Vocal script: Lady: Difference between revisions
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'''attacking_hit_1''' "You can't beat a girl?" | '''attacking_hit_1''' "You can't beat a girl?" | ||
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. | ||
'''die_quiet_1''' "UNH"<br> | '''die_quiet_1''' "UNH"<br> | ||
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'''notice_absencex2_1''' "We've been robbed! Alert the guards."<br> | '''notice_absencex2_1''' "We've been robbed! Alert the guards."<br> | ||
'''notice_absencex2_2''' "There is a thief lurking about somewhere. You must find them!" | '''notice_absencex2_2''' "There is a thief lurking about somewhere. You must find them!" | ||
==Greetings== | ==Greetings== |
Latest revision as of 04:34, 31 January 2019
The "Lady" (or "Noblewoman") vocal script for female 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 Lady"
"The Lady" -- educated; upper class; restrained and refined. The Lady is used to being obeyed. She speaks well. Try for a vaguely aristocratic accent if possible. Think along the lines of Elizabeth Swann in “Pirates of the Carribean”
AI Non-Alert States
These AI are idle; not doing anything in particular. They are bored and talking to themselves, so just like when people think out loud, the beginning and end of their dialogue will often trail off into mumbling.
Relaxed: You're either not working or aren’t expecting any trouble. You’re relaxed and somewhat bored. Dialogue can be punctuated with sighs and muttering.
Throat clearing/delicate coughs x3
Sighs x2 (it’s been a long day)
Humming an idle tune x2
idle_1 "’tis a dreadful night."
idle_2 "Where is a servant when you need one?"
idle_3 "He’s a proper gentleman, and a good match. She’d be mad not to accept."
idle_4 "’tis so quiet. Where have all the maids gone?"
idle_5 "I must remember to write to Lady Wellend and thank her for that."
idle_6 "I can’t wear this dress out again. 'tis horridly out of fashion this season."
idle_7 "...What kind of woman does he think I am?"
idle_8 "'tis so hard to find good help these days."
Idle_9 "Hmm...I don’t care for that colour at all. Not at all."
Idle_10 "Filthy, simply filthy. Why don't they clean that up?"
Idle_11 "Lady Jane will simply die when she hears about this..." (talking about juicy gossip)
Idle_mage01 "The ancient knowledge was so much better than our own."
Idle_mage02 "Yet another charm of protection…how many of these things must I make for her?"
At Alert 0: On the job. Similar to above, but you’re working so you’re a little more alert.
alert0_1 "I’ll not be a shrinking violet. Not when there’s work to be done."
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_alert1_1 "Hm?" to_alert1_2 "Hmm, what might that be?" to_alert1_3 "My word, what is that?"
To Alert 1/1.5 + Heard: Same as above, only this one means you notice something auditory.
to_alert1_sound_1 "What was that sound?"
to_alert1_sound_2 "Is something there?"
To Alert 1/1.5 + Saw: Same as above, only you notice something with your sight.
to_alert1_saw_1 "Do my eyes deceive me?"
to_alert1_saw_2 "Is that something over there?"
to_alert1_saw_3 "Does something move?"
To Alert 2: You notice something, and it caught your attention enough to warrant checking it out.
to_alert2_1 "’tis most certainly something.."
to_alert2_2 "Oh dear! What could that be?"
to_alert2_3 "Who is there?"
To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing.
to_alert2_sound_1 "What was that noise?"
to_alert2_sound_2 "What is making noise over there?"
To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing.
to_alert2_saw_1 "What’s that moving in the shadows?" to_alert2_saw_2 "Who is lurking about there?" to_alert2_saw_3 "My word, what is that?"
To Alert 2 + Company + Heard: You notice something auditory with company .
to_alert2_soundx2_1 "Did you hear something there as well?." to_alert2_soundx2_2 "Something is making noise. See what it is."
To Alert 2 + Company + Saw: You notice something visually amiss with company and start to investigate.
to_alert2_sawx2_1 "I thought I saw something. Come with me." to_alert2_sawx2_2 "To my side. Something is in the shadows."
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.
to_0_1 "I must have let my imagination get the better of me."
to_0_2 "It appears to be nothing..."
to_0_3 "’Silly me, I've gotten all flustered for nothing..."
Returning to Alert 0, hearing: As above, but you thought you'd heard something.
to_0_sound_1 "Oh my, there must be vermin in here."
to_0_sound_2 "’tis a draft, I suppose."
to_0_sound_3 "If I see a rat I shall scream."
Returning to Alert 0, sight: As above, but you thought you'd seen something.
to_0_saw_1 "Perhaps it was just the shadows moving."
to_0_saw_2 "There’s no telling what it was."
to_0_saw_3 "Just a shadow."
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. You’re all business now.
to_alert3_1 "I order you to step forward!"
to_alert3_2 "Who is spying on me from the shadows?"
to_alert3_3 "Come out of the shadows and be recognized."
to_alert3_4 "How dare you lurk in the shadows like that? Come forward, I order you."
to_alert3_5 "I command you to show yourself."
to_alert3_6 "Who is there?"
Returning to Alert 0, no evidence: You know you saw someone, but you've searched around and can't find them. 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 highly annoyed.
to_0_search_1 "'tis most unseemly to hide on a lady."
to_0_search_2 "Some rogue is playing tricks in the shadows."
to_0_search_3 "I cannot see anyone now. Perhaps they have gone..."
to_0_search_4 "I am not amused..."
to_0_search_5 "Who would dare spy on me and then run away?"
Lost Player after Pursuit: You were chasing the intruder when suddenly he disappeared. He can’t be far.
lost_player_1 "What? Where has he gone?" lost_player_2 "Gone! He must be near..." lost_player_3 "He was here but a moment ago!"
Return to Alert 1, evidence: 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.
to_0_spotted_1 "The rogue has escaped, for now."
to_0_spotted_2 "He must have fled by now."
to_0_spotted_3 "The knave has gotten away. But he’ll not get far."
to_0_spotted_4 "This is intolerable. Now we have an intruder roaming about freely."
to_0_spotted_5 "How dare they let a thief in here? And now he's gotten away."
Return with help, spot player: You have run away from the player, gotten help, and returned. The player is still there, so you order the help forward.
gotten_help_1 "There he is. Oh! Seize him!"
gotten_help_2 "Go! Get him before he gets away!"
Return with help, lost player: You have returned with help but the player is no longer visible.
gotten_help_gone_1 (reproaching) "I told you to run faster! He’s escaped."
gotten_help_gone_2 "Oh dear. Where could he have gone?"
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.
saw_playerx2_1 "Oh DO be careful. We have an intruder about."
saw_playerx2_2 "There is a heartless rogue about. Watch yourself."
saw_playerx2_3 "I am sorry to say that a criminal is loose in the area."
Suspicious, warn friend: You have seen non-specific evidence of an intruder, and are warning a friend about it.
warning01 "Things do not look right. Please stay alert!"
warning02 "I have a bad feeling that something is wrong."
AI Searching
You are actively looking for the intruder, and are either muttering to yourself or taunting them.
Investigate Alert 3: You’ve seen enough to know that there is somebody there, but you're not 100% sure that it’s an intruder. Still, anyone hiding from you must be up to no good.
search3_1 "How dare you hide from me?"
search3_2 "You are only making things worse for yourself... hiding from a lady like that."
search3_3 "Who would dare to spy on me and then hide?"
search3_4 "I know someone is here...I didn't imagine it."
search3_5 "You saucy knave...come out at once."
search3_6 "Where are you hiding?"
Investigate Alert 4: You know for sure there is an intruder, and you're looking for him.
search4_1 "You cannot hide forever, knave!"
search4_2 "You're a horrible villain, threatening a woman."
search4_3 "You have made a grave mistake, coming here."
search4_4 "Come out, I say!"
search4_5 "If you don't come out now it shall go the worse for you."
Investigate Alert 4, civilian: As above, but you can’t fight anyone, so you’re a little less threatening.
Number of Wavs: 3 per character
search4_civilian_1 "You're a terrible coward, to frighten a lady like this."
search4_civilian_2 "Shame on you. Who do you think you are, hiding from me?"
search4_civilian_3 "I warn you--the guards shall be here shortly."
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 charging to attack.
spotted_combat_1 "I'll fight you myself, villain!"
spotted_combat_2 "I'm not afraid of you!"
spotted_combat_3 "I’ll dispatch you myself!"
Spotted the Player, combatant, with help: You're with friends when you finally spot the player.
spotted_combatx2_1 "An intruder! Seize him!"
spotted_combatx2_2 "There he is. Oh! Take him at once!"
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 "What have you done to that poor soul?"
Spotted the Player, noncombatant: You're not prepared for a fight. You see the player and are preparing to flee.
spotted_civilian_1 "Oh help me! There's an intruder!"
spotted_civilian_2 "Oh! Oh! There's a thief!"
spotted_civilian_3 "Oh no! God protect me!"
spotted_civilian_4 "Help! Defend me!"
spotted_civilian_5 "Guards! There's a lady in distress!"
Killed Player: You’ve won the fight. Taunt the player as he lays dying at your feet.
killed_player01 "Beaten by a woman."
killed_player02 That will teach you to threaten a lady."
killed_player03 "You’ll not bother me again."
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 "Help me!"
fleeing_2 "To my aid!"
fleeing_3 "Oh please help!"
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 will do what I can!"
combat_assist_2 "Courage! Help is on the way."
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.
Number of Wavs: 4 per character
frustrated_1 "Shame on you, running from a woman!"
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 this!"
Shooting: You're shooting arrows at the player.
Number of Wavs: 2 per character
archer_1 "My aim is keen."
archer_2 "Here comes another."
Attacking: You're grunting and attacking
attacking_1 "Ha!!"
attacking_2 "Arg!"
attacking_3 "Hiya!"
Combat, winning: You are winning the fight and take a moment to taunt your opponent. These need to be said quickly, as the fight is still going on.
attacking_hit_1 "You can't beat a girl?"
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_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 "AHHHHHHHHHHH"
die_loud_2 "Noooo....."
die_loud_3 "Arggghh...curse you...."
Blinded: You have been blinded by a flash of light.
Number of Wavs: 1 per character.
blinded_1 "My eyes!! I can't see!"
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 as it should be."
suspicious_item_2 "This is strange..."
suspicious_item_3 "Who is responsible for this?"
suspicious_item_4 "This is not right."
Notice Weapon: There is a weapon lying around. How did it get there?
Number of Wavs: 2 per character
notice_weapon_1 "What brute has left his weapon here?"
notice_weapon_2 "A weapon? What is that doing here?"
Notice Door Open: There is a door open that shouldn't be.
Number of Wavs: 2 per character
notice_door_1 "I have asked for these doors to be closed."
notice_door_2 "This should be closed..."
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 has turned out the light?"
notice_lights_2 "I asked for more lights here."
notice_lights_3 "’tis darker than it should be."
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 "’twas a brief flame."
notice_lights_flame_2 "Hmm, ‘tis out.."
notice_lights_flame_3 "Was that not lit but a moment ago?"
Relight light, flame: You notice that a light source is out. You relight it.
Number of Wavs: 2 per character
light_relight_1 "Are there not servants to do this?" light_relight_2 "I’ll suppose I must light it."
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’ll not relight these any longer."
light_relight_2 "’A lady should not relight these like a common servant."
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 "Oh my! Blood?"
notice_blood_2 "Blood! I feel faint..."
notice_blood_3 "What has happened here?"
Found Generic Body: You find a body on the ground.
Number of Wavs: 2 per character
notice_body_generic_1 "Oh help! Fetch a surgeon!"
notice_body_generic_2 "Someone has 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 has fallen!"
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 has been injured."
Found Body Dead: You find a body of someone obviously dead.
Number of Wavs: 3 per character
notice_dead_1 "’This is not a sight for a lady's eyes."
notice_dead_2 "Dead? Who did this bloody deed?"
notice_dead_3 "Oh! 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 "A woman’s been slain!"
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 has been killed."
Found Body comrade: You find a comrade, dead on the ground. You are outraged.
Number of Wavs: 2 per character
notice_dead_friend_1 "One of our men, slain!"
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 "Call the guards, there’s a murderer on the premises!"
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_2 "What? I had it but a moment ago."
notice_pickpocket_3 "Was I so careless?"
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 "Who dares to rob this house?"
notice_absence_2 "Gone! Oh, who has taken it?"
notice_absence_3 "Raise the alarm, we’ve been robbed!"
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 "We've been robbed! Alert the guards."
notice_absencex2_2 "There is a thief lurking about somewhere. You must find them!"
Greetings
Greeting, Guard to Guard: You spot a social equal who is a guard, on patrol. You greet them casually.
greeting_guardxguard_1 "Good evening, sir."
greeting_guardxguard_2 "You are well, I trust?"
Greeting, Guard to Civilian: You spot a civilian/servant while you're working. No time to chat; they need to know how important your job is.
greeting_guardxcivilian_1 "Move along now."
greeting_guardxcivilian_2 "I have no time for the likes of you."
Greeting, Superior: You spot someone who is high on the social ladder and greet them.
greeting_xnobleman_1 "Good morrow sir."
greeting_xnoblewoman_1 "Greetings, Lady."
greeting_xpriest_1 "Greetings, Father."
Greeting Generic: A casual greeting.
greeting_civilianxcivilian_1 "Greetings."
greeting_civilianxcivilian_2 "Good evening to you."
greeting_civilianxcivilian_3 "How do you do?"
Greeting Inferior. You're a noble and see a civilian. You're better than them.
greeting_noblemanxcivilian_1 "Make way."
greeting_guardxcivilian_2 "Move aside, a Lady is approaching."
Greeting inferior guard. You’re a noble and see a guard. Evaluate their performance.
greeting_noblemanxguard_1 "Stay alert, you."
greeting_noblemanxguard_2 "Your alertness does you credit."
greeting_noblemanxguard_3 "Straighten up, there."
Generic Responses: These should be said fairly monotone and noncomittal, as they could be replies to many different greetings.
response_1 "Oh dear."
response_2 "Indeed."
response_3 "Quite Right."
response_4 "Mmm hmm."
See also
- Vocal scripts overview - Main article on the vocal scripts of AI characters.