around somewhere. You’re warning your friends about it. | ||
warn_friend01 | '''warn_friend01''' "Be careful. There's some strange stuff going on tonight."<br> | ||
warn_friend02 | '''warn_friend02''' "We could have an intruder on the premises."<br> | ||
warn_friend03 | '''warn_friend03''' "My gut tells me something’s wrong. Be on your guard."<br> | ||
warn_friend04 | '''warn_friend04''' "If you see anything out of the ordinary, report it at once." | ||
Recieved Warning: | '''Recieved Warning''': A friend just warned you about trouble. You give a quick response as you pass by. | ||
"Right." | "Right."<br> | ||
"I'll be ready." | "I'll be ready."<br> | ||
"Got it." | "Got it." | ||
Admonish Friend: | '''Admonish Friend''': A friend or neutral just did something you didn't like, such as drop a plate on your foot. You're expressing your displeasure. | ||
"Be careful, will you?" | "Be careful, will you?"<br> | ||
"Stop messing around." | "Stop messing around."<br> | ||
"Cut it out." | "Cut it out." | ||
Latest revision as of 09:17, 29 January 2019
The "Pro" vocal script for male characters.
Tone and Attitude
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 Pro"
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 Pro" -- Confident, steely and tough. The pro has been a guard for a long time, and knows he’s good. He's level headed and professional. He rarely gets emotional, and his lines are delivered with cold efficiency. Think Dirty Harry, Michael Ironside, or Bruce Willis in Die Hard.
AI states: Relaxed
Relaxed, Idle: You're relaxed and going about your regular business. You aren’t expecting any trouble and may not even be on patrol at the moment. You’re talking to yourself, so lines should be muttered in a low tone of voice, and punctuated with sighs, pauses and mumbling.
idle_1 (sigh) "A few more hours to go..."
idle_2 "I hope Cook saved some pheasant like I asked him…haven't had any meat since yesterday."
idle_3 "I need to remember to do that later..."
idle_4 "...maybe they’ll be up for a game later tonight..."
idle_5 "Hmm, that strap is a bit loose."
idle_6 "It’s just common sense. It should be me doing that job..."
idle_7 "Good. I can cross that off my list..."
idle_8 "Things would go more smoothly around here if they all did things right the first time."
idle_9 "These new recruits think they know everything. *mutter* They’ve got a lot to learn."
idle_10 "I think it’s about time for a new pair of boots. I’ve worn these ones down to the nails."
Throat clearing/coughs x3
Sighs (you’ve had a long day) x2
Humming and/or whistling an idle tune x2
Sneeze x1
Relaxed, Armed: You're on patrol. You’re not expecting any trouble, but are ready to defend yourself if necessary. You are muttering to yourself about your shift or other combat-related concerns.
alert0_1 "Hmm, I’ve got a bad feeling about this shift."
alert0_2 "All quiet. Maybe a bit too quiet..."
alert0_3 "Better keep a sharp eye out tonight."
alert0_4 "I’ll be home soon enough, with a good mug of ale and a warm fire."
alert0_5 "Yeah…I could probably guard this place in my sleep."
alert0_citywatch_1 "They need more good men like me on the streets."
alert0_citywatch_2 "They really should double the watch in this part of town."
Reacting to World: You are relaxed, and have just looked at something non-suspicious, like a book, or a playing card, or your reflection in a mirror. You make a grunt or comment, either pleased or not. Currently these lines are used primarily for AI playing cards—they make a comment after looking at their new card. They should be delivered without too much emotion.
tdm_ai_pro_reaction01 "Aww." (annoyed)
tdm_ai_pro_reaction02 "Damn."
tdm_ai_pro_reaction03 "I knew it."
tdm_ai_pro_reaction04 "Not bad at all."
tdm_ai_pro_reaction05 "Hmm." (pleased)
AI states: Alert
These barks are meant to tell the player that the AI has seen or heard something.
Observant: You notice something subtle but aren’t sure what it is. Doesn't seem like anything serious. You are talking to yourself, so you should not be particularly loud and may trail off. You sound casual but efficient.
tdm_ai_pro_to_observant01 "Hm?"
tdm_ai_pro_to_observant02 "What was that?"
tdm_ai_pro_to_observant03 "Huh? Was that…?"
Observe a Sound: Same as above, only these lines refer specifically to a sound.
to_alert1_sound_1 "What’s that sound?"
to_alert1_sound_2 "Did I hear something?"
to_alert1_sound_3 "Hmm? A noise?"
Observe a Sight: Same as above, only these lines refer specifically to seeing something.
to_alert1_saw_1 "Did I see something?"
to_alert1_saw_2 "Is that something over there?"
to_alert1_saw_3 "Hm? What’s that...?"
Notice Something: You notice something, and it caught your attention enough to warrant checking it out. You’re still not sure what it is, and you’re still mostly talking to yourself, but you're slightly less casual now.
to_alert2_1 "That seems like something..."
to_alert2_2 "Hey, what's that?"
to_alert2_3 "'Hmm, I should probably check that out."
Notice A Sound: As above, you hear something loud enough to make you want to investigate, even though it’s probably nothing serious.
to_alert2_sound_1 "What’s making that noise?"
to_alert2_sound_2 "Hey, what was that over there?"
to_alert2_sound_3 “What's going on over there?”
Notice A Sight: As above, you see a brief motion in the shadows. Probably nothing, but you should investigate.
to_alert2_saw_1 "What's that in the shadows...?"
to_alert2_saw_2 "Hey…. someone over there?"
to_alert2_saw_3 "What's that I see?"
Notice A Sound, with company: You're with friends and you hear something loud enough to make you want to investigate, even though it’s probably nothing serious.
to_alert2_soundx2_1 "Listen, did you hear that? Let’s check it out."
to_alert2_soundx2_2 "Did you hear something over there?"
to_alert2_soundx2_3 "Yeah, I heard it too. What do you think it is?"
Notice A Sight, with company: You're with friends and you see a brief motion in the shadows. Probably nothing, but you should investigate.
to_alert2_sawx2_1 "Did you see something over there?"
to_alert2_sawx2_2 "Hey, I thought I saw something."
to_alert2_sawx2_3 "What do you think that was?"
Settling Down: You saw or heard something, but you haven’t found anything to worry about. It was probably nothing, and you’re going back to whatever you were doing. These lines are muttered to yourself.
to_0_1 "Hmmm, nothing now..."
to_0_2 "Seemed like something, but I guess not."
to_0_3 "Guess it was nothing."
to_0_4 "I must be jumpy tonight."
to_0_5 "Everything seems alright now."
Settling Down after hearing something: You heard something, but it’s gone now. Go back to your business.
to_0_sound_1 "Just some wind."
to_0_sound_2 "Rats, I guess."
to_0_sound_3 "Can't hear anything now..."
to_0_sound_citywatch_1 "Probably a drunk."
Settling Down after seeing something: You caught a glimpse of something moving, but it appears to be nothing. Moving on.
to_0_saw_1 "Just shadows."
to_0_saw_2 "Well, whatever it was, I can’t see anything now."
to_0_saw_3 "A trick of the light, I guess."
Alerted by Something: You see or hear something that makes you think that there's someone there, but you don't know exactly who, or where they are. You don’t know for sure that there’s a threat, but you’re all business now, and your lines are directed to the mystery figure in the shadows.
to_alert3_1 "Let’s not have any trouble…come on out so I can see you."
to_alert3_2 "Hey! Come out and identify yourself at once."
to_alert3_3 "Stop hiding there and come out where I can see you."
to_alert3_4 "All right…stand forth and be recognized."
to_alert3_5 "Alright, I know you’re there. Come out."
to_alert3_6 "You don’t want to mess with me…come on out before I get angry."
to_alert3_citywatch_1 "I’m an officer of the watch…I order you to come out!"
Alerted by Intruder: You suddenly see or hear something that makes it clear there’s someone there, and you already have enough evidence to know that it’s an intruder. These lines are an aggressive challenge to the hiding enemy.
tdm_ai_pro_to_agitated_searching01 "Hey, who goes there? Show yourself!"
tdm_ai_pro_to_agitated_searching02 "Stand forth and be recognized, you dog!"
tdm_ai_pro_to_agitated_searching03 "Get out here, rogue! It’s over!"
tdm_ai_pro_to_agitated_searching04 "Over there! Stand forth and declare yourself!"
tdm_ai_pro_to_agitated_searching05 "I’ve found an intruder! Over here!"
tdm_ai_pro_to_agitated_searching06 "Ha! I knew there was someone here. Come out now!"
tdm_ai_pro_to_agitated_searching06 _citywatch_01 "Stand forth and be recognized, by order of the City Watch!"
Idle, On Guard: You’ve been alerted by something—you may have seen the intruder or just evidence that something is wrong. It has been long enough that you’ve gone back to your regular patrol, but you’re no longer relaxed. You’ve got your weapon out, and you’re ready for trouble at a moment’s notice. You’re muttering to yourself.
alert_idle01 "I’m ready for him."
alert_idle02 "Nothing gets by me now."
alert_idle03 "Just let him try to get by me."
alert_idle04 "I knew something was wrong."
AI states: Searching
Searching: You’ve seen or heard enough to know that there’s someone around here, hiding. It might not be a threat, but if they’re hiding, then they’re obviously up to no good. You’re looking around for them. These lines are stern and generally directed at the hiding figure.
search3_1 "If you’re here, I’m going to find you."
search3_2 "There are only so many places to hide, and I have time to check them all."
search3_3 "If someone is playing a joke, you’d better just come out now."
search3_4 "Hmm, I bet you’re hiding right over there..."
search3_5 "I know you’re around here somewhere."
search3_6 "You think you can hide from me? I’ve been doing this for years, you know."
search3_7 "I’ll go a lot easier on you if you just give up now."
search3_8 "Now I’m getting annoyed. You’d better hope I don’t find you."
Searching with company: As above, but you're with friends.
"We're going to find you, you know."
"I'll check over here...make sure he doesn't go around the other way."
"Yell if you see him over there."
"Do you see anything over there?"
Giving up after search: You’re pretty sure you saw somebody, but you've searched around and can't find anyone. This bark is played as you give up the search. You still don’t know for sure that it was an intruder, but you are pretty annoyed. You’re talking to yourself.
to_0_search_1 "Someone’s idea of a joke, I guess."
to_0_search_2 "I have a feeling that's not the last of him..."
to_0_search_3 "He’d better not come back if he knows what’s good for him." (annoyed)
to_0_search_4 "That’s put me a foul mood."
to_0_search_5 "If there was someone, they're gone now."
to_0_search_6 "If someone is playing games with me, they’ll be sorry."
Agitated Searching: You know for sure there is an intruder around, and you’re looking for him. You’re deadly serious now. Your lines are directed at the intruder himself.
search4_1 "You can't hide forever, rogue!"
search4_2 "I know you’re here. And I will find you."
search4_3 "You feel lucky? It’s just a matter of time until I find you..."
search4_4 "I’m ready for you. Come on out and face me!"
search4_5 "You can’t escape, thief."
search4_6 "Now where would I hide if I were a thief... maybe over there."
search4_7 "Come out you coward!"
search4_8 "There’s nowhere you can go… You might as well just give up!"
Agitated Searching with company: As above, but with friends.
"Check over there. I'll search this shadow."
"Be careful, he's armed. We better work together."
"There's no way he can get past us!"
"I can't see anything yet... Watch your back over there!"
Agitated Searching, unarmed: You know for sure there is an intruder around, and you’re looking for him. You aren’t prepared for a fight though, so you’re not really sure you want to find him. You’re directing the lines at the intruder, and you should sound somewhat uncertain.
search4_civilian_1 "Hey, I know someone is hiding here…what do you want?"
search4_civilian_2 "I’m unarmed…just take what you want and leave me alone!"
search4_civilian_3 "Hey, why don’t you just come out?"
search4_civilian_4 "Why don’t you leave me alone?"
Giving up after Agitated Search: 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. These lines are primarily delivered in a frustrated tone of voice.
to_0_spotted_1 "I’d better go back to where I was, or he’ll slip by."
to_0_spotted_2 "This is taking too long…time to change tactics."
to_0_spotted_3 "You win this round, rogue!"
to_0_spotted_4 "He may be safe for the moment, but he won't get out alive."
to_0_spotted_5 "I can't see him now. If he has any sense, he'll be far away from here."
to_0_spotted_6 "Great, he’s gotten away. I’m not going to hear the end of this."
to_0_spotted_7 "Damn, how the hell did he get away?”
Giving up after Agitated Search, unarmed: You know there’s an intruder around, and you looked for him and didn’t find anyone. You don’t have a weapon, so you are rather relieved that you don’t have to deal with an armed criminal.
tdm_ai_pro_alertdown_to_idle_seen_evidence_civilian01 "Phew, it looks like he’s gone."
tdm_ai_pro_alertdown_to_idle_seen_evidence_civilian02 "Good, he left. That could have been bad."
tdm_ai_pro_alertdown_to_idle_seen_evidence_civilian03 "I’ve scared him off, I guess."
tdm_ai_pro_alertdown_to_idle_seen_evidence_civilian04 "Where are the guards when you need them? He’s probably gone by now."
Joining a Search: You find some friends already searching for an intruder. You join them.
"I'll look over here."
"Trouble, huh? I'll help you look"
"Hey, I'll give you a hand."
"Keep looking over there...I'll make sure he doesn't double back."
Go get Help: You've been spooked by evidence of an intruder. You're not equipped to fight, so you're going to get someone who is.
"I've got to get some help!"
"I'm getting the guards!"
Ask for Help: You’re in trouble; you found a guard and are telling him to come with you. This line should be quick and urgent.”
"Hey, follow me!"
Return with Help: You’re not equipped to fight, so you ran away from the intruder, got help, and came back. The intruder is still here, so you point him out.
gotten_help_1 "See, just like I told you. Get him!"
gotten_help_2 "He’s still here! See him?"
Return too late with Help: You went and got help, but by the time you got back the intruder was gone. You’re flustered and upset.
gotten_help_gone_1 "He was right here…look sharp, he’s probably hiding!"
gotten_help_gone_2 "He was right there…search the area!"
Combat and Pursuit
Spotted the Intruder, armed: You have come face to face with the intruder. You are pulling out your weapon and getting ready to charge. These lines are shouted to the intruder.
spotted_combat_1 "Surrender or die, villain!"
spotted_combat_2 "Ah ha! Now I've got you!"
spotted_combat_3 "There you are!"
spotted_combat_4 "Taste my steel!"
spotted_combat_5 "This ends now!"
spotted_combat_citywatch_1 "You! You’re under arrest!"
Spotted the Intruder, armed, with company: You have spotted the intruder and are getting ready to charge. Luckily, you have some friends with you.
spotted_combatx2_1 "Look there! A Thief!"
spotted_combatx2_2 "Hey! There's the intruder!"
spotted_combatx2_3 "Let’s get him! You take that side!"
Spotted the Intruder with a body, armed: You see the intruder, and he’s carrying a body! The fiend!
spotted_combat_body_1 "Put that body down and surrender!"
Spotted the Intruder, unarmed: You have just spotted the intruder. You’re unarmed, and he’s got a weapon. You are shouting an alarm and running for help.
spotted_civilian_1 "Hey, there's an intruder!"
spotted_civilian_2 "Guards! A Thief!"
Lost Player after Pursuit: You are chasing the intruder when suddenly he disappears. How did that happen? He can’t be far.
lost_player01 "Hey! Now where did you go?"
lost_player02 "Nice try. I know you can’t have gone far."
lost_player03 "I found you once, I can do it again."
Hit by Arrow: You’ve been hit by an arrow from an unseen foe. You’re hurt and angry. You might be calling out for help or shouting at your attacker.
tdm_ai_pro_hit01 "Come into the open and try that again you bastard!" tdm_ai_pro_hit02 "There’s a sniper in the shadows!" tdm_ai_pro_hit03 "I’ve been hit!"
Running Away: You’re unarmed and are running away as fast as you can, but the intruder is coming after you! This is life or death, so you’re shouting in panic to anyone who can hear you.
tdm_ai_pro_flee01 "Help me!"
tdm_ai_pro_flee02 "Guards! guards!"
tdm_ai_pro_flee03 "Somebody stop him!"
Running Away, hurt: You’re armed and have been badly wounded by the intruder. You’re running away as fast as you can, yelling for help.
tdm_ai_pro_flee_hurt01 "To my aid!"
tdm_ai_pro_flee_hurt02 "Guards, I need help!!"
tdm_ai_pro_flee_hurt03 "He’s coming after me!"
Coming to Assist: A comrade called for help (or you heard sounds of a fight) and you are on your way to help them. You call out to let them know you're coming.
tdm_ai_pro_assist_friend01 "I'm here! I’ll go around this side!"
tdm_ai_pro_assist_friend02 "Help's on the way. He can't take all of us!"
tdm_ai_pro_assist_friend03 "I've got your back!"
Fighting: You're locked in deadly combat with an intruder. These lines are delivered as you swing your weapon, so should be short and full of a sense of action.
tdm_ai_pro_combat_melee01-4 Generic combat grunts (“hiyah!”) x4 tdm_ai_pro_combat_melee05 “Take this!”
Fighting, winning: You are locked in combat with the intruder, and have just bashed him with your weapon. You take a moment to taunt your opponent. These need to be said quickly, as the fight is still going on.
tdm_ai_pro_combat_hit_player01 "This’ll be over quick."
tdm_ai_pro_combat_hit_player02 "How’d you like that?"
tdm_ai_pro_combat_hit_player03 "Ha! Feel that?"
tdm_ai_pro_combat_hit_player04 "I've killed better men than you."
tdm_ai_pro_combat_hit_player05 "No mercy now, fool."
tdm_ai_pro_combat_hit_player06 "You fight like my sister."
Fighting, winning, with company: As above, but you have friends in the fight.
"Look, I got him!"
"We've got him surrounded!"
Fighting, losing: You are locked in combat with the intruder, and he has just hit or blocked you. You’re more angry than worried. These lines should be short.
tdm_ai_pro_combat_blocked_by_player01 "Damn!"
tdm_ai_pro_combat_blocked_by_player02 "Even a fool gets lucky."
tdm_ai_pro_combat_blocked_by_player03 "I made that too easy."
tdm_ai_pro_combat_blocked_by_player04 "So you do know how to use that."
Fighting, losing, with company: As above, but friends are watching.
"How about some help here?"
"Someone take over."
Pain: Something just hurt you. Ouch!
tdm_ai_pro_pain_small01-03 Small grunts ("Ow!") x3
tdm_ai_pro_pain_large01-03 Serious pain ("Aaaaiieee!") x3
Throw Something at Intruder: The intruder is visible, but you can’t get to him. You're angry and throw something.
missile_generic_1 "Take THAT!"
missile_generic_2 "Do you think I can’t hurt you there?"
missile_generic_3 "You think you're so clever? Take this!"
missile_generic_4 "Here comes another!"
Shoot Arrow: You're an archer, shooting arrows at the intruder.
archer_1 "Hold still..."
archer_2 "Glad I restrung my bow this morning."
Frustrated: The intruder is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him. You don’t have anything to throw at the moment.
frustrated_1 "You think you're safe there? Come here and fight me!"
frustrated_2 "You may as well surrender."
frustrated_3 "So that’s the game you want to play?"
frustrated_4 "I’ve got him cornered here!" (calling to friends)
Killed Intruder: You’ve won the fight. Taunt the intruder as he lays dying at your feet.
Killed_player01 "That was too easy."
Killed_player02 "You never had a chance against me, you know."
Killed_player03 "I told you it would end this way."
Killed_player04 "That’s what you get when you cross swords with me."
Killed_player05 "I've earned my pay for this week."
killed_player_citywatch_01 "I guess I’ve saved you a trip to the gallows."
Die, Quiet: You didn’t see it coming, but someone just hit you from behind and took you down. Make a grunt, but as the name suggests, it's kind of quiet.
die_quiet_1 "UNH"
die_quiet_2 "Arg"
die_quiet_3 "HHnnnn..."
Die, Loud: You’ve just been killed by an armed intruder. These lines should be start with a loud scream of pain, then sputter your dying words (if any).
die_loud_1 "GAHHHHHHHHHHH"
die_loud_2 "Noooo....."
die_loud_3 "Arggghh...curse you...."
die_loud_4 "Haaaarg...*gurgle* ...this can't be happening..."
Blinded: You have been blinded by a flash of light.
blinded_1 "Wh... a flashbomb!"
blinded_2 "Ahh, my eyes!"
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 "Ow, Wha--? Was that your best shot?"
Gassed: You have been caught in knockout gas. Cough, sputter and pass out. This should be quick--a second or two at most (it's fast gas).
tdm_ai_pro_cough_noair01 "...cough cough"
Finding evidence
You have found or observed something that looks out of place. You aren't seeing or hearing the intruder directly, but something that might be a sign that one was here earlier.
Find Something Suspicious: You’ve noticed something unusual, like a rope hanging from a rafter, or a knocked over chair. You can’t immediately assume there’s an intruder, but you’re sure something is not right. You’re talking to yourself.
suspicious_item_1 "Hmmm, that's not right."
suspicious_item_2 "'...strange..."
suspicious_item_3 "How did that happen?"
suspicious_item_4 "I have a bad feeling about this."
suspicious_item_5 "What's going on here?"
suspicious_item_6 "This looks like trouble."
Find a Weapon: There is a weapon lying on the ground. People generally don’t leave their weapons around for no reason, so you’re suspicious.
notice_weapon_1 "There shouldn’t be a weapon here..."
notice_weapon_2 "Who left that lying around?"
Find a Door Open: There is a door open that shouldn't be. Maybe it doesn’t mean anything, but maybe it does.
notice_door_1 "Who left this door open?"
notice_door_2 "This should be closed..."
notice_door_3 "Why is this door open?"
Find Lights Off: The lights are off, and they shouldn't be. Strange.
notice_lights_1 "Who put out the light?"
notice_lights_2 "It shouldn’t be this dark."
notice_lights_3 "That light should be on."
Find Lights Out, Flame: You notice a torch or candle that should be lit has gone out. You're only mildly suspicious.
notice_lights_flame_1 "The wind is always putting those out."
notice_lights_flame_2 "The flame is out... too damp, probably."
notice_lights_flame_3 "When did that flame go out?"
Relight light, flame: You’ve found a torch or candle that has burned out, and you decide to relight it.
light_relight_1 "Good thing I have my flint."
light_relight_2 "I guess it’s up to me to light it."
light_relight_3 "We need decent light in here...shadows attract all kinds of vermin."
Refuse to relight flame: You’ve found a torch or candle that has burned out, but you have no intention of relighting it.
light_refuse_1 "There should be a servant around relighting those."
light_relight_2 "I’d relight them if they would just get new ones once in a while."
light_relight_3 "Lights aren't my responsibility...someone else can take care of it."
Find Blood: There is blood on the floor. There has obviously been a fight of some kind. This is serious. These lines are said to yourself.
notice_blood_1 "Blood? Someone has been attacked."
notice_blood_2 "There’s been foul play here. We might have an intruder."
notice_blood_3 "Blood? What happened here?"
Find Body, generic: You find a body on the ground. There is no obvious sign of trauma, so you’re not sure what has happened. You're yelling about your find.
notice_body_generic_1 "Someone fetch a surgeon!"
notice_body_generic_2 "Hey, there's somebody hurt over here!"
notice_body_female_1 "There's a woman hurt here!"
notice_body_male_1 "There's a man on the ground here!"
Find Corpse: You find the body of someone who is obviously dead. You are shocked and/or angry and are yelling an alarm.
notice_dead_1 "Murder! Someone's been killed!"
notice_dead_2 "Dead? Who did this!?"
notice_dead_3 "Sound the alarm! There’s a murderer on the loose."
notice_dead_female_1 "She's dead! Murder!"
notice_dead_male_1 "Murder! There's a man killed!"
Find Corpse, Comrade: You find a comrade of yours, murdered. You are outraged. You call out a warning to your allies, or a threat to the one who did this.
notice_dead_friend_1 "Someone's killed one of our men! (gritted teeth) They’ll pay for that when I find them."
notice_dead_friend_2 (quietly) "Dead? Who did this? (raging) I'll gouge out the eyes of this murderer!"
Find Pocket Picked: You had something on your belt, and now it's gone! Did you drop it?
notice_pickpocket_1 "Hey, where did that go?"
notice_pickpocket_2 "What? What trickery is this?"
notice_pickpocket_3 "Hmmm, is it possible I dropped it?" (suspicious)
Find Something Stolen: You’ve just noticed something significant missing that shouldn't be. You've obviously been robbed.
notice_absence_1 "Gone? Hey! There's a thief on the premises!"
notice_absence_2 "Hey, that shouldn't be missing. We've got a thief here!"
notice_absence_3 "Raise the alarm, we’ve been robbed!"
Raise the Alarm!: You know something is seriously wrong…perhaps you’ve found the lord murdered, or you’ve found the master safe open. You need to alert everyone within earshot.
tdm_ai_pro_raise_alarm01 "To arms, to arms!"
tdm_ai_pro_raise_alarm02 "Raise the alarm!"
tdm_ai_pro_raise_alarm03 "Quick! Everyone up! ...sound the alarm!"
Warning--Recently Found Corpse: You recently found a body and are relaying the information to any friends you see.
notice_deadx2_1 "Pass the word, there's a murderer on the loose!"
notice_deadx2_2 "Arm yourself, someone's been killed by an intruder."
notice_deadx2_3 "Stay sharp, there was a murder earlier."
Warning—We’ve been Robbed: You know you've been robbed and you're telling your buddy about it.
notice_absencex2_1 "We've been robbed! Keep your eyes open for an intruder."
notice_absencex2_2 "We've got a thief around here somewhere."
notice_absencex2_3 "Pass the word, there’s a thief about."
Warning--Recently Saw Intruder: You saw the intruder not too long ago, but he escaped. Now, you’re warning others about him.
saw_playerx2_1 "Look sharp, we have an intruder on the premises."
saw_playerx2_2 "Be alert. I saw an intruder earlier."
saw_playerx2_3 "There’s a criminal around somewhere... He ran off when he saw me, but he might come back."
saw_playerx2_4 "I scared off an intruder tonight. Better keep your weapon ready."
Warning—Something is not Right: You haven’t seen an intruder, but you’re seen evidence that there is one around somewhere. You’re warning your friends about it.
warn_friend01 "Be careful. There's some strange stuff going on tonight."
warn_friend02 "We could have an intruder on the premises."
warn_friend03 "My gut tells me something’s wrong. Be on your guard."
warn_friend04 "If you see anything out of the ordinary, report it at once."
Recieved Warning: A friend just warned you about trouble. You give a quick response as you pass by.
"Right."
"I'll be ready."
"Got it."
Admonish Friend: A friend or neutral just did something you didn't like, such as drop a plate on your foot. You're expressing your displeasure.
"Be careful, will you?"
"Stop messing around."
"Cut it out."
Greetings
Greeting, Generic: A casual greeting or question as you pass someone. Since greetings can be made by AI to friends or strangers, delivery should be fairly neutral.
tdm_ai_pro_greet_civilian_to_civilian01 "Hello."
tdm_ai_pro_greet_civilian_to_civilian02 "’Evening."
tdm_ai_pro_greet_civilian_to_civilian03 "Greetings."
tdm_ai_pro_greet_civilian_to_civilian04 "Hello there."
tdm_ai_pro_greet_civilian_to_civilian05 "Having a good night?"
tdm_ai_pro_greet_civilian_to_civilian06 "Up late, hm?"
Greeting, Guard to Guard: You spot a fellow guard on patrol. Greet them or ask a short question about their shift.
greeting_guardxguard_1 "No trouble tonight?"
greeting_guardxguard_2 "Long shift, hm?"
greeting_guardxguard_3 "Care for an ale later?"
Greeting, Guard to Civilian: You’re on patrol and see a civilian. You gruffly tell them to stay out of your way.
greeting_guardxcivilian_1 "Go about your business."
greeting_guardxcivilian_2 "Move along now."
greeting_guardxcivilian_3 "I’m working. Keep moving."
greeting_guardxcivilian_citwatch_01 "Make way for an officer of the Watch."
Greeting, to Nobleman: You pass someone high on the social ladder and greet him.
greeting_xnobleman_1 "Greetings your Lordship."
greeting_xnobleman_2 "Hello, sir."
Greeting, to Noblewoman: You pass a lady high on the social ladder and greet her.
greeting_xnoblewoman_1 "Greetings my Lady."
Greeting, to Priest: You pass a Builder Priest and greet him.
greeting_xpriest_1 "Good evening, Father."
Greeting, to Inferior: You’re high on the social ladder, and see someone beneath you. You’re better than them, and your greeting conveys that.
greeting_noblemanxcivilian_1 "Stand aside, you."
tdm_ai_pro_greet_noble_to_civilian02 "Move aside, there."
Greeting, to Inferior Guard: You’re high on the social ladder and see a guard. You greet them by evaluating their performance.
greeting_noblemanxguard_1 "Stay alert, man."
greeting_noblemanxguard_2 "You there. No sleeping on the job."
Response, Generic: You have been greeted by someone who is a social equal. Delivery should be monotone and noncommittal, as these could be responses to lots of different greetings.
response_1 "Yeah, yeah."
response_2 "Uh huh."
response_3 "Right."
response_4 "Sure."
Response, to Superior: You have been greeted by someone who has a higher rank than you. Your response should be stiffer and more official.
response_superior_1 "Yes, sir."
response_superior_2 "Of course."
Response, Negative: You have been greeted by someone who is a social equal, and are responding to their question negatively. These should be delivered without much emotion.
response_negative_1 "Not really."
response_negative_2 "Naw."
Conversation Question: You strike up a casual conversation with a nearby friendly.
"How's your shift going?"
"How are you?"
"How was your day off?"
"I missed it... how was dinner?"
"How's your knee?"
Respond to Question: You respond to a friendly question. Answers should be fairly nonchalent.
"Not that good."
"Could be better."
"Don't ask."
"Not bad."
"Pretty well."
Conversation Tidbits: These are lines that might be useful in creating generic conversations.
(listening to a story) "Go on..."
(playing cards) "Whose turn is it?"
(meeting a friend) "Oh, there you are."
(leaving) "I’ll see you later then."
See also
- Vocal scripts overview - Main article on the vocal scripts of AI characters.