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ID Description Priority Min Time Any Min Time Character Min

Time Same Multiple Speak At Once? Queue if Blocked? Override if Blocked?


Randomize? Player Says? Trigger Range LOS? Facing Player
Facing Volume Audible Range Expression

Types DIE Death Scream 1 0 0 0 Y N Y N Y


1100 N 360 360 100 1600 EXP_PAIN

Types SCM Extreme Death Scream 1 0 0 0 Y N Y N


Y 1100 N 360 360 100 1600 EXP_SCREAM

Types DWN Drown 1 0 1 0 Y N N Y Y 1100 N


360 360 95 1200 EXP_PAIN

Types GSP Gasp for air 2 0 1 0 Y N Y Y Y


400 N 360 360 95 1200 EXP_SCREAM

Types PGH Pain Gut Hard 2 0 1 0 Y N Y Y Y


400 N 360 360 95 1200 EXP_PAIN

Types PGR Pain Gut Regular 2 0 1 0 Y N Y Y Y


400 N 360 360 95 1200 EXP_PAIN

Types PHH Pain Head Hard 2 0 1 0 Y N Y Y Y


400 N 360 360 95 1200 EXP_PAIN

Types PHR Pain Head Regular 2 0 1 0 Y N Y Y Y


400 N 360 360 95 1200 EXP_PAIN

Types DFT Runaway 3 10 20 300 N N N N N 1100


N 360 360 95 1200 EXP_FEAR
Types CIN Cinematic 1 0 0 0 Y Y N N Y 0
N 360 360 95 100000

Types FAL Failed interaction 4 0 0 120 N N N N


Y 0 N 360 360 95 1200 EXP_CONFUSED

Types GOT Pick up something 4 0 60 300 N N N N Y


0 N 360 360 95 1200 EXP_HAPPY

Types SUC Successful interaction 4 0 0 120 N N N N


Y 0 N 360 360 95 1200 EXP_HAPPY

Types FSE First See Enemy 5 0 30 300 N N N N N


1100 Y 80 360 95 1200 EXP_SURPRISE

Types EVT Scene Event 1 0 0 0 Y Y N N Y 0


N 360 360 95 1200

Types FHE First Hear Enemy 6 0 30 300 N N N N N


1100 N 360 360 95 1200 EXP_SURPRISE
Types GPI Give Item to Player 6 0 0 0 N N N N
N 200 N 360 360 95 1200
Types GSI Give Slayer Item to Giles 6 0 0 0 N N N
N Y 0 N 360 360 95 1200
Types KIL Kill Enemy 6 0 20 200 N N N N N 400
Y 360 360 95 1200 EXP_DETERMINED
Types SLY Slayer Kill Enemy 6 0 20 300 N N N N Y
400 Y 360 360 95 1200 EXP_DETERMINED
Types TTP Talk to Player 6 0 60 300 N N N N N
70 Y 160 120 95 1200
Types BAT Battle Cry 7 10 30 100 N N N N Y 300
Y 80 360 95 1200 EXP_ANGER
Types GRP Break Grapple Comment 7 0 10 100 N N N N
Y 200 Y 360 360 95 1200 EXP_DETERMINED
Types HIT Hit Enemy with Weapon 7 10 30 100 N N N N
Y 1100 Y 80 360 95 1200 EXP_DETERMINED
Types LSE Lose Sight of Enemy 7 10 20 200 N N N N
N 1100 N 360 360 95 1200 EXP_CONFUSED
Types TNT Taunt in Combat 9 10 30 100 N N N N Y
400 Y 80 360 95 1200 EXP_DETERMINED
Types AMB Ambient Chatter 8 20 180 300 N N N N N
1100 N 360 360 95 1200
Types REP "Repetitious Line, Distress Call" 8 0 40 100 Y N
N N N 1100 N 360 360 95 1200 EXP_FEAR
Types VCM Distress Call when being Attacked 8 0 20 60 Y N
N N N 1100 N 360 360 95 1200 EXP_FEAR
Types EBH Exertion Breathing Heavy 9 0 1 0 Y N Y
Y Y 400 N 360 360 65 1200 EXP_DETERMINED
Types EBL Exertion Breathing Light 9 0 1 0 Y N Y
Y Y 400 N 360 360 65 1200 EXP_DETERMINED
Types EHG Exertion Land 9 0 1 0 Y N Y Y Y
400 N 360 360 65 1200 EXP_DETERMINED
Types EJP Exertion Jump 9 0 1 0 Y N Y Y Y
800 N 360 360 85 1200 EXP_DETERMINED
Types EKK Exertion Kick 9 0 1 0 Y N Y Y Y
800 N 360 360 85 1200 EXP_DETERMINED
Types EPH Exertion Punch Hard 9 0 1 0 Y N Y Y
Y 800 N 360 360 85 1200 EXP_DETERMINED
Types ESP Exertion Punch Soft 9 0 1 0 Y N Y Y
Y 800 N 360 360 85 1200 EXP_DETERMINED

KEY:

ID Three letter ID of the type

Description "English descripttion, reference only"

Priority "The lower the number, the higher the priority. Higher
priority types will force any other types being spoken to cut off instantly on an
individual character "

Min Time Any The minimum amount of seconds between ANY character
saying this type of line again

Min Time Character The minimum amount of seconds between a


particualar character saying this type of line again

Min Time Same The minimum amount of seconds between a character


saying exactly the same line again

Multiple Speak At Once Whether multiple characters can say this line
at the same time. NOTE: Any line playing at the same priority or higher (with this
flag not set) will block lines at the same priority or lower (with this flag not
set) across all characters.

Queue if Blocked "A line can be blocked if a character is already


saying something of equal or higher priority, or if multiple lines of the same type
(or equal or higher priority) cannot be spoken at once. If the blocking line has an
identical priority and this flag is set, the blocked line will queue itself till
the other line has finished"

Override if Blocked "Same as above, except the line will kill the
blocking line and play immediately rather than queuing"

Randomize "Normally, lines will play according to which has played


the least, or which has the lowest ID number. If this is flag is set, lines will
play randomly rather than following these rules. This is normally only set for pain
type sounds where a repetitive order of lines sounds strange."

Player Says "Whether the player can attempt to say this type of line,
or if it's just for NPC's."
Trigger Range "How close the character has to be to the player for
this type of line to fire (if zero then no limit). NOTE: Should be smaller than the
""Audible Range""."
LOS Whether the character needs a clean line of sight to the player
for this type of line to fire
Facing Angle in degrees that the player must be within from
characters facing direction in order for this type of line to fire (field of view)

Player Facing Angle in degrees that the character must be within


from the players facing direction in order for this type of line to fire (field of
view)
Volume Volume of the line from 0-100

Range "Range that this line can be heard over in inches. NOTE: Should
be larger than the ""Trigger Range"""
Expression Facial expression speaker should make when saying this line

Expressions:
EXP_NORMAL
EXP_DETERMINED
EXP_ANGER
EXP_PAIN
EXP_FEAR
EXP_SCREAM
EXP_HAPPY
EXP_LAUGH
EXP_SURPRISE
EXP_SAD
EXP_CONFUSED
EXP_INDIFFERENT
EXP_YAWN
EXP_TIRED
EXP_WINK
EXP_YELL

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