[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/coughs x3 Sighs x2 (it's been a long day) Humming a simple tune x2 idle_1 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 [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 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 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 To Alert 2: You notice something, and it caught your attention enough to warrant checking it out. Number of Wavs: 3 per character to_alert2_1 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 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 To Alert 2 + Company + Heard: You notice something auditory with company . to_alert2_soundx2_1 To Alert 2 + Company + Saw: You notice something visually amiss with company and start to investigate. Number of Wavs: 2 per character to_alert2_sawx2_1 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. Number of Wavs: 3 per character to_0_1 Returning to Alert 0, hearing: As above, but you thought you'd heard something. Number of Wavs: 3 per character to_0_sound_1 Returning to Alert 0, sight: As above, but you thought you'd seen something. Number of Wavs: 3 per character to_0_saw_1 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 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. Number of Wavs: 5 per character to_0_search_1 Lost Player after Pursuit: You were chasing the intruder when suddenly he disappeared. He can't be far. lost_player_1 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. Number of Wavs: 5 per character to_0_spotted_1 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. Number of Wavs: 2 per character gotten_help_1 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 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 Suspicious, warn friend: You have seen non-specific evidence of an intruder, and are warning a friend about it. warning01 [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. Number of Wavs: 5 per character search3_1 Investigate Alert 4: You know for sure there is an intruder, and you're looking for him. Number of Wavs: 5 per character search4_1 [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. Number of Wavs: 5 per character spotted_combat_1 Spotted the Player, combatant, with help: You're with friends when you finally spot the player. Number of Wavs: 2 per character spotted_combatx2_2 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 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 Killed Player: You've won the fight. Taunt the player as he lays dying at your feet. killed_player01 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 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 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 " 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 Shooting: You're shooting arrows at the player. Number of Wavs: 2 per character archer_1 Attacking : You're grunting and attacking attacking_1 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 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_1 "Arg" die_quiet_1 "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......." Blinded: You have been blinded by a flash of light. Number of Wavs: 1 per character. blinded_1 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 Notice Weapon: There is a weapon lying around. How did it get there? Number of Wavs: 2 per character notice_weapon_1 Notice Door Open: There is a door open that shouldn't be. Number of Wavs: 2 per character notice_door_1 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 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 Relight light, flame: You notice that a light source is out. You relight it. Number of Wavs: 2 per character light_relight_1 Refuse to relight Torch: You notice that a flame is out. Refuse to relight it. Number of Wavs: 2 per character light_refuse_1 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 Found Generic Body: You find a body on the ground. Number of Wavs: 2 per character notice_body_generic_1 Found Female Body: You find the body of a woman on the ground. Number of Wavs: 1 per character notice_body_female_1 Found Male Body: You find the body of a man on the ground. Number of Wavs: 1 per character notice_body_male_1 Found Body Dead: You find a body of someone obviously dead. Number of Wavs: 3 per character notice_dead_1 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 Found Male Body Dead: You found a man, dead on the ground. Number of Wavs: 1 per character notice_dead_male_1 Found Body comrade: You find a comrade, dead on the ground. You are outraged. Number of Wavs: 2 per character notice_dead_friend_1 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 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 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 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 [Greetings] Greeting, Guard to Guard: You spot a social equal who is a guard, on patrol. You greet them casually. greeting_guardxguard_1 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 Greeting, Superior: You spot someone who is high on the social ladder and greet them. greeting_xnobleman_1 greeting_xnoblewoman_1 greeting_xpriest_1 Greeting Generic: A casual greeting greeting_civilianxcivilian_1 Greeting Inferior. You're a noble and see a civilian. You're better than them. greeting_noblemanxcivilian_1 Greeting inferior guard. You're a noble and see a guard. Evaluate their performance. greeting_noblemanxguard_1 Generic Responses: These should be said fairly monotone and noncomittal, as they could be replies to many different greetings. response_1 [/quote]