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3 Commits

Author SHA1 Message Date
Jarrod Doyle 4ee12e0aac
Add base game schemas 2025-08-23 08:28:30 +01:00
Jarrod Doyle 1528668f46
Update fm config 2025-08-23 08:28:23 +01:00
Jarrod Doyle 7bbd389b2d
Move incremental save and vbr directories 2025-08-23 08:28:01 +01:00
74 changed files with 18919 additions and 6 deletions

0
_backups/.gitkeep Normal file
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22
fm.cfg
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@ -1,9 +1,23 @@
new_mantle incremental_save_dir ./FMs/J_Template/_backups
vbrush_dir ./FMs/J_Template/_dev/vbrs
obj_min -18192 obj_min -18192
obj_max 8184 obj_max 8184
max_refs 47740 max_refs 47740
tex_filter_mode 0 tex_filter_mode 0
fogging 1
enhanced_sky 1
render_weather 1
postprocess 0
sfx_channels 48
new_mantle
small_portal_repel small_portal_repel
force_correct_rope_lengths 1 enhanced_precip_trace
incremental_save_dir ./FMs/JAYRUDE_templatemis/cow_backups enhanced_aifootstep_trace
vbrush_dir ./FMs/JAYRUDE_templatemis/vbrs enhanced_aidetect_trace
extended_player_lighting 2
force_correct_rope_lengths
sun_runtime_obj_shadows
trans_door_block_fix
dark_menu_training 0

85
schema/AMB_M01.SCH Normal file
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//MISSION 1 -TRAINING
//START MISSION
schema m01start
archetype AMB_M01
volume -500
keehit_s
//HALLWAYS
schema m01halls
archetype AMB_M01
mono_loop 0 0
volume -1000
abyss1
//SIGHT ROOM HUM
schema m01sightrm
archetype AMB_M01
volume -1500 //was -100
mono_loop 0 0
windlp1
//AUDIO ROOM HUM
schema m01audiorm
archetype AMB_M01
volume -1500 //was -100
mono_loop 0 0
windstil
//WIND ENV. -SOFT
schema m01windp
audio_class ambient
archetype AMB_M01
volume -700 //was -1400
pan_range 3000
poly_loop 2 4000 7000
windlit1 windlit2
//WIND OBJECT
schema m01wind
archetype AMB_M01
volume -700 //was -200
poly_loop 2 4000 7000
windlit1 windlit2
//NIGHT LOOP
schema m01nightlp
archetype AMB_M01
mono_loop 0 0
volume -2200 //was -2500
nightlp
//BIRDS
schema m01birds
archetype AMB_M01
delay 3000
poly_loop 2 4000 20000
pan_range 2000
volume -2500 //was -3500
bird1 bird2 bird3
//TRANS INSIDE-OUTSIDE
schema m01trans
archetype AMB_M01
mono_loop 0 0
volume -1500
windstil
//WATER
schema m01water
archetype AMB_M01
mono_loop 0 0
volume -1000
waterlp1
//WATER IN TUNNELS
schema m01waterslo
archetype AMB_M01
mono_loop 0 0
volume -1000
waterlp2

214
schema/AMB_M02.SCH Normal file
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//MISSION 2 -BAFFORD
//START
schema m02start
archetype AMB_M02
volume -500
keehit_s
//WIND ENVIRONMENT
schema m02wind
archetype AMB_M02
delay 2000
poly_loop 2 4000 5000
pan_range 2500
volume -1200 //was -2000
wind1 wind2 wind3 wind1lo wind2lo
//WIND OBJECT
schema m02windobj
archetype AMB_M02
poly_loop 2 4000 5000
volume -1200 //was -100
wind4 wind5 wind1 wind2 wind3
//INSIDE-OUTSIDE TRANS
schema m02cave
archetype AMB_M02
mono_loop 0 0
volume -1500
caveamb
//INSIDE TONES
schema m02tones
archetype AMB_M02
poly_loop 2 4000 10000
volume -1500
pan_range 2500
tone1 tone2 tone3 tone4 tone5
//BASEMENT 1 -AT WATER
schema m02basement1
archetype AMB_M02
mono_loop 0 0
volume -2000
m02bs1
//BASEMENT 2 -AT BLACKJACK GUY
schema m02basement2
archetype AMB_M02
poly_loop 2 2000 15000
pan_range 2500
volume -2700
m02bs2A m02bs2B m02bs2C m02bs2D
//BASEMENT 2A -BJACK GUY CUE
schema m02bjcue
archetype AMB_M02
volume -1500
tension7
//BASEMENT 3 -SERVANT LEVEL CUE
schema m02svcue
archetype AMB_M02
volume -1500
tension1
//BASEMENT - 1st FL TRANS
schema m02voxtrans
archetype AMB_M02
mono_loop 0 0
volume -1800
voxtrans
//INSIDE 1st FLOOR
schema m02vox
archetype AMB_M02
mono_loop 0 0
volume -1800 //was -1700
voxloop
//TILED FLOOR
//schema m02tiles
//archetype AMB_M02
//mono_loop 0 0
//volume -1300
//tilelp1
//TILED FLOOR
schema m02tiles
archetype AMB_M02
poly_loop 2 2000 3000
pan_range 1000
volume -1000
vox1 vox2 vox3
//CUE1 -UPSTAIRS LOCKED ROUND ROOM NEW SCEPTRE
schema m02cue1
archetype AMB_M02
volume -1800
tension3
//CUE2 -SCEPTRE ROOM
schema m02cue2
archetype AMB_M02
volume -1800
tension2
//RAFTERS
schema m02rafters
archetype AMB_M02
volume -1500
mono_loop 0 0
voxtrans
//DOWN BACK STAIRS RANDOMS
schema m02creaks
archetype AMB_M02
volume -2000
poly_loop 2 500 7000
pan_range 3000
delay 2000
drip1 freq 1
drip2 freq 1
drip3 freq 1
squeaks1 freq 2
//DOWN BACK STAIRS ENVIRON
schema m02abyss
archetype AMB_M02
volume -1000
mono_loop 0 0
abyss1
//COURT YARD
//CRICKETS
schema m02crickets
archetype AMB_M02
mono_loop 0 0
volume -2400
crickets
//NIGHTLOOP
schema m02nightlp
archetype AMB_M02
mono_loop 0 0
volume -2400
nightlp
//SEWERS
//CALM WATER
schema m02watercalm
archetype AMB_M02
mono_loop 0 0
volume -1500 //was -2000
waterlp2
//WATER
schema m02water
archetype AMB_M02
mono_loop 0 0
volume -1500 //was -1500
waterlp1
//MANHOLE TRANS
schema m02mhtr
archetype AMB_M02
mono_loop 0 0
volume -1500
caveamb
//DRIPS
schema m02drips
archetype AMB_M02
mono_loop 1000 6000
volume -2700
drip1 drip2 drip3
//MACHINES
//TAPPING BOX
schema m02tapping
archetype AMB_M02
mono_loop 0 0
volume -2400
tapping
//PIPES
schema m02pipes
archetype AMB_M02
mono_loop 0 0
volume -1500
bubblelp
//PEOPLE1
schema m02people1
archetype AMB_M02
mono_loop 0 0
volume -2600
crowdbar
//PEOPLE2
schema m02people2
archetype AMB_M02
mono_loop 0 0
volume -2600
crowdba2

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schema/AMB_M03.SCH Normal file
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//MISSION 3 -PRISON
///////////
//OUTSIDE//
///////////
//WIND ENVIRONMENT
schema m03wind
archetype AMB_M03
poly_loop 2 5000 9000
pan_range 2000
volume -1300
windlit1 windlit2
//BIRDS
schema m03birds
archetype AMB_M01
delay 3000
poly_loop 2 2000 30000
pan_range 2500
volume -3000
bird1 bird2 bird3
//CAVE TRANSITION
schema M03trans
mono_loop 0 0
volume -1500
caveamb
/////////
//WATER//
/////////
//CALM WATER
schema M03watercalm
archetype AMB_M03
mono_loop 0 0
volume -1500
waterlp2
//WATER
schema m03water
archetype AMB_M03
mono_loop 0 0
volume -2000
waterlp1
//WATERFALL
schema m03waterfall
archetype AMB_M03
mono_loop 0 0
volume -500
waterfal
/////////
//MINES//
/////////
//MINES AMB
schema m03mines
archetype AMB_M03
mono_loop 0 0
volume -1500
mines2
//RANDOM SOUND IN MINES
schema M03mines_var
archetype AMB_M03
volume -2000
poly_loop 2 500 7000
pan_range 3000
delay 3000
drip1 drip2 drip3 squeaks1
zommoan1 zommoan2 zommoan3 zommoan4
rat1 rat2
//RANDOM SOUND IN MINES2 NO ZOMBS
schema M03mines_var2
archetype AMB_M03
volume -2200
poly_loop 2 500 7000
pan_range 3000
delay 3000
rat1 rat2 squeaks1
//BIG ZAP ARC
schema m03zaparc
archetype AMB_M03
volume -1800
mono_loop 0 0
zaparc
//HOLYWATER
schema m04holywater
archetype AMB_M04
poly_loop 3 3000 5000
volume -2000
aahs1 aahs2 aahs3
///////////
//FACTORY//
///////////
//LOWER FACTORY
schema m03factory
archetype AMB_M04
mono_loop 0 0
volume -1500
abyss1
//MINES FADE OUT
schema M03mines_p1
archetype AMB_M03
mono_loop 0 0
volume -1800
mines2
schema M03mines_p2
archetype AMB_M03
mono_loop 0 0
volume -2200
mines2
schema M03mines_p3
archetype AMB_M03
mono_loop 0 0
volume -2700
mines2
schema M03mines_p4
archetype AMB_M03
mono_loop 0 0
volume -3300
mines2
//MACHINE ROOM
//MACH ROOM THROB
schema m03machrm
archetype AMB_M03
mono_loop 0 0
volume -800
throbhi
//MACHINE ROOM FADE
schema m03machrm_p1
archetype AMB_M03
mono_loop 0 0
volume -1200
throbhi
schema m03machrm_p2
archetype AMB_M03
mono_loop 0 0
volume -1500
throbhi
schema m03machrm_p3
archetype AMB_M03
mono_loop 0 0
volume -1800
throbhi
schema m03machrm_p4
archetype AMB_M03
mono_loop 0 0
volume -2300
throbhi
schema m03machrm_p5
archetype AMB_M03
mono_loop 0 0
volume -3000
throbhi
//MACHINE ROOM 2 -UPPER
schema m03machrm2
archetype AMB_M03
mono_loop 0 0
volume -750
throblo
//MACHINE ROOM 2 FADE
schema m03machrm2_p
archetype AMB_M03
mono_loop 0 0
volume -900
throblo
schema m03machrm2_p1
archetype AMB_M03
mono_loop 0 0
volume -1200
throblo
schema m03machrm2_p2
archetype AMB_M03
mono_loop 0 0
volume -1500
throblo
//MISC MACHINERY
schema m03tapping
archetype AMB_M03
mono_loop 0 0
volume -1800
tappingr
schema m03arcs
archetype AMB_M03
mono_loop 0 0
volume -2500
arcsr
schema m03gears2
archetype AMB_M03
mono_loop 0 0
volume -800
gears2r
schema m03shockhmr
archetype AMB_M03
mono_loop 0 0
volume -1700
shockhmr
schema M03pipes1
archetype AMB_M03
mono_loop 0 0
volume -1000
pipelp1
schema M03pipes2
archetype AMB_M03
mono_loop 0 0
volume -1500
bubblelp
schema m03fan
archetype AMB_M03
mono_loop 0 0
volume -1000 //was -1500
fan
schema m03zot
archetype AMB_M03
poly_loop 2 5000 10000
volume -2800
zotr
//////////
//PRISON//
//////////
//PRISON
schema m03prison
archetype AMB_M03
mono_loop 0 0
volume -900
abyss1
//PRISON RANDOMS
schema m03prison_var
archetype AMB_M03
volume -1200
poly_loop 2 4000 10000
pan_range 3000
delay 3000
rat1 freq 1
rat2 freq 1
chain1 freq 2
moan1 freq 7
moan2 freq 7
moan3 freq 7
moan4 freq 2
plead1 freq 1
plead2 freq 1
plead3 freq 1
////////////
//UPSTAIRS//
////////////
//DRUMLOOP
schema m03drumloop
archetype AMB_M03
mono_loop 0 0
volume -1200
drumloop
//MEES
schema m03mees
archetype AMB_M03
poly_loop 2 2000 3000
pan_range 2500
volume -2200
me1 me2 me3p
//CHANTS
schema m03chants
archetype AMB_M03
mono_loop 0 0
volume -1500
chantlo
//BELLTHUMP
schema m03bellthump
archetype AMB_M03
volume -1000
bellthmp
//EEES
schema m03eees
archetype AMB_M03
mono_loop 0 0
volume -1800
eees1 eees2 eees3

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schema/AMB_M04.SCH Normal file
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//Mission 4 -Catacombs
//Haunt Trap -speech
schema m0401
archetype OTHER_CONV
hh1m0401
//Stone Face
schema m0402
archetype OTHER_CONV
fac001
//Stone Face laughter
schema m0402a
archetype OTHER_CONV
fac002
//Thank you
schema m0403
archetype OTHER_CONV
gh1gold
//Horn of Quintus
schema Horn_of_Quintus
archetype AMB_M04
audio_class speech
volume -500
mono_loop 0 0
hornofq
///////////
//OUTSIDE//
///////////
//START
schema m01start
archetype AMB_M04
volume -500
keehit_s
schema m04wind
archetype AMB_M04
volume -2000
pan_range 3000
poly_loop 2 5000 6000
wind1lo wind2lo wind3lo
//TRANS1 WIND
schema m04trans
archetype AMB_M04
volume -1500
mono_loop 0 0
caveamb
////////////
//1ST ROOM//
////////////
//CATACOMBS AMB 1 1st BIG ROOM
schema m04cat1
archetype AMB_M04
mono_loop 0 0
volume -400
subson1
//RANDOMS
schema m04cat1var
archetype AMB_M04
volume -1600
pan_range 500
poly_loop 2 5000 15000
m04cat1a m04cat1b m04cat1c
//CUE1
schema m04cue1
archetype AMB_M04
volume -1500
m04cat2a m04cat2b m04cat2c
//CUE -OVERLOOKING THE LEDGE
schema m04ledge
archetype AMB_M04
volume -100
howltxtb howltxta
//SPARKLY BELLS
schema m04bells
archetype AMB_M04
volume -3000
poly_loop 2 5000 5500
bells1 bells2
//RUMBLES
schema m04rumble_p
archetype AMB_M04
volume -1
mono_loop 20000 30000
rumble1 rumble2
//MOANS
schema m04moans
archetype AMB_M04
volume -1200
pan_range 2500
delay 2000
poly_loop 2 4000 15000
zommoan1 zommoan2 zommoan3 zommoan4
//CREAKING WOOD
schema m04creak
archetype AMB_M04
volume -2000
delay 3000
mono_loop 8000 10000
squeaks1
//JUMP CUE
schema m04jump
archetype AMB_M04
volume -500
bellthmp
//REDBOOK ROOM OBJ
schema m04redbook
archetype AMB_M04
mono_loop 0 0
volume -2600
beams
//HOLY WATER ROOM OBJ
schema m04holywater
archetype AMB_M04
poly_loop 3 3000 5000
volume -2000
aahs1 aahs2 aahs3
//CATACOMBS AMB 2 HALLWAY <<lo music2
schema m04cat2
archetype AMB_M04
volume -500
mono_loop 0 0
subson2
//CUE2
schema m04cue2
archetype AMB_M04
volume -1800
pan_range 3000
poly_loop 2 4000 30000
m04cat2a m04cat2b m04cat2c
//TRAP1 -CREAKING FALLING ROCKS <<get rickety snd
schema m04trap1
archetype AMB_M04
volume -500
mono_loop 4000 8000
rumble3
///////////////////
//BURRICK TUNNELS//
///////////////////
//TRANS2 TO TUNNELS
schema m04trans2
archetype AMB_M04
volume -1200
mono_loop 0 0
caveamb
//NARROW TUNNELS
schema m04tunnels
archetype AMB_M04
mono_loop 0 0
volume -1500
lostcity
//CAVES AMB
schema m04caves
archetype AMB_M04
poly_loop 2 5000 7000
pan_range 3000
volume -2000
cave1 cave2 cave3
//CATACOMBS 3 -AFTER TUNNELS
schema m04cat3
archetype AMB_M04
mono_loop 0 0
volume -500
subson1
//CATACOMBS 3 CUE <<??
schema m04cue3
archetype AMB_M04
volume -100
howltxtb
//PYRAMID ROOM OBJ
schema m04pyramid
archetype AMB_M04
volume -100
mines2
//RUMBLES2
schema m04rumbles
archetype AMB_M04
volume -1
pan_range 3000
poly_loop 2 5000 30000
rumble1 rumble2 rumble3
schema m04hornhum
archetype AMB_M04
volume -250
mono_loop 0 0
subson2
schema m04cat4
archetype AMB_M04
volume -1200
pan_range 3000
delay 3000
mono_loop 3000 25000
m04cat2a m04cat2b m04cat2c
//WATER
schema m04water
archetype AMB_M04
mono_loop 0 0
volume -500
waterlp2
//WATER QUIET
schema m04water_p
archetype AMB_M04
mono_loop 0 0
volume -2000
waterlp2

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schema/AMB_M05.SCH Normal file
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//MISSION 5 ASSASSIN
//START INSIDE
schema m05in1
archetype AMB_M05
mono_loop 0 0
volume -1500
windstil
//FOLLOW THE ASSASSINS
//wind
schema m05wind
archetype AMB_M05
poly_loop 2 3000 6000
delay 1000
pan_range 2500
volume -1250
wind1lo wind2lo wind3lo wind4
//Loop1
schema m05L1
archetype AMB_m05
mono_loop 0 0
volume -1200
m05Loop1
//Loop2
schema m05L2
archetype AMB_m05
mono_loop 0 0
volume -1200
m05Loop2
//Loop3
schema m05L3
archetype AMB_m05
mono_loop 0 0
volume -1200
m05Loop3
//End of trail trans
schema m05endtrans
archetype AMB_m05
mono_loop 0 0
volume -500
voxtrans
//PIPES
schema m05pipes
archetype AMB_M05
mono_loop 0 0
volume -800
pipelp1
//WIND TRANS
schema m05windtr
archetype AMB_M05
mono_loop 0 0
volume -1500
windlp1
//TUNNEL
schema m05tunnel
archetype AMB_M05
mono_loop 0 0
volume -1500
caveamb
//beet
schema m05beet
archetype AMB_M05
mono_loop 0 0
volume -1400
beet1jgb
//feedback
schema m05fb
archetype AMB_M05
poly_loop 2 3000 4500
pan_range 3000
volume -1000
fb1 freq 2
fb2 freq 2
fb3 freq 2
fb4 freq 1
//crickets loop
schema m05crickets
archetype AMB_M05
mono_loop 0 0
volume -2000
crickets
//night loop
schema m05nightlp
archetype AMB_M05
mono_loop 0 0
volume -2400
nightlp
//tavern1
schema m05tavern1
archetype AMB_M05
mono_loop 0 0
volume -2600
crowdba2
//tavern2 soft
schema m05tavern2
archetype AMB_M05
mono_loop 0 0
volume -2600
crowdre2
//tavern3 soft
schema m05tavern3
archetype AMB_M05
mono_loop 0 0
volume -2600
crowdbar
//INSIDE RMZ HOUSE
schema m05sqlo
archetype AMB_M05
mono_loop 0 0
volume -500
squarelo
//INSIDE 2
schema m05rising
archetype AMB_M05
mono_loop 0 0
volume -1800 //was -1300
rising
//BALC CUE1
schema m05bellthump
archetype AMB_M05
volume -1000
bellthmp
//waterfall1
schema m05waterfall
archetype AMB_M05
mono_loop 0 0
volume -1200
waterfal
//WATER
schema m05water
archetype AMB_M05
mono_loop 0 0
volume -1700
waterlp1
//CALM WATER
schema m05watercalm
archetype AMB_M05
mono_loop 0 0
volume -1700
waterlp2
//MACHINES
//PUMP1
schema m05pump1
archetype AMB_M05
mono_loop 0 0
volume -2200
genera2r
//TWIN COILS
schema m05coils
archetype AMB_M05
mono_loop 0 0
volume -700
metalhrt
//TURBINE
schema m05turbine
archetype AMB_M05
mono_loop 0 0
volume -1200
turbinlp
//SHOCKHMR
schema m05shockhmr
archetype AMB_M05
mono_loop 0 0
volume -500
shockhmr
//THROB IN SKY
schema m05throbhi
archetype AMB_M05
mono_loop 0 0
volume -100
throbhi
//THROB
schema m05throb
archetype AMB_M05
mono_loop 0 0
volume -500
throblo
//cauldron bubbling
schema m05cauldron
archetype AMB_M05
mono_loop 0 0
volume -1000
lavalp1

334
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//MISSION 6 -STEAL FROM CON
//OUTSIDE
//START WIND
schema m06wind
archetype AMB_M06
delay 2000
poly_loop 2 5500 6000
volume -1200
wind1lo wind2lo wind3lo
//CRICKETS
schema m06crickets
archetype AMB_M06
mono_loop 0 0
volume -2000
crickets
//NIGHTLOOP
schema m06nightlp
archetype AMB_M06
mono_loop 0 0
volume -2000
nightlp
//TRANS AT FRONT ENTRANCE
schema m06trans
archetype AMB_M06
mono_loop 0 0
volume -1500
windstil
//1ST FLOOR
//1ST FLOOR MAIN
schema m06f1
archetype AMB_M06
mono_loop 0 0
volume -1300
abyss1
//BALCONY CUE
schema m06balcue
archetype AMB_M06
volume -500
bellthmp
//1ST FLOOR CUE1 -IN & OUT OF ROOMS
schema m06f1cue1
archetype AMB_M06
volume -1000
howltxta //try string or synth note
//1ST FLOOR CUE2 -IN & OUT OF ROOMS
schema m06f1cue2
archetype AMB_M06
volume -1000
howltxtb
//1ST FLOOR CUE3 -IN & OUT OF ROOMS
schema m06f1cue3
archetype AMB_M06
volume -1000
bellthmp
//GARDEN
schema m06garden
archetype AMB_M06
mono_loop 0 0
volume -3000
nightlp
//GARDEN RANDOMS
schema M06forest
archetype AMB_M06
mono_loop 0 0
volume -1500
forest1 forest2 forest3 forest4 forest5 forest6
//CAVE BEHIND GARDEN
schema m06cave
archetype AMB_M06
mono_loop 0 0
volume -500
subson1
//CAVE TRANS
schema m06cavetrans
archetype AMB_M06
mono_loop 0 0
volume -500
subson1
//PUFFY
schema m06puffyL
archetype AMB_M06
mono_loop 0 0
pan -2500
volume -1200
puffy
schema m06puffyR
archetype AMB_M06
delay 50
mono_loop 0 0
pan 2500
volume -1200
puffy
//2ND FLOOR
//2ND FLOOR MAIN
schema m06f2
archetype AMB_M06
mono_loop 0 0
volume -700
subson2
//2ND FLOOR CUE1
schema m06f2cue1
archetype AMB_M06
volume -500
bellthmp
//2ND FLOOR CUE2
schema m06f2cue2
archetype AMB_M06
volume -1000
diffuse
//2ND FLOOR CUE3 -Con's room
schema m06f2cue3
archetype AMB_M06
volume -1000
voceerie
//HARSH
schema m06harsh
archetype AMB_M06
mono_loop 0 0
volume -1000
harsh1 harsh2
//3rd FLOOR
schema m06F3
archetype AMB_M06
mono_loop 0 0
volume -400
subson1
//VIK GIGGLE
schema m06vikgig
archetype AMB_m06
mono_loop 1000 5000
volume -2500
delay 1000
pan_range 3000
vikgig1 vikgig2 vikgig3 vikgig4
//growls & Vik
schema m06grvik
archetype AMB_m06
mono_loop 1000 5000
volume -2500
delay 1000
pan_range 3000
vikgig1 vikgig2 vikgig3 vikgig4 gr1 gr2 gr3 gr4 gr5 gr6 gr7 gr8 gr9
//SPACE WHISPERS
schema m06westarve
archetype AMB_m06
poly_loop 2 1500 8000
no_repeat
pan_range 2500
volume -2500
vneedyou vplease vhearme vhungry vwestarv
//CURLY ROOM
schema m06warble
archetype AMB_m06
no_repeat
poly_loop 2 2000 3000
pan_range 2500
volume -3200
warble1 warble2 warble3
//SPACE
schema m06space
archetype AMB_m06
mono_loop 0 0
volume -2200
bridge1
/////////
//WATER//
/////////
//WATER SMALL -FOUNTAIN
schema m06watersm
archetype AMB_M06
mono_loop 0 0
volume -2500
waterlp1
//WATERCALM
schema m06watercalm
archetype AMB_M06
mono_loop 0 0
volume -2000
waterlp2
//WATER STREAM
schema m06water
archetype AMB_M06
mono_loop 0 0
volume -1800
waterlp1
//DRIPS IN BATHROOM
schema m06drips
archetype AMB_M06
poly_loop 2 1500 8000
volume -2500
drip1 drip2 drip3
//WATER IN SMALL TOWN & GIANT HOUSE
//WATER FALL IN SMALL TOWN
schema m06townfalls
archetype AMB_M06
mono_loop 0 0
volume -1000
wtr__md2
//WATER LAKE1 IN SMALL TOWN
schema m06townlake1
archetype AMB_M06
mono_loop 0 0
volume -1000
wtr__md3
//WATER LAKE1 IN SMALL TOWN
schema m06townlake2
archetype AMB_M06
mono_loop 0 0
volume -1000
wtr__md4
//WATER STREAM IN SMALL TOWN
schema m06townstream
archetype AMB_M06
mono_loop 0 0
volume -1500
wtr__sm3
//BIG HOUSE
//FIRE IN BIG HOUSE
schema m06bigfire
archetype AMB_M06
mono_loop 0 0
volume -1000
firelp2
//BIG HOUSE AMBS
schema m06belleamb
archetype AMB_M06
mono_loop 0 0
volume -1000
belles
schema m06choirLo
archetype AMB_M06
mono_loop 0 0
volume -1500
choirLo
schema m06tonebend
archetype AMB_M06
mono_loop 0 0
volume -1000
tonebend
//3rd FLOOR-KEMAL///////
//ENTER 3rd FLOOR GRASS TUNNELS
schema m06f3cue1
archetype AMB_M06
volume -1000
howltxta
//change snd to cymbal???
//ENTER CON'S SWORD ROOM
schema m06f3cue2
archetype AMB_M06
volume -1000
howltxtb
//SWORD ROOM
schema m06sword
archetype AMB_M06
poly_loop 2 1500 3300
volume -2200
eees1 eees2 eees3
//replace snd with pulsing sword //sound
//OVERLOOK GARDEN
schema m06f3cue3
archetype AMB_M06
volume -1000
bellthmp
//replace snd with ahh
//sound

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//MISSION 7
//LEVEL 1
//LEVEL1 AMB
schema m07L1
archetype AMB_M07
volume -1400
mono_loop 0 0
windstil
//FEEDBACK
schema m07fb
archetype AMB_M07
volume -1800
pan_range 2500
poly_loop 2 3000 5000
fb1 fb2 fb3 fb4
//CRICKETS
schema m07crickets
archetype AMB_M07
volume -2400
mono_loop 0 0
crickets
//NIGHTLOOP
schema m07nightlp
archetype AMB_M07
volume -2400
mono_loop 0 0
nightlp
//CUE1
schema m07cue
archetype AMB_M07
volume -1300
howltxta howltxtb voceerie
//LEVEL2 AMB
schema m07L2
archetype AMB_M07
volume -800
mono_loop 0 0
subson1
//QUEST2 -two pedestals
schema m07organ
archetype AMB_M07
volume -1500
pan_range 2500
no_repeat
poly_loop 2 8200 8200
organ1 organ2
//TRANS TO CAVES
schema m07trans
archetype AMB_M07
mono_loop 0 0
volume -2000
caveamb
//CAVES
schema m07caves
archetype AMB_M07
poly_loop 2 3000 4000
volume -1500
pan_range 2500
cave1 cave2 cave3
//BIG CAVE
schema m07drips
archetype AMB_M07
poly_loop 2 2000 10000
delay 2000
volume -2500
drip1 drip2 drip3 squeaks
//OUTSIDE WIND
schema m07wind
archetype AMB_M03
poly_loop 2 3000 4000
pan_range 2000
volume -1200
wind1 freq 5
wind2 freq 5
wind3 freq 5
wind4 freq 1
wind5 freq 1
//HAUNTS
schema m07haunts
archetype AMB_M07
poly_loop 2 7500 30000
no_repeat
pan_range 2400
volume -2100
HH1a0mo1 HH1a0mo2 HH1a0mo3 HH1a0wh1 HH1a0wh2 HH1a0wh3
//BELLTHUMP
schema m07bellthump
archetype AMB_M07
volume -500
mono_loop 0 0
bellthmp
//WATER
schema m07watercalm
archetype AMB_M07
mono_loop 0 0
volume -1500
waterlp2
schema m07water
archetype AMB_M07
mono_loop 0 0
volume -1500
waterlp1
schema m07waterfall
archetype AMB_M07
mono_loop 0 0
volume -1500
waterfal

225
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//Mission 9 LOST CITY
//WIND OUTSIDE
schema m09wind
archetype AMB_M09
delay 2000
poly_loop 2 4000 5000
pan_range 2500
volume -1500 //was -2000
wind1 wind2 wind3 wind1lo wind2lo
//WATER
schema m09water
archetype AMB_M09
mono_loop 0 0
volume -1500
waterlp1
schema m09waterfall
archetype AMB_M09
mono_loop 0 0
volume -700
waterfal
schema m09watercalm
archetype AMB_M09
mono_loop 0 0
volume -1500
waterlp2
schema m09watercalm_p
archetype AMB_M09
mono_loop 0 0
volume -1800
waterlp2
schema m09drips
archetype AMB_M09
mono_loop 0 0
volume -2500
waterlp1
//LOST CITY
//Cavern hum1
schema m09cave1
archetype AMB_M09
poly_loop 2 5000 7000
pan_range 3000
volume -2000
cave1 cave2 cave3
//Cavern hum quiet
schema m09cave2
archetype AMB_M09
poly_loop 2 7500 8000
pan_range 3000
volume -2400
cave3
//Cavern tran to inside
schema m09trans
archetype AMB_M09
mono_loop 0 0
volume -1800
caveamb
//Inside building
schema m09inside
archetype AMB_M09
mono_loop 0 0
volume -1800
lostcity
//earthquake lo rumble
schema m09quake1
archetype AMB_M09
mono_loop 10000 30000
volume -1
rumble1
//earthquake hi rumbles SOFT
schema m09quake2
archetype AMB_M09
mono_loop 10000 30000
volume -300
rumble2 rumble3
//earthquake all rumbles LOUD
schema m09quake3
archetype AMB_M09
poly_loop 1 10000 30000
volume -100
rumble2 rumble3 rumble1
////////
//LAVA//
////////
//Lava1 -burbling
schema m09lava1
archetype AMB_M09
mono_loop 0 0
volume -400
lavalp1
//Lava2 -more intense
schema m09lava2
archetype AMB_M09
mono_loop 0 0
volume -400
lavalp2
//Lava3 -slurping
schema m09lava3
archetype AMB_M09
mono_loop 0 0
volume -400
lavalp3
//Lava4 -soft bubbles
schema m09lava4
archetype AMB_M09
mono_loop 0 0
volume -500
lavalp4
//lava falls
schema m09falls1
archetype AMB_M09
mono_loop 0 0
volume -400
lavapour
//lava steam1 -lava blasts
schema m09steam1
archetype AMB_M09
poly_loop 2 3000 6000
pan_range 1000
volume -500
lavabst1 lavabst2 lavabst3
//lava steam2 -soft bubbling steam
schema m09steam2
archetype AMB_M09
mono_loop 0 0
volume -1000
steamlp1
//lava crackle1
schema m09crackle1
archetype AMB_M09
mono_loop 0 0
volume -750
crackle1
//lava crackle2
schema m09crackle2
archetype AMB_M09
mono_loop 0 0
volume -750
crackle2
//Bubble -random blurps
schema m09bub1
archetype AMB_M09
poly_loop 2 3000 6000
pan_range 2000
volume -1000
bubble1 bubble2 bubble3 bubble4
//Bubble fast
schema m09bub2
archetype AMB_M09
poly_loop 2 500 2000
pan_range 2000
volume -1000
burble1 burble2 burble3
//bubble slow -soft bubble loop
schema m09bub3
archetype AMB_M09
mono_loop 0 0
volume -1000
bubblelp
//blue lights on
schema blue_light_on
archetype AMB_M09
volume -1200
blueon1 blueon2
env_tag (Event Activate) (DeviceType BlueLight)
//blue lights off
schema blue_light_off
archetype AMB_M09
volume -1700
blueoff1 blueoff2
env_tag (Event Deactivate) (DeviceType BlueLight)
//tower
schema m09tower
archetype AMB_M09
poly_loop 3 3000 5000
volume -3000
aahs1 aahs2 aahs3
//talisman room
schema m09talisman
archetype AMB_M09
mono_loop 0 0
volume -2000
eees3

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//MISSION 10 UNDERCOVER
//5-SWITCH PUZZEL SUCCESS
schema switch_succ
archetype DEVICES
volume -100
m10succ
//5-SWITCH PUZZEL FAIL
schema switch_fail
archetype DEVICES
volume -100
m10fail
//OUTSIDE FRONT
//WIND
schema m10wind
archetype AMB_M10
poly_loop 2 3000 4000
pan_range 2000
volume -1000
wind1 wind2 wind3
//SINGING
schema m10singing
archetype AMB_M10
volume -1700
poly_loop 2 7000 8000
singing1 freq 2
singing2 freq 1
//PEOPLE1
schema m10tavern1
archetype AMB_M10
volume -2200
mono_loop 0 0
crowdres
//PEOPLE2
schema m10tavern2
archetype AMB_M10
volume -2500
mono_loop 0 0
crowdbar
//PEOPLE3
schema m10tavern3
archetype AMB_M10
volume -2700
mono_loop 0 0
crowdre2
//BELLCHURCH
schema m10bellchur
archetype AMB_M10
volume -2000
poly_loop 1 5000 5010
bellchur freq 6
silenc9s freq 1
//WIND TRANS
schema m10trans
archetype AMB_M10
mono_loop 0 0
volume -800
windstil
//GEARS
schema m10gears
archetype AMB_M10
mono_loop 0 0
volume -1500
gears1r
//INSIDE LOOP
schema m10inside
archetype AMB_M10
volume -1500
mono_loop 0 0
diffuse
//INSIDE RANDOMS
schema m10insidevar
archetype AMB_M10
volume -1000
poly_loop 2 4000 30000
pan_range 2000
howltxta freq 2
howltxtb freq 2
voceerie freq 2
//GARDEN
//CRICKETS
schema m10crickets
archetype AMB_M10
mono_loop 0 0
volume -1700
crickets
//MIGHTLP
schema m10nightlp
archetype AMB_M10
mono_loop 0 0
volume -2000
nightlp
//CHAPEL
schema m10chapel
archetype AMB_M10
poly_loop 2 2000 3000
volume -2500
me1 me2 me3
schema m10chapelvar
archetype AMB_M10
mono_loop 100 200
volume -1000
singing1 singing2
//HAMMER RHY1
schema m10hamrhy1
mono_loop 0 0
volume -1000
hammer2
//HAMMER RHY2
schema m10hamrhy2
mono_loop 0 0
volume -1000
hammer2
//DRUMLOOP
schema m10drumloop
mono_loop 0 0
volume -1000
drumloop
//BASEMENT
//bell thump
schema m10bellthump
archetype AMB_M10
volume -1000
mono_loop 0 0
bellthmp
//vocal eerie
schema m10voceerie
archetype AMB_M10
volume -1000
mono_loop 5000 10000
pan_range 2000
voceerie
//howltexture A
schema m10howlA
archetype AMB_M10
volume -700
mono_loop 5000 10000
pan_range 2000
howltxta
//howltexture B
schema m10howlB
archetype AMB_M10
volume -700
mono_loop 5000 10000
pan_range 2000
howltxtb
//washroom drips
schema m10drips
archetype AMB_M10
volume -3200
poly_loop 1 2000 4000
pan_range 3000
drip1 drip2 drip3
//Pipes
schema m10pipes
archetype AMB_M10
volume -1000
mono_loop 0 0
bubblelp
//AT TALISMANS
schema m10eees
archetype AMB_M10
mono_loop 0 0
volume -2000
eees1
//TALISMAN ROOM
schema m10talisrm
archetype AMB_M10
mono_loop 0 0
volume -100
SquareLo
//crypt transition
schema M10crypt
archetype AMB_M10
mono_loop 0 0
volume -1500
caveamb
//AMB LEDGE
schema m10cue1
archetype AMB_M10
volume -500
voceerie
//AMB CHANT NEAR LEDGE
schema m10ledgetrans
archetype AMB_M10
mono_loop 0 0
volume -500
SquareLo
//random snds below basement
schema m10crypt_var
archetype AMB_M10
volume -3000
mono_loop 7000 20000
pan_range 3000
delay 3000
rat1 rat2 squeaks1

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//AMBIENT ENVIRONMENTS & OBJECTS
//WARDS
schema unlock_fireward
archetype AMB_M11
volume -1
wardfire
env_tag (Event statechange) (Lockstate unlocked) (WardType FireWard)
schema unlock_earthward
archetype AMB_M11
volume -1
warderth
env_tag (Event statechange) (Lockstate unlocked) (WardType EarthWard)
schema unlock_waterward
archetype AMB_M11
volume -1
wardh20
env_tag (Event statechange) (Lockstate unlocked) (WardType WaterWard)
schema unlock_airward
archetype AMB_M11
volume -1
wardair
env_tag (Event statechange) (Lockstate unlocked) (WardType AirWard)
//MURUS APPEARING & DISAPPEARING
schema mur_appear
archetype AMB_M11
volume -2000
murappr
//TASK DONE
schema task_done
archetype AMB_M11
volume -1500
taskdone
//FF IN FRONT OF DOOR
schema ffield
archetype AMB_M11
volume -500
mono_loop 0 0
bridge1
//EYE ACTIVATED
schema the_eye
archetype AMB_M11
volume -1000
mono_loop 0 0
theeye
//OUTSIDE
//OUTSIDE WIND
schema m11wind
archetype AMB_M03
poly_loop 2 3000 4000
pan_range 2000
volume -1700
wind1 freq 5
wind2 freq 5
wind3 freq 5
wind4 freq 1
wind5 freq 1
//MAIN CATHEDRAL
//GASP AT DOORS
schema m11gasp
archetype AMB_m11
mono_loop 30000 30000
volume -1000
whgasp
//MAIN CATHEDRAL TONE
schema m11subsonic
archetype AMB_m11
mono_loop 0 0
volume -500
subson1
//HOLYWATER ROOM
schema m11holywater
archetype AMB_m11
poly_loop 2 4000 6000
volume -1300
aahs1 aahs2 aahs3
//UPPER FLOORS
//LEDGE1
schema m11ledge1
archetype AMB_m11
volume -1000
vbreath
//LEDGE2
schema m11ledge2
archetype AMB_m11
volume -1000
vooh
//LEDGE3
schema m11ledge3
archetype AMB_m11
volume -1500
vforever
//ENCLOSED AREAS
schema m11caveamb
archetype AMB_m11
mono_loop 0 0
volume -1500
caveamb
//SPARKLY BELLS AT EYE
schema m11bells
archetype AMB_M11
poly_loop 2 5000 5500
volume -2700
bells1 bells2
//PANTING ON EYE
schema m11pant
archetype AMB_M11
mono_loop 0 0
volume -2200
panting
//BELL TOWER
schema m11windbells
archetype AMB_m11
mono_loop 0 0
volume -1500
windbell
//WE STARVE WHISPERS
schema m11westarve
archetype AMB_m11
poly_loop 2 1500 6000
pan_range 1500
volume -2000
vneedyou vplease vhearme vhungry vwestarv
//BASEMENT
//drips
schema m11drips
archetype AMB_m11
mono_loop 10 10000
volume -2500
drip1 freq 4
drip2 freq 4
drip3 freq 4
rat1 freq 1
rat2 freq 1
//SQUEAKS
schema m11squeaks
archetype AMB_m11
mono_loop 10000 20000
volume -1500
squeaks1
//WATER IN BASEMENT
schema m11watercalm
archetype AMB_m11
mono_loop 0 0
volume -1500
waterlp2
//PIPES IN BASEMENT
schema m11pipes
archetype AMB_m11
mono_loop 0 0
volume -1000
bubblelp
//TRAP1 COLLAPSING CORNER
schema m11trap1
archetype AMB_m11
mono_loop 10000 10000
volume -1200
squeaks
//OUTSIDE IN REAR
//STILL WIND IN BACK
schema m11windstil
archetype AMB_m11
mono_loop 0 0
volume -1500
windstil
//1ST BUILDING
//1st BLDG HUM
schema m11hum
archetype AMB_m11
mono_loop 0 0
volume -600
hum
//MOANS
schema m11moans
archetype AMB_m11
volume -2000
pan_range 2500
poly_loop 2 4000 15000
zommoan1 zommoan2 zommoan3 zommoan4
//BELLTHUMP
schema m11bellthump
archetype AMB_m11
volume -700
bellthmp
//WHISPER ONE SHOT
schema m11comehere
archetype AMB_m11
volume -1500
vcomhere vcomher2 vforever
//HOLY ROOM
schema m11holyroom
archetype AMB_m11
volume -1500
mono_loop 0 0
belltoll
//2nd BLDG
schema m11subson2
archetype AMB_m11
volume -1200
mono_loop 0 0
subson2
//UNDERGROUND TUNNELS
schema m11tunnels
archetype AMB_m11
volume -2500
pan_range 1500
poly_loop 2 3000 15000
m04cat1a m04cat1c m04cat2a m04cat2b m04cat2c
//LIBRARY
//WHISPERS
schema m11whispers
archetype AMB_m11
poly_loop 2 1500 6000
pan_range 2500
volume -1500
vneedyou vplease vhearme vhungry vwestarv
//PUFFY
schema m11puffyA
archetype AMB_m11
mono_loop 0 0
pan -3000
volume -1000
puffy
schema m11puffyB
archetype AMB_m11
mono_loop 0 0
delay 50
pan 3000
volume -1000
puffy
//GRAVEYARD
schema m11windlite
archetype AMB_m11
poly_loop 2 5000 5000
volume -1000
windlit1 windlit2
schema m11aahs
archetype AMB_m11
poly_loop 2 5000 6000
pan_range 3000
delay 3000
volume -2500
aahs1 aahs2 aahs3 empty

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//MISSION 12
//START
schema m12room1
archetype AMB_M12
poly_loop 2 4000 4500
pan_range 2000
volume -1000
howltxta howltxta voceerie
//HARSH
schema m12harsh
archetype AMB_M12
mono_loop 0 0
volume -1000
harsh1
//LEVEL 1
schema m12L1
archetype AMB_M12
poly_loop 2 5000 7000
pan_range 3000
volume -1500
cave1 cave2 cave3
schema m12trans
archetype AMB_M12
mono_loop 0 0
volume -1500
caveamb
schema m12cue1
archetype AMB_M12
volume -2000
ten9
schema m12cue2
archetype AMB_M12
volume -1000
howltxta howltxta voceerie
schema m12L1var
archetype AMB_M12
delay 2000
poly_loop 2 5000 20000
pan_range 2500
volume -1500
lo1 lo2 lo3 lo4 lo5
//BELLTHUMP
schema m12bellthump
archetype AMB_M12
volume -500
bellthmp
//FOR TREE ROOM
schema m12cicadas
archetype AMB_M14
volume -3000
poly_loop 2 2000 2500
cicad1 cicad2 cicad3 cicad4
//L2
schema m12L2
archetype AMB_M12
mono_loop 0 0
volume -700
subson2
//feedback
schema m12fb
archetype AMB_M05
poly_loop 2 3000 4500
pan_range 3000
volume -1000
fb1 freq 2
fb2 freq 2
fb3 freq 2
fb4 freq 1
//space
schema M12vooh
archetype AMB_M12
volume -800
vooh
/////////
//HOUSE//
/////////
//WATER
schema m12watercalm
archetype AMB_M12
volume -2000
waterlp2

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//MISSION 13 UNDERSEIGE
//WIND
schema m13wind
archetype AMB_M13
poly_loop 2 5000 5500
pan_range 3000
volume -1000
wind1lo wind2lo wind3lo
//WIND TRANS
schema m13trans
archetype AMB_M13
mono_loop 0 0
volume -1000
windstil
//WIND SOFT
schema m13wind_p
archetype AMB_M13
mono_loop 0 0
volume -1500
mines2
//BELL THUMP
schema m13bellthump
archetype AMB_M13
volume -500
bellthmp
//FRONT GATE CUE1
schema m13cue1
archetype AMB_M13
volume -1000
tension1
//EEES
schema m13eees
archetype AMB_M13
volume -1500
mono_loop 0 0
eees1 eees2 eees3
//SUBSONIC
schema m13subson1
archetype AMB_M13
mono_loop 0 0
volume -300
subson1
//RUMBLES
schema m13rumbles
archetype AMB_M13
poly_loop 2 6000 30000
delay 3000
pan_range 2500
volume -1000
rumble1 rumble2 rumble3
//GARDEN GROWLS
schema m13gr
archetype AMB_M14
volume -2000
delay 3000
pan_range 2500
poly_loop 2 1000 30000
gr1 gr2 gr3 gr4 gr5 gr6 gr7 gr8 gr9
//DRIPS
schema m13drips
archetype AMB_M14
volume -2700
pan_range 2500
poly_loop 2 1000 8000
drip1 drip2 drip3
//EERIE CUES
schema m13eerie
archetype AMB_M14
volume -800
voceerie howltxta howltxtb
//DOWN THE WELL TRANS
schema m13well
archetype AMB_M13
mono_loop 0 0
volume -1000
caveamb
//UNDERGROUND
schema m13ug
archetype AMB_M13
mono_loop 0 0
volume -350
subson2
//UNDERGROUND LO VOICE
schema m13lo
archetype AMB_M13
delay 2000
poly_loop 2 5000 30000
pan_range 2500
volume -1500
lo1 lo2 lo3 lo4 lo5
//CICADAS
schema m13cicadas
archetype AMB_M14
volume -3000
poly_loop 2 2000 8000
cicad1 cicad2 cicad3 cicad4
//m13vooh
schema m13vooh
archetype AMB_M14
mono_loop 30000 30000
volume -1500
vooh
//WATERCALM
schema m13watercalm
archetype AMB_M14
volume -1500
mono_loop 0 0
waterlp2
//WATER
schema m13water
archetype AMB_M14
volume -1500
mono_loop 0 0
waterlp1
//WATERFALL
schema m13waterfall
archetype AMB_M14
volume -1000
mono_loop 0 0
waterfal

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//MISSION 14 ENDGAME
//EMDGAME SFX
//PEDESTAL WHIRLWIND
schema m14pedww
archetype AMB_M14
volume -800
egpedww
//PEDESTAL LOOP
schema m14pedlp
archetype AMB_M14
mono_loop 0 0
volume -1
egpedlp
//CENTER WHIRLWIND
schema m14ctrww
archetype AMB_M14
poly_loop 2 2500 3000
volume -1
windgst1 windgst2 windgst3
//LASER ZAP
schema m14laserzap
archetype AMB_M14
volume -1
egzap
//LASER LOOP
schema m14laserlp
archetype AMB_M14
mono_loop 0 0
volume -500
eglaser
//You win stage2 -center explodes
schema m14ctrexp
archetype AMB_M14
volume -1
expctr
////////////
//AMBIENTS//
////////////
//LEVEL1 LOOP
schema m14L1
archetype AMB_M14
volume -800
pan_range 1200
poly_loop 2 7000 7500
pitch1 pitch2 pitch3
//LEVEL1 RANDOMS
schema m14L1var
archetype AMB_M14
volume -2000
delay 2000
pan_range 2500
poly_loop 2 1000 30000
gr1 gr2 gr3 gr4 gr5 gr6 gr7 gr8 gr9
//PURPLE DRIPS
schema m14pdrips
archetype AMB_M14
volume -1500
mono_loop 0 0
purple1 purple2 purple3
//CAVE AMB
schema m14cave
archetype AMB_M14
poly_loop 2 5000 7000
pan_range 3000
volume -1500
cave1 cave2 cave3
//CAVE TRANS
schema m14cavetr
archetype AMB_M14
mono_loop 0 0
volume -1000
caveamb
//CAVE AMB SOFT
schema m14cave_p
archetype AMB_M14
mono_loop 0 0
volume -2500
mines2
//EGGS LOOP
schema m14eggs
archetype AMB_M14
mono_loop 0 0
volume -1
egglp1
//PORTAL LOOP
schema m14portal
archetype AMB_M14
mono_loop 0 0
volume -1600
portal1
//PARTICAL BRIDGE
schema m14pbridge
archetype AMB_M14
mono_loop 0 0
volume -500
bridge1
//Cue1
schema m14cue1
archetype AMB_M14
volume -1000
vooh
//BLUE CRYSTALS
schema m14bluecry
archetype AMB_M14
mono_loop 0 0
volume -500
bluecry1 bluecry2 bluecry3
//ICE
schema m14ice1
archetype AMB_M14
volume -2300
poly_loop 2 5000 5500
bells1 bells2
schema m14ice2
archetype AMB_M14
volume -2300
poly_loop 2 3000 3500
bells3 bells4
//RUMBLE
schema m14rumble
archetype AMB_M14
volume -1000
mono_loop 10000 30000
rumble1 rumble2 rumble3
//ENDGAME RUMBLES
schema m14rumble_end
archetype AMB_M14
pan_range 2500
volume -800
delay 5000
mono_loop 1000 30000
rumble1 rumble2 rumble3
//L2
schema m14L2
archetype AMB_M14
volume -400
mono_loop 0 0
subson1
schema m14bellthump
archetype AMB_M14
volume -1000
bellthmp
//FOR TREE ROOM
schema m14cicadas
archetype AMB_M14
volume -3000
pan_range 2500
poly_loop 2 2000 2500
cicad1 cicad2 cicad3 cicad4
//SPIDER ROOM RANDOMS
schema m14L2var
archetype AMB_M14
volume -2000
delay 2000
pan_range 2500
poly_loop 2 1000 15000
gr1 gr2 gr3 gr4 gr5 gr6 gr7 gr8 gr9
//VIK GIG
schema m14vik
archetype AMB_M14
volume -2400
pan_range 2500
mono_loop 1000 10000
vikgig1 vikgig2 vikgig3 vikgig4
//L3
schema m14L3
archetype AMB_M14
volume -400
mono_loop 0 0
subson2
//LO VOICE
schema m14Lo
archetype AMB_M14
delay 2000
poly_loop 2 5000 20000
pan_range 2500
volume -1300
lo1 lo2 lo3 lo4 lo5
////////
//LAVA//
////////
schema m14lava1
archetype AMB_M14
volume -900
mono_loop 0 0
lavalp1
schema m14lava2
archetype AMB_M14
volume -900
mono_loop 0 0
lavalp2
schema m14lava3
archetype AMB_M14
volume -900
mono_loop 0 0
lavalp3
schema m14lava4
archetype AMB_M14
volume -900
mono_loop 0 0
lavalp4
schema m14lavafalls
archetype AMB_M14
volume -100
mono_loop 0 0
lavapour
/////////
//WATER//
/////////
schema m14waterfall
archetype AMB_M14
volume -500
mono_loop 0 0
waterfal
schema m14water
archetype AMB_M14
volume -500
mono_loop 0 0
waterlp1
schema m14watercalm
archetype AMB_M14
volume -1500
mono_loop 0 0
waterlp2
schema m14drips
archetype AMB_M14
volume -2600
poly_loop 2 1000 10000
drip1 drip2 drip3

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//MISSION 15 -THIEVES GUILD
//START MISSION
schema m15start
archetype AMB_M15
volume -500
keehit_s
//WIND ENV. -SOFT
schema m15windp
archetype AMB_M15
volume -700
pan_range 3000
poly_loop 2 4000 7000
windlit1 windlit2
//WIND OBJECT
schema m15wind
archetype AMB_M15
volume -700
poly_loop 2 4000 7000
windlit1 windlit2
//INSIDE 1ST FLOOR
schema m15loop
archetype AMB_M15
mono_loop 0 0
volume -1400
thloop1
//TRANS
schema m15trans
archetype AMB_M15
mono_loop 0 0
volume -1200 //was -1500
caveamb
//INSIDE 1ST FLOOR
schema m15loop
archetype AMB_M15
mono_loop 0 0
volume -1400
thloop1
schema m15bigbeet
archetype AMB_M15
mono_loop 0 0
volume -800
Beet1812
//tones
schema m15btones
archetype AMB_M15
delay 3000
poly_loop 2 4000 6000
pan_range 3000
volume -2000
fb5 fb6 fb7 fb8 fb9 fb10
//TRANS FROM BIG BEET
schema m15ahhs
archetype AMB_M15
mono_loop 0 0
volume -1200
velour2
//DOWNSTAIRS HUM (S)
schema m15down
archetype AMB_M15
mono_loop 0 0
volume -1000
thdown
schema guildhits
archetype AMB_M15
poly_loop 2 1000 10000
delay 2000
pan_range 3000
volume -400 //was -700
guildH1 guildH2 guildH3 guildH4
//tones
schema m15tones
archetype AMB_M15
poly_loop 2 4000 20000
pan_range 3000
volume -2200
fb5 fb6 fb7 fb8 fb9 fb10
//beat1
schema m15beat1
archetype AMB_M15
mono_loop 0 0
volume -800 //was -1200
tonebend
//tension
schema m15tension
archetype AMB_M15
volume -1400
tension1 tension2 tension3 tension7
////////////////////////////////
//NIGHT LOOP
schema m15nightlp
archetype AMB_M15
mono_loop 0 0
volume -2200
nightlp
//BIRDS
schema m15birds
archetype AMB_M15
delay 3000
poly_loop 2 4000 20000
pan_range 2000
volume -2500
bird1 bird2 bird3
//WATER SMALL1
schema m15waterS1
archetype AMB_M15
mono_loop 0 0
volume -1600
Wtr__sm1
//WATER SMALL2
schema m15waterS2
archetype AMB_M15
mono_loop 0 0
volume -1600
Wtr__sm2
//WATER SMALL3
schema m15waterS3
archetype AMB_M15
mono_loop 0 0
volume -1600
Wtr__sm3
//WATER MEDIUM1
schema m15waterM1
archetype AMB_M15
mono_loop 0 0
volume -1900
Wtr__md1
//WATER MEDIUM2
schema m15waterM2
archetype AMB_M15
mono_loop 0 0
volume -1900
Wtr__md2
//WATER MEDIUM3
schema m15waterM3
archetype AMB_M15
mono_loop 0 0
volume -1900
Wtr__md3
//WATER MEDIUM4
schema m15waterM4
archetype AMB_M15
mono_loop 0 0
volume -1900
Wtr__md4
//WATER IN TUNNELS
schema m15waterslo
archetype AMB_M15
mono_loop 0 0
volume -1000
waterlp2
//WATER DRIPS
schema m15water_drip
archetype AMB_M15
poly_loop 2 3000 6000
volume -1600
Drip1 Drip2 Drip3
Drip4 Drip5 Drip6
//TICKING MACHINES
schema m15ticking
archetype AMB_M15
mono_loop 0 0
volume -1000
tapping
//TICKING MACHINES2
schema m15ticking2
archetype AMB_M15
mono_loop 0 0
volume -1000
printing
schema m15down2
archetype AMB_M15
mono_loop 0 0
volume -200
thdown2
schema m15down3
archetype AMB_M15
mono_loop 0 0
volume -1100
thdown3
//throbs hi
schema m15throbH
archetype AMB_M15
mono_loop 0 0
volume -1400
throbhi
//throbs low
schema m15throbL
archetype AMB_M15
mono_loop 0 0
volume -1400
throblo

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//MISSION 16 MAGES' TOWER
//START
schema m16start
archetype AMB_M16
volume -500
keehit_s
//OUTSIDE HUM
schema m16cavetone
archetype AMB_M16
mono_loop 0 0
volume -1500
cavetone
//WIND LO
schema m16windobj
archetype AMB_M16
volume -800 //was -1800
poly_loop 2 6000 6500
windele1 windele2 windele3 windele4 windele5
//WIND HI
schema m16windhi
archetype AMB_M16
volume -2300
poly_loop 2 3800 4200
windgst1 windgst2 windgst3 wind3 wind5
//NIGHTLOOP
schema m16night
archetype AMB_M16
mono_loop 0 0
volume -1200
nightlp nightlp2 crickets cricket2
//INSIDE-OUTSIDE TRANS
schema m16trans
archetype AMB_M16
volume -1500
caveamb
//FIRE TOWER
//FIRE TOWER HUM
schema m16firetower
archetype AMB_M16
volume -500
mono_loop 0 0
humfire
//FIRE CRYSTAL LOOP
schema m16firecrystal
archetype AMB_M16
volume -1500
mono_loop 0 0
redcrys1 redcrys2 redcrys3
//Lava 1 -burbling
schema m16lava1
archetype AMB_M16
mono_loop 0 0
volume -400
lavalp1 lavalp2
//lava 2 -steam blasts
schema m16lava2
archetype AMB_M16
poly_loop 2 3000 4500
volume -500
lavabst1 lavabst2 lavabst3
//lava 3 -soft bubbling steam
schema m16lava3
archetype AMB_M16
mono_loop 0 0
volume -1000
steamlp1
//lava 4 -crackle
schema m16lava4
archetype AMB_M16
mono_loop 0 0
volume -750
crackle2
//AIR
//AIR TOWER TONES
schema m16airtower
archetype AMB_M16
delay 1000
volume -1700
pan_range 3000
poly_loop 2 3000 10000
airtone1 airtone2 airtone3 airtone4 airtone5 airtone6
//AIRTOWER HUM
schema m16airhum
archetype AMB_M16
volume -1500 //was -1200
mono_loop 0 0
humair
//ROCKLIFT LOOP
schema m16rocklift
archetype AMB_M16
volume -1800 //was -2500
mono_loop 0 0
rocklif1 rocklif2 rocklif3 rocklif4 rocklif5
//WATER TOWER
//WATER TOWER HUM
schema m16watertower
archetype AMB_M16
volume -1500
mono_loop 0 0
waterlp4
//WATER
schema m16water
archetype AMB_M16
mono_loop 0 0
volume -2000
waterlp1
//CALM WATER
schema m16watercalm
archetype AMB_M16
mono_loop 0 0
volume -2000
waterlp2
//VERY CALM WATER
schema m16water3
archetype AMB_M16
mono_loop 0 0
volume -2000
waterlp3
//EARTH HUM
schema m16earthhum
archetype AMB_M16
mono_loop 0 0
volume -1000
abyss2
//EARTH TOWER CHANTS
schema m16earthtower
archetype AMB_M16
poly_loop 2 8000 30000
pan_range 2000
volume -1000
rumble2 rumble3 rumble1

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//MISSION 17 OPERA HOUSE
//BEGINNING OUTSITE SEWERS
//START
schema m17start
archetype AMB_M17
volume -500
keehit_s
//WIND OBJ
schema m17windobj
archetype AMB_M17
volume -700
poly_loop 2 5000 6000
wind1lo wind2lo wind3lo
//WIND LITE OBJ
schema m17windlite
archetype AMB_M01
volume -50
poly_loop 2 4000 7000
windlit1 windlit2
//NIGHTLOOP
schema m17night
archetype AMB_M17
mono_loop 0 0
volume -1000
nightlp
//CRICKETS
schema m17crickets
archetype AMB_M17
mono_loop 0 0
volume -1000
crickets
//INSIDE TOWER
schema m17tower
archetype AMB_M17
mono_loop 0 0
volume -800
lostcity
//SEWER PUMP
schema m17pump
archetype AMB_M17
mono_loop 0 0
volume -500 //was -1000
metalhrt
//SEWER PIPES
schema m17pipes
archetype AMB_M17
mono_loop 0 0
volume -1000 //was -1800
pipelp1 pipelp2 pipelp3
//WATER
schema m17water
archetype AMB_M17
mono_loop 0 0
volume -1800
waterlp1
//CALM WATER
schema m17watercalm
archetype AMB_M17
mono_loop 0 0
volume -2000
waterlp2
//VERY CALM WATER
schema m17waterlp3
archetype AMB_M17
mono_loop 0 0
volume -1600
waterlp3
//IN THE CAVERNS
//CAVE TR
schema m17cavetr
archetype AMB_M17
mono_loop 0 0
volume -2000
caveamb
//CAVE HOLLOW HUM
schema m17cave
archetype AMB_M17
mono_loop 0 0
volume -2000
mines2
//DRIPS IN CAVE
schema m17drips
archetype AMB_M17
poly_loop 2 2000 12000
volume -2200
pan_range 2500
drip4 drip5 drip6
//CAVE WITH LO TONE
schema m17cavetone
archetype AMB_M17
mono_loop 0 0
volume -1200
cavetone
//CAVE FALLS
schema m17cavefalls
archetype AMB_M17
poly_loop 2 6000 20000
delay 3000
pan_range 3000
volume -700
cave4 cave5 cave6 cave7
//HERMIT ECHOS
schema m17hermit
archetype AMB_M17
no_repeat
mono_loop 100 5000
volume -1500 //was -1300
hmA12100 hmA12101 hmA12102 hmA12103 hmA12104 hmAa0co1 hmAa0co2 hmAa0co3 hmAa0co4 hmAa0co5 hmAa0hu1 hmAa0hu2 hmAa0hu3 hmAa0si1 hmAa0si2 hmAa0si3
//SHRINE ROOM HUM
schema m17shrine
archetype AMB_M17
no_repeat
poly_loop 2 6000 7500
pan_range 3000
volume -600
cave8 cave9 cave10
//OPERA HOUSE OUTSIDE
//WIND OUTSIDE OPERA HOUSE
schema m17wind2
archetype AMB_M17
volume -1800
poly_loop 2 5000 6000
wind1lo wind2lo wind3lo
//OPERA HOUSE TRANS
schema m17optr
archetype AMB_M17
mono_loop 0 0
volume -300
metalp4
//TAPPING BOX
schema m17tapping
archetype AMB_M17
mono_loop 0 0
volume -2400
tapping
//INSIDE BASEMENT
//BASEMENT TRANSITION
schema m17bsTr
archetype AMB_M17
mono_loop 0 0
volume -100
subson3
//BASEMENT HUM (S)
schema m17bs
archetype AMB_M17
mono_loop 0 0
volume -100
subson3
//BASEMENT LO STRINGS
schema m17bsstr
archetype AMB_M17
volume -1300 //was -1200
mono_loop 5000 15000
pan_range 500
no_repeat
m17A1 m17A2 m17A3 m17A4 m17A5 m17A6
//BASEMENT HITS
schema m17bshit
archetype AMB_M17
no_repeat
delay 5000
volume -1000 //was -1500
pan_range 3000
mono_loop 2000 20000
m17str1 m17str2 m17str3 m17str4 m17bells m17bells2 m17pizz m17fh
//BASEMENT LOOPED OBJS
schema m17bslp
archetype AMB_M17
volume -1700
mono_loop 0 0
m17clu1 m17clu2 m17clu3 m17clu4 m17aug1 m17aug2
//1ST FLOOR AUDITORIUM
schema m17orchtune
archetype AMB_M17
poly_loop 2 8000 10000
pan_range 2000
volume -1500
orchtun1 orchtun2 orchtun3 orchtun4 orchtun5 orchtun6
//1st FLOOR LOOP
schema m17voxloop
archetype AMB_M17
volume -1800
mono_loop 0 0
voxloop2
//LIBRARY
schema m17lib
archetype AMB_M17
volume -1200 //was -1500
mono_loop 0 0
hum
//3rd FLOOR LOOP
schema m17pulsebs
archetype AMB_M17
volume -1500
mono_loop 0 0
pulsebsq
//FURNACE ROOM
schema m17furnace
archetype AMB_M17
mono_loop 0 0
volume -600
throblo
//FOUNTAIN
schema m17fountain
archetype AMB_M17
mono_loop 0 0
volume -2700
waterfal

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//OUTTAKES MISSION 18
//TOILET
schema flush_toilet
archetype DEVICES
volume -800
toilet
env_tag (Event StateChange) (MachType Toilet) (DirectionState Reverse)
//FAKE WIND ENVIRONMENT
schema m18wind
archetype AMB_M02
delay 2000
poly_loop 2 3500 4000
pan_range 2500
volume -1400
fakwind1 fakwind2 fakwind3 fakwind4 fakwind5
//FAKE WIND OBJECT
schema m18windobj
archetype AMB_M02
poly_loop 2 3500 4000
volume -1400
fakwind1 fakwind2 fakwind3 fakwind4 fakwind5
/////////////
//AI SPEECH//
/////////////
//LITTLE GUARD IN MISS 18
//AT ALERT 0
schema ss1a0
archetype AI_NONE
volume -500
mono_loop 1000 8000
ss1a0hu1 ss1a0hu2 ss1a0hu3 ss1a0dr1 ss1a0dr2 ss1a0dr3 ss1a0co1 ss1a0co2 ss1a0co3
schema_voice vshrimp 1 atlevelzero
//TO ALERT 1
schema ss1a1
archetype AI_NONE
ss1a1__1 ss1a1__2 ss1h_2
schema_voice vshrimp 1 tolevelone
// +w/co
schema ss1a1_w
archetype AI_MINOR
ss1a1_w1 ss1a1hw3 ss1a1vw1 ss1a1vw2
schema_voice vshrimp 2 tolevelone (NearbyFriends 0 20)
//AT ALERT 1, 2 & 3
schema ss1at1
archetype AI_NONE
delay 5000
volume -500
mono_loop 1000 8000
ss1a0hu1 ss1a0hu2 ss1a0hu3 ss1a0dr1 ss1a0dr2 ss1a0dr3 ss1a0co1 ss1a0co2 ss1a0co3
schema_voice vshrimp 1 atlevelone
schema_voice vshrimp 1 atleveltwo
schema_voice vshrimp 1 atlevelthree
//BACK TO ALERT 0
schema ss1bak
archetype AI_NONE
ss1bak_2 ss1bak_6 ss1bak_8
schema_voice vshrimp 1 backtozero
//TO ALERT 2
schema ss1a2
archetype AI_MINOR
ss1a2__1 ss1a2__5 ss1a2h_2 ss1wrn11
schema_voice vshrimp 1 toleveltwo
//AT ALERT 2 +Investigating
schema ss1at2se
archetype AI_MINOR
delay 3000
mono_loop 4000 10000
no_repeat
ss1a2se2 ss1a2se3 ss1a2se4 ss1a3se2 ss1a3se3 ss1a3se4
schema_voice vshrimp 99 atleveltwo (Investigate True)
//SPOTTED THE PLAYER
schema ss1a3s
archetype AI_MORE_MAJOR
ss1a3dr1 ss1a3na3 ss1a3s_1 ss1a3s_2 ss1a3s_3
schema_voice vshrimp 1 spotplayer
schema_voice vshrimp 1 tolevelthree
// +w/co
schema ss1telr
archetype AI_COMBAT
ss1telr3
schema_voice vshrimp 3 spotplayer (NearbyFriends 0 20)
//LOST CONTACT W/PLAYER
schema ss1los
archetype AI_NONE
ss1los_3
schema_voice vshrimp 1 lostcontact
//RE-SPOTTED THE PLAYER +w/co -All except THIEVE's
schema ss1telc
archetype AI_COMBAT
ss1telc3
schema_voice vshrimp 5 spotplayer (NearbyFriends 0 20) (Reacquire True)
//REACT 1ST WARNING
schema ss1warn1
archetype AI_NONE
ss1wrn11
schema_voice vshrimp 1 reactwarn
//REACT ATTACK AFTER FINAL WARNING
schema ss1warnf
archetype AI_MAJOR
ss1wrnf1
schema_voice vshrimp 9 reactcharge (Reiterate 9 9)
//REACT CHARGE +alone
schema ss1chga
archetype AI_MORE_MAJOR
ss1chga1 ss1chgw2 ss1wrnf1
schema_voice vshrimp 1 reactcharge
// +w/co -All except THIEVE's
schema ss1chgw
archetype AI_COMBAT
ss1chgw1 ss1chgw2 ss1chgw3 ss1chgw4
schema_voice vshrimp 2 reactcharge (NearbyFriends 0 20)
//REACT GET READY TO FIRE YOUR BOW
schema ss1bow
archetype AI_MORE_MAJOR
no_repeat
ss1atb_3 ss1atn_1
schema_voice vshrimp 1 reactshoot
//REACT RUN AWAY -All except THIEVE's
schema ss1runa
archetype AI_MAJOR
ss1runa1 ss1runa3
schema_voice vshrimp 1 reactrun
schema_voice vshrimp 1 reactalarm
//FRUSTRATION
schema ss1frust
archetype AI_MAJOR
ss1det_2 ss1runa3 ss1a3s_3 ss1a3se3
schema_voice vshrimp 1 outofreach
//FOUND A BODY
schema ss1bod
archetype AI_MAJOR
ss1bod_2
schema_voice vshrimp 2 foundbody
//FOUND SOMETHING MISSING
schema ss1mis
archetype AI_MAJOR
ss1mis_1
schema_voice vshrimp 2 foundmissing
//FOUND A SMALL ANOMALY
schema ss1sma
archetype AI_MINOR
ss1sma_2 ss1lar_3
schema_voice vshrimp 1 foundsmall
schema_voice vshrimp 1 foundlarge
//FOUND A SECURITY BREACH -All except THIEVE's
schema ss1sec
archetype AI_MORE_MAJOR
ss1sec_1
schema_voice vshrimp 1 foundbreach
//RECENTLY SAW THE PLAYER +w/co -All except THIEVE's
schema ss1rint
archetype AI_INFORM
ss1rint2
schema_voice vshrimp 1 recentintruder
//RECENTLY FOUND BODY +w/co
schema ss1rbod
archetype AI_INFORM
ss1rbod1
schema_voice vshrimp 1 recentbody
//RECENTLY FOUND SOMETHING MISSING +w/co
schema ss1rmis
archetype AI_INFORM
ss1rmis1
schema_voice vshrimp 1 recentmissing
//RECENTLY FOUND MISC ANAMOLY +w/co -All except THIEVE's
schema ss1roth
archetype AI_INFORM
ss1roth4
schema_voice vshrimp 1 recentother
//COMBAT
//ATTACKING +not losing
schema ss1atn
archetype AI_COMBAT
ss1atn_1 ss1atn_2 ss1atn_3 ss1atn_4 ss1atn_5 ss1atn_6
schema_voice vshrimp 1 comattack (ComBal Winning Even)
// +losing
schema ss1atl
archetype AI_COMBAT
ss1atl_1 ss1atl_2 ss1atl_3
schema_voice vshrimp 5 comattack (ComBal Losing)
//SUCCESSFULLY HIT THE PLAYER +not losing
schema ss1hit
archetype AI_COMBAT
ss1hit_2 ss1hitw1
schema_voice vshrimp 1 comsucchit (ComBal Winning Even)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing
schema ss1blk
archetype AI_COMBAT
ss1blk_2
schema_voice vshrimp 1 comsuccblock (ComBal Winning Even)
//HIT BY THE PLAYER W/HI HIT PTS
schema ss1hhi
archetype AI_MAJOR
ss1hhi_1 ss1hhi_2 ss1hhi_3
schema_voice vshrimp 1 comhithigh
//HIT BY THE PLAYER W/LO PTS
schema ss1hlo
archetype AI_MORE_MAJOR
ss1hlo_2 ss1hlo_4
schema_voice vshrimp 1 comhitlow
// +w/co
schema ss1hlow
archetype AI_COMBAT
ss1hlow1
schema_voice vshrimp 2 comhitlow (NearbyFriends 0 20)
//HIT BY THE PLAYER NO DAMAGE
schema ss1hnd
archetype AI_MAJOR
ss1hnd_1
schema_voice vshrimp 1 comhitnodam
//BLOCKED BY THE PLAYER +not losing
schema ss1bkd
archetype AI_COMBAT
ss1bkd_2
schema_voice vshrimp 1 comblocked
//DETECTED PLAYER TRYING TO BLOCK +not losing
schema ss1det
archetype AI_COMBAT
ss1det_2
schema_voice vshrimp 1 comdetblock
// +not losing +w/co
schema ss1detw
archetype AI_COMBAT
ss1detw1
schema_voice vshrimp 5 comdetblock (NearbyFriends 0 20)
//AMBUSHED -HIT BY UNSEEN PLAYER
schema ss1amb
archetype AI_MAJOR
ss1amb_4 ss1ambw2
schema_voice vshrimp 1 comhitamb
//DEATH BY COMBAT -LOUD
schema ss1diec
archetype AI_COMBAT
ss1diec1
schema_voice vshrimp 1 comdieloud
//DEATH (or knocked out)BY AMBUSH -MORE MUFFLED
schema ss1diea
archetype AI_MINOR
volume -500
ss1diea3
schema_voice vshrimp 1 comdiesoft

386
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@ -0,0 +1,386 @@
//APEBEAST1 -Dan Thron
//AT ALERT 0 COUGHING
schema ab1a0co
archetype AI_NONE
volume -500
mono_loop 5000 20000
ab1a0co1 ab1a0co2 ab1a0co3
schema_voice vape1 2 atlevelzero
//AT ALERT 0 HUMMING
schema ab1a0hu
archetype AI_NONE
volume -500
mono_loop 500 20000
ab1a0hu1 ab1a0hu2 ab1a0hu3
schema_voice vape1 2 atlevelzero
schema_voice vape1 2 atlevelone
//AT ALERT 0 MUTTERING
schema ab1a0mu
archetype AI_NONE
volume -500
mono_loop 7500 20000
ab1a0mu1 ab1a0mu2 ab1a0mu3
schema_voice vape1 1 atlevelzero
//AT ALERT 2 & 3 NOT INVESTIGATING
schema ab1a2mu
archetype AI_NONE
volume -500
delay 3000
mono_loop 7500 20000
ab1a0mu1 ab1a0mu2 ab1a0mu3
schema_voice vape1 1 atleveltwo
schema_voice vape1 1 atlevelthree
//TO ALERT 1
schema ab1a1
archetype AI_NONE
ab1a1__1 ab1a1__2 ab1a1__3 ab1a1__4
ab1a1__5 ab1a1__6 ab1grun1
schema_voice vape1 1 tolevelone
//TO ALERT 1 +sighted
schema ab1a1v
archetype AI_NONE
ab1a1v_1 ab1a1v_2
schema_voice vape1 1 tolevelone (Sense Sight)
//TO ALERT 1 +heard
schema ab1a1h
archetype AI_NONE
ab1a1h_1 ab1a1h_2
schema_voice vape1 1 tolevelone (Sense Sound)
//TO ALERT 1 +w/co
schema ab1a1_w
archetype AI_MINOR
ab1a1_w1 ab1a1_w2
schema_voice vape1 1 tolevelone (NearbyFriends 0 20)
//TO ALERT 1 +sighted +w/co
schema ab1a1vw
archetype AI_MINOR
ab1a1vw1 ab1a1vw2 ab1a1vw3 ab1a1vw4
schema_voice vape1 1 tolevelone (Sense Sight) (NearbyFriends 0 20)
//TO ALERT 1 +heard +w/co
schema ab1a1hw
archetype AI_MINOR
ab1a1hw1 ab1a1hw2 ab1a1hw3 ab1a1hw4 ab1a1hw5
schema_voice vape1 1 tolevelone (Sense Sound) (NearbyFriends 0 20)
//TO ALERT 2
schema ab1a2
archetype AI_MINOR
ab1a2__1 ab1a2__2 ab1a2__3 ab1a2__4 ab1a2__5 ab1a2__6
schema_voice vape1 1 toleveltwo
//TO ALERT 2 +sighted
schema ab1a2v
archetype AI_MINOR
ab1a2v_1 ab1a2v_2
schema_voice vape1 1 toleveltwo (Sense Sight)
//TO ALERT 2 +heard
schema ab1a2h
archetype AI_MINOR
ab1a2h_1 ab1a2h_2
schema_voice vape1 1 toleveltwo (Sense Sound)
//AT ALERT 1
schema ab1at1
archetype AI_NONE
delay 5000
mono_loop 2000 8000
ab1snif1 ab1snif2 ab1snif3 silenc9s
schema_voice vape1 9 atlevelone (Investigate true)
//AT ALERT 2
schema ab1at2
archetype AI_MINOR
delay 5000
mono_loop 2000 8000
ab1snrt1 ab1snrt2 ab1snif1 ab1snif2 ab1snif3 silenc9s
schema_voice vape1 9 atleveltwo (Investigate true)
//AT ALERT 3
schema ab1at3
archetype AI_MAJOR
delay 5000
mono_loop 1000 5000
ab1snrt1 ab1snrt2 ab1snif1 ab1snif2 ab1snif3 ab1amb_1
schema_voice vape1 9 atlevelthree (Investigate true)
//TO LEVEL THREE
schema ab1a3
archetype AI_MAJOR
ab1a3s_2 ab1grun1 ab1amb_4
schema_voice vape1 1 tolevelthree
//SPOTTED THE PLAYER
schema ab1a3s
archetype AI_MORE_MAJOR
ab1a3s_1 ab1a3s_2 ab1a3s_3 ab1a3s_4 ab1a3s_5
schema_voice vape1 1 spotplayer
//SPOTTED THE PLAYER
schema ab1a3na
archetype AI_MORE_MAJOR
ab1a3na1 ab1a3na2 ab1a3na3
ab1a3na4 ab1a3na5 ab1a3na6
schema_voice vape1 1 spotplayer
//SPOTTED THE PLAYER +carrying a body
schema ab1a3b
archetype AI_MORE_MAJOR
ab1a3b_1
schema_voice vape1 9 spotplayer (CarryBody)
//REACT CHARGE
schema ab1chga
archetype AI_MORE_MAJOR
ab1chga1 ab1chga2 ab1chga3
schema_voice vape1 1 reactcharge
//REACT CHARGE +w/co
schema ab1chgw
archetype AI_COMBAT
ab1chgw1 ab1chgw2 ab1chgw3 ab1chgw4 ab1chgw5
schema_voice vape1 1 reactcharge (NearbyFriends 0 20)
//REACT RUN AWAY +alone
schema ab1runa
archetype AI_MAJOR
ab1runa1 ab1runa2 ab1runa3 ab1runa4 ab1runa5
schema_voice vape1 1 reactrun
//REACT I SOUND THE ALARMS +alone
schema ab1alma
archetype AI_MORE_MAJOR
ab1alma1 ab1alma2 ab1alma3
schema_voice vape1 1 reactalarm
//REACT I TELL YOU TO SOUND THE ALARMS +w/co
schema ab1almw
archetype AI_COMBAT
ab1almw1
schema_voice vape1 9 reactalarm (NearbyFriends 0 20)
//REACT TELL FRIEND BY REVELATION +w/co
schema ab1telr
archetype AI_COMBAT
ab1telr1 ab1telr2 ab1telr3 ab1telr4 ab1telr5
schema_voice vape1 3 spotplayer (NearbyFriends 0 20)
//REACT TELL FRIEND BY CONFIRMATION +w/co
schema ab1telc
archetype AI_COMBAT
ab1telc1 ab1telc2 ab1telc3
ab1telc4 ab1telc5 ab1telc6
schema_voice vape1 4 spotplayer (NearbyFriends 0 20) (Reacquire True)
//BACK TO ALERT 0
schema ab1bak
archetype AI_NONE
ab1bak_1 ab1bak_2 ab1bak_3 ab1bak_4
ab1bak_5 ab1bak_6 ab1bak_7 ab1bak_8
schema_voice vape1 1 backtozero
//LOST CONTACT W/PLAYER
schema ab1los
archetype AI_NONE
ab1los_1 ab1los_2 ab1los_3 ab1los_4
schema_voice vape1 1 lostcontact
//FRUSTRATION
schema ap1frust
archetype AI_MAJOR
ab1det_1 ab1det_2 ab1det_3 ab1bkd_1 ab1bkd_3 ab1chga1 ab1chga2
schema_voice vape1 1 outofreach
//NOTICED A TORCH BEING DOUSED
schema ap1torch
archetype AI_MINOR
delay 1000
ab1a1__1 ab1a1__2 ab1a1__3 ab1a1__5 ab1a2__3 ab1bak_5
schema_voice vape1 1 noticetorch
//FOUND BODY
schema ab1bod
archetype AI_MORE_MAJOR
ab1bod_1 ab1bod_2
schema_voice vape1 1 foundbody
//FOUND SOMETHING MISSING
schema ab1mis
archetype AI_MAJOR
ab1mis_1 ab1mis_2 ab1mis_3
schema_voice vape1 1 foundmissing
//FOUND A SMALL ANOMALY
schema ab1sma
archetype AI_MINOR
ab1sma_1 ab1sma_2 ab1sma_3
schema_voice vape1 1 foundsmall
//FOUND A LARGE ANOMALY
schema ab1lar
archetype AI_MAJOR
ab1lar_1 ab1lar_2 ab1lar_3
schema_voice vape1 1 foundlarge
//FOUND A SECURITY BREACH
schema ab1sec
archetype AI_MORE_MAJOR
ab1sec_1 ab1sec_2 ab1sec_3 ab1sec_4
schema_voice vape1 1 foundbreach
//RECENTLY SAW THE PLAYER +w/co
schema ab1rint
archetype AI_INFORM
ab1rint1 ab1rint2 ab1rint3
schema_voice vape1 1 recentintruder (NearbyFriends 0 20)
//RECENTLY FOUND BODY +w/co
schema ab1rbod
archetype AI_INFORM
ab1rbod1 ab1rbod2 ab1rbod3
schema_voice vape1 1 recentbody (NearbyFriends 0 20)
//RECENTLY FOUND SOMETHING MISSING +w/co
schema ab1rmis
archetype AI_INFORM
ab1rmis1 ab1rmis2 ab1rmis3
schema_voice vape1 1 recentmissing (NearbyFriends 0 20)
//RECENTLY FOUND MISC ANAMOLY +w/co
schema ab1roth
archetype AI_INFORM
ab1roth1 ab1roth2 ab1roth3 ab1roth4 ab1roth5
schema_voice vape1 1 recentother (NearbyFriends 0 20)
//COMBAT
//ATTACKING +not losing
schema ab1atn
archetype AI_COMBAT
ab1atn_1 freq 1
ab1atn_2 freq 1
ab1atn_3 freq 3
schema_voice vape1 1 comattack (ComBal Winning Even Losing)
//ATTACKING +winning
schema ab1atnw
archetype AI_COMBAT
ab1atw_1 ab1atw_2
schema_voice vape1 3 comattack (ComBal Winning)
//ATTACKING +winning +w/co
schema ab1atww
archetype AI_COMBAT
ab1atww1
schema_voice vape1 3 comattack (ComBal Winning) (NearbyFriends 0 20)
//SUCCESSFULLY HIT THE PLAYER +not losing
schema ab1hit
archetype AI_COMBAT
ab1hit_1 ab1hit_2 ab1hit_3 ab1hit_4 ab1hit_5 ab1hit_6
schema_voice vape1 1 comsucchit (ComBal Winning Even)
//SUCCESSFULLY HIT THE PLAYER +not losing +w/co
schema ab1hit
archetype AI_COMBAT
ab1hitw1 ab1hitw2 ab1hitw3
schema_voice vape1 1 comsucchit (ComBal Winning Even) (NearbyFriends 0 20)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing
schema ab1blk
archetype AI_COMBAT
ab1blk_1 ab1blk_2 ab1blk_3 ab1blk_4
schema_voice vape1 1 comsuccblock (ComBal Winning Even)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing +w/co
schema ab1blkw
archetype AI_COMBAT
ab1blkw1
schema_voice vape1 1 comsuccblock (ComBal Winning Even) (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI HIT PTS
schema ab1hhi
archetype AI_MAJOR
ab1hhi_1 ab1hhi_2 ab1hhi_3
schema_voice vape1 1 comhithigh
//HIT BY THE PLAYER W/LO PTS
schema ab1hlo
archetype AI_MORE_MAJOR
ab1hlo_1 ab1hlo_2 ab1hlo_3
schema_voice vape1 1 comhitlow
//HIT BY THE PLAYER W/LO PTS +w/co
schema ab1hlow
archetype AI_COMBAT
ab1hlow1
schema_voice vape1 1 comhitlow (NearbyFriends 0 20)
//HIT BY THE PLAYER NO DAMAGE
schema ab1hnd
archetype AI_MAJOR
ab1hnd_1 ab1hnd_2 ab1hnd_3
schema_voice vape1 1 comhitnodam
//BLOCKED BY THE PLAYER +not losing
schema ab1bkd
archetype AI_COMBAT
ab1bkd_1 ab1bkd_2 ab1bkd_3
schema_voice vape1 1 comblocked (ComBal Winning Even)
//BLOCKED BY THE PLAYER +not losing +w/co
schema ab1bkdw
archetype AI_COMBAT
ab1bkdw1
schema_voice vape1 1 comblocked (ComBal Winning Even) (NearbyFriends 0 20)
//DETECTED PLAYER TRYING TO BLOCK +not losing
schema ab1det
archetype AI_COMBAT
ab1det_1 ab1det_2 ab1det_3
schema_voice vape1 1 comdetblock(ComBal Winning Even)
//DETECTED PLAYER TRYING TO BLOCK +not losing +w/co
schema ab1detw
archetype AI_COMBAT
ab1detw1
schema_voice vape1 1 comdetblock (ComBal Winning Even) (NearbyFriends 0 20)
//AMBUSHED -HIT BY UNSEEN PLAYER
schema ab1amb
archetype AI_MAJOR
ab1amb_1 ab1amb_2 ab1amb_3 ab1amb_4
schema_voice vape1 1 comhitamb
//AMBUSHED -HIT BY UNSEEN PLAYER +w/co
schema ab1ambw
archetype AI_COMBAT
ab1ambw1 ab1ambw2 ab1ambw3
schema_voice vape1 1 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema ab1diec
archetype AI_COMBAT
ab1diec1 ab1diec2 ab1diec3
schema_voice vape1 1 comdieloud
//DEATH (or knocked out) BY AMBUSH -MORE MUFFLED
schema ab1diea
archetype AI_MINOR
volume -500
ab1diea1 ab1diea2 ab1diea3
schema_voice vape1 1 comdiesoft

388
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@ -0,0 +1,388 @@
//APEBEAST2 -Joffrey Spaulding
//AT ALERT 0 COUGHING
schema ab2a0co
archetype AI_NONE
volume -500
mono_loop 5000 20000
ab2a0co1 ab2a0co2 ab2a0co3
schema_voice vape2 2 atlevelzero
//AT ALERT 0 HUMMING
schema ab2a0hu
archetype AI_NONE
volume -500
mono_loop 1000 3000
ab2a0hu1 ab2a0hu2 ab2a0hu3 silenc9s
schema_voice vape2 2 atlevelzero
schema_voice vape2 2 atlevelone
//AT ALERT 0 MUTTERING
schema ab2a0mu
archetype AI_NONE
volume -500
mono_loop 7500 20000
ab2a0mu1 ab2a0mu2 ab2a0mu3
schema_voice vape2 1 atlevelzero
//AT ALERT 2 & 3 NOT INVESTIGATING
schema ab2a2mu
archetype AI_NONE
volume -500
delay 3000
mono_loop 7500 20000
ab2a0mu1 ab2a0mu2 ab2a0mu3
schema_voice vape2 1 atleveltwo
schema_voice vape2 1 atlevelthree
//TO ALERT 1
schema ab2a1
archetype AI_NONE
ab2a1__1 ab2a1__2 ab2a1__3 ab2a1__4
ab2a1__5 ab2a1__6 ab2grun1
schema_voice vape2 1 tolevelone
//TO ALERT 1 +sighted
schema ab2a1v
archetype AI_NONE
ab2a1v_1
schema_voice vape2 1 tolevelone (Sense Sight)
//TO ALERT 1 +heard
schema ab2a1h
archetype AI_NONE
ab2a1h_1 ab2a1h_2
schema_voice vape2 1 tolevelone (Sense Sound)
//TO ALERT 1 +w/co
schema ab2a1_w
archetype AI_MINOR
ab2a1_w1 ab2a1_w2
schema_voice vape2 1 tolevelone (NearbyFriends 0 20)
//TO ALERT 1 +sighted +w/co
schema ab2a1vw
archetype AI_MINOR
ab2a1vw1 ab2a1vw2 ab2a1vw3 ab2a1vw4
schema_voice vape2 1 tolevelone (Sense Sight) (NearbyFriends 0 20)
//TO ALERT 1 +heard +w/co
schema ab2a1hw
archetype AI_MINOR
ab2a1hw1 ab2a1hw2 ab2a1hw3 ab2a1hw4 ab2a1hw5
schema_voice vape2 1 tolevelone (Sense Sound) (NearbyFriends 0 20)
//TO ALERT 2
schema ab2a2
archetype AI_MINOR
ab2a2__1 ab2a2__2 ab2a2__3 ab2a2__4 ab2a2__5 ab2a2__6
schema_voice vape2 1 toleveltwo
//TO ALERT 2 +sighted
schema ab2a2v
archetype AI_MINOR
ab2a2v_1 ab2a2v_2
schema_voice vape2 1 toleveltwo (Sense Sight)
//TO ALERT 2 +heard
schema ab2a2h
archetype AI_MINOR
ab2a2h_1 ab2a2h_2
schema_voice vape2 1 toleveltwo (Sense Sound)
//AT ALERT 1
schema ab2at1
archetype AI_NONE
delay 5000
mono_loop 2000 8000
ab2snif1 ab2snif2 ab2snif3 silenc9s
schema_voice vape2 1 atlevelone (Investigate true)
//AT ALERT 2
schema ab2at2
archetype AI_MINOR
delay 5000
mono_loop 2000 8000
ab2snrt1 ab2snrt2 ab2snif1 ab2snif2 ab2snif3 silenc9s
schema_voice vape2 1 atleveltwo (Investigate true)
//AT ALERT 3
schema ab2at3
archetype AI_MAJOR
delay 5000
mono_loop 1000 5000
ab2snrt1 ab2snrt2 ab2snif1 ab2snif2 ab2snif3
schema_voice vape2 1 atlevelthree (Investigate true)
//TO LEVEL THREE
schema ab2a3
archetype AI_MAJOR
ab2a3s_2 ab2grun1 ab2amb_4
schema_voice vape2 1 tolevelthree
//SPOTTED THE PLAYER
schema ab2a3s
archetype AI_MORE_MAJOR
ab2a3s_1 ab2a3s_2 ab2a3s_3 ab2a3s_4
schema_voice vape2 1 spotplayer
//SPOTTED THE PLAYER
schema ab2a3na
archetype AI_MORE_MAJOR
ab2a3na1 ab2a3na2 ab2a3na3
ab2a3na4 ab2a3na5 ab2a3na6
schema_voice vape2 1 spotplayer
//SPOTTED THE PLAYER +carrying a body
schema ab2a3b
archetype AI_MORE_MAJOR
ab2a3b_1
schema_voice vape2 9 spotplayer (CarryBody)
//REACT CHARGE
schema ab2chga
archetype AI_MORE_MAJOR
ab2chga1 ab2chga2 ab2chga3
schema_voice vape2 1 reactcharge
//REACT CHARGE +w/co
schema ab2chgw
archetype AI_COMBAT
ab2chgw1 ab2chgw2 ab2chgw3 ab2chgw4 ab2chgw5
schema_voice vape2 1 reactcharge (NearbyFriends 0 20)
//REACT RUN AWAY +alone
schema ab2runa
archetype AI_MAJOR
ab2runa1 ab2runa2 ab2runa3 ab2runa4 ab2runa5
schema_voice vape2 1 reactrun
//REACT I SOUND THE ALARMS +alone
schema ab2alma
archetype AI_MORE_MAJOR
ab2alma1 ab2alma2 ab2alma3
schema_voice vape2 1 reactalarm
//REACT I TELL YOU TO SOUND THE ALARMS +w/co
schema ab2almw
archetype AI_COMBAT
ab2almw1
schema_voice vape2 9 reactalarm (NearbyFriends 0 20)
//REACT TELL FRIEND BY REVELATION +w/co
schema ab2telr
archetype AI_COMBAT
ab2telr1 ab2telr2 ab2telr3 ab2telr4 ab2telr5
schema_voice vape2 3 spotplayer (NearbyFriends 0 20)
//REACT TELL FRIEND BY CONFIRMATION +w/co
schema ab2telc
archetype AI_COMBAT
ab2telc1 ab2telc2 ab2telc3
ab2telc4 ab2telc5 ab2telc6
schema_voice vape2 4 spotplayer (NearbyFriends 0 20) (Reacquire True)
//BACK TO ALERT 0
schema ab2bak
archetype AI_NONE
ab2bak_1 ab2bak_2 ab2bak_3 ab2bak_4
ab2bak_5 ab2bak_6 ab2bak_7 ab2bak_8
schema_voice vape2 1 backtozero
//LOST CONTACT W/PLAYER
schema ab2los
archetype AI_NONE
ab2los_1 ab2los_2 ab2los_3 ab2los_4
schema_voice vape2 1 lostcontact
//FRUSTRATION
schema ab2frust
archetype AI_MAJOR
ab2det_1 ab2det_2 ab2det_3 ab2det_4 ab2amb_3
schema_voice vape2 1 outofreach
//NOTICED A TORCH BEING DOUSED
schema ab2torch
archetype AI_MINOR
delay 1000
ab2a1__1 ab2a1__2 ab2a1__4 ab2a1__5 ab2sma_2
schema_voice vape2 1 noticetorch
//FOUND BODY
schema ab2bod
archetype AI_MORE_MAJOR
ab2bod_1 ab2bod_2
schema_voice vape2 1 foundbody
//FOUND SOMETHING MISSING
schema ab2mis
archetype AI_MAJOR
ab2mis_1 ab2mis_2 ab2mis_3
schema_voice vape2 1 foundmissing
//FOUND A SMALL ANOMALY
schema ab2sma
archetype AI_MINOR
ab2sma_1 ab2sma_2 ab2sma_3
schema_voice vape2 1 foundsmall
//FOUND A LARGE ANOMALY
schema ab2lar
archetype AI_MAJOR
ab2lar_1 ab2lar_2 ab2lar_3
schema_voice vape2 1 foundlarge
//FOUND A SECURITY BREACH
schema ab2sec
archetype AI_MORE_MAJOR
ab2sec_1 ab2sec_2 ab2sec_3 ab2sec_4
schema_voice vape2 1 foundbreach
//RECENTLY SAW THE PLAYER +w/co
schema ab2rint
archetype AI_INFORM
ab2rint1 ab2rint2 ab2rint3
schema_voice vape2 1 recentintruder (NearbyFriends 0 20)
//RECENTLY FOUND BODY +w/co
schema ab2rbod
archetype AI_INFORM
ab2rbod1 ab2rbod2 ab2rbod3
schema_voice vape2 1 recentbody (NearbyFriends 0 20)
//RECENTLY FOUND SOMETHING MISSING +w/co
schema ab2rmis
archetype AI_INFORM
ab2rmis1 ab2rmis2 ab2rmis3
schema_voice vape2 1 recentmissing (NearbyFriends 0 20)
//RECENTLY FOUND MISC ANAMOLY +w/co
schema ab2roth
archetype AI_INFORM
ab2roth1 ab2roth2 ab2roth3 ab2roth4 ab2roth5
schema_voice vape2 1 recentother (NearbyFriends 0 20)
//COMBAT
//ATTACKING +not losing
schema ab2atn
archetype AI_COMBAT
ab2atn_1 freq 1
ab2atn_2 freq 1
ab2atn_3 freq 3
schema_voice vape2 1 comattack (ComBal Winning Even Losing)
//ATTACKING +winning
schema ab2atnw
archetype AI_COMBAT
ab2atw_1 ab2atw_2
schema_voice vape2 3 comattack (ComBal Winning)
//ATTACKING +winning +w/co
schema ab2atww
archetype AI_COMBAT
ab2atww1
schema_voice vape2 3 comattack (ComBal Winning) (NearbyFriends 0 20)
//SUCCESSFULLY HIT THE PLAYER +not losing
schema ab2hit
archetype AI_COMBAT
ab2hit_1 ab2hit_2 ab2hit_3 ab2hit_4 ab2hit_5 ab2hit_6
schema_voice vape2 1 comsucchit (ComBal Winning Even)
//SUCCESSFULLY HIT THE PLAYER +not losing +w/co
schema ab2hit
archetype AI_COMBAT
ab2hitw1 ab2hitw2 ab2hitw3
schema_voice vape2 1 comsucchit (ComBal Winning Even) (NearbyFriends 0 20)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing
schema ab2blk
archetype AI_COMBAT
ab2blk_1 ab2blk_2 ab2blk_3 ab2blk_4
schema_voice vape2 1 comsuccblock (ComBal Winning Even)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing +w/co
schema ab2blkw
archetype AI_COMBAT
ab2blkw1
schema_voice vape2 1 comsuccblock (ComBal Winning Even) (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI HIT PTS
schema ab2hhi
archetype AI_MAJOR
ab2hhi_1 ab2hhi_2 ab2hhi_3
schema_voice vape2 1 comhithigh
//HIT BY THE PLAYER W/LO PTS
schema ab2hlo
archetype AI_MORE_MAJOR
ab2hlo_1 ab2hlo_2 ab2hlo_3
schema_voice vape2 1 comhitlow
//HIT BY THE PLAYER W/LO PTS +w/co
schema ab2hlow
archetype AI_COMBAT
ab2hlow1
schema_voice vape2 1 comhitlow (NearbyFriends 0 20)
//HIT BY THE PLAYER NO DAMAGE
schema ab2hnd
archetype AI_MAJOR
ab2hnd_1 ab2hnd_2 ab2hnd_3
schema_voice vape2 1 comhitnodam
//BLOCKED BY THE PLAYER +not losing
schema ab2bkd
archetype AI_COMBAT
ab2bkd_1 ab2bkd_2 ab2bkd_3
schema_voice vape2 1 comblocked (ComBal Winning Even)
//BLOCKED BY THE PLAYER +not losing +w/co
schema ab2bkdw
archetype AI_COMBAT
ab2bkdw1
schema_voice vape2 1 comblocked (ComBal Winning Even) (NearbyFriends 0 20)
//DETECTED PLAYER TRYING TO BLOCK +not losing
schema ab2det
archetype AI_COMBAT
ab2det_1 ab2det_2 ab2det_3
schema_voice vape2 1 comdetblock(ComBal Winning Even)
//DETECTED PLAYER TRYING TO BLOCK +not losing +w/co
schema ab2detw
archetype AI_COMBAT
ab2detw1
schema_voice vape2 1 comdetblock (ComBal Winning Even) (NearbyFriends 0 20)
//AMBUSHED -HIT BY UNSEEN PLAYER
schema ab2amb
archetype AI_MAJOR
ab2amb_1 ab2amb_2 ab2amb_3 ab2amb_4
schema_voice vape2 1 comhitamb
//AMBUSHED -HIT BY UNSEEN PLAYER +w/co
schema ab2ambw
archetype AI_COMBAT
ab2ambw1 ab2ambw2 ab2ambw3
schema_voice vape2 1 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema ab2diec
archetype AI_COMBAT
ab2diec1 ab2diec2 ab2diec3
schema_voice vape2 1 comdieloud
//DEATH (or knocked out) BY AMBUSH -MORE MUFFLED
schema ab2diea
archetype AI_MINOR
volume -500
ab2diea1 ab2diea2 ab2diea3
schema_voice vape2 1 comdiesoft

59
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//APPARITION
//AT STEADY STATE LEVELS
schema appa0
archetype AI_NONE
mono_loop 10 10
appa0__1 appa0__2 appa0__3 appa0__4 appa0__5 appa0__6
schema_voice vappar 1 atlevelzero
schema_voice vappar 1 atlevelone
schema_voice vappar 1 atleveltwo
schema_voice vappar 1 atlevelthree
//TO LEVEL 1 & 2, BACK
schema appto1
archetype AI_NONE
appa0__1 appa0__2 appa0__3 appa0__4 appa0__5 appa0__6
schema_voice vappar 1 tolevelone
schema_voice vappar 1 toleveltwo
schema_voice vappar 1 backtozero
schema_voice vappar 1 lostcontact
//TO LEVEL THREE
schema appto3
archetype AI_NONE
appa1__1
schema_voice vappar 1 spotplayer
schema_voice vappar 1 tolevelthree
schema_voice vappar 1 reactcharge
//TO LEVEL THREE
//schema appto3
//archetype AI_NONE
//appa3__1 appa3__2 appa3__3
//schema_voice vappar 1 spotplayer
//COMBAT HIT W/HIGH PTS
schema apphhi
archetype AI_NONE
apphhi_1 apphhi_2
schema_voice vappar 1 comhithigh
schema_voice vappar 1 comhitamb
//HIT W/LOW PTS
schema apphlo
archetype AI_NONE
apphlo_1 apphlo_2
schema_voice vappar 1 comhitlow
//DEATH
schema appdies
archetype AI_NONE
appdie
env_tag (Event Death) (CreatureType Apparition)
//schema_voice vappar 1 comdieloud
//schema_voice vappar 1 comdiesoft

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//////////
//SPEECH//
//////////
schema AI_SPEECH
no_repeat
audio_class speech
volume -1
schema PLAYER_SPEECH
volume -500
schema PLAYER_HITS
archetype PLAYER_SPEECH
volume -1
//SPEECH SOUND VALUE CATEGORIES
schema AI_NONE
archetype AI_SPEECH
schema AI_INFORM
archetype AI_SPEECH
schema AI_MINOR
archetype AI_SPEECH
schema AI_MAJOR
archetype AI_SPEECH
schema AI_MORE_MAJOR
archetype AI_SPEECH
schema AI_COMBAT
archetype AI_SPEECH
schema CON_SPEECH
archetype AI_SPEECH
no_cache
priority 255
//CONVERSATIONS & MISC SCRIPTED THINGS
schema SV_CONV
archetype AI_NONE
schema HM_CONV
archetype AI_NONE
schema SG_CONV
archetype AI_NONE
schema OTHER_CONV
archetype AI_NONE
schema MURUS_SPEECH
archetype AI_NONE
priority 255
////////////
//AMBIENTS//
////////////
schema AMB
audio_class ambient
volume -1
schema AMB_M01 //Training
archetype AMB
schema AMB_M02 //Bafford
archetype AMB
schema AMB_M03 //Prison
archetype AMB
schema AMB_M04 //Bonehoard
archetype AMB
schema AMB_M05 //Assassin
archetype AMB
schema AMB_M06 //Sword
archetype AMB
schema AMB_M07 //Haunted Cathedral
archetype AMB
schema AMB_M09 //Lost City
archetype AMB
schema AMB_M10 //Undercover
archetype AMB
schema AMB_M11 //Return to Cathedral
archetype AMB
schema AMB_M12 //Escape
archetype AMB
schema AMB_M13 //Strange Bedfellows
archetype AMB
schema AMB_M14 //Maw of Chaos
archetype AMB
schema AMB_M15 //Thieves' Guild
archetype AMB
schema AMB_M16 //Mages' Tower
archetype AMB
schema AMB_M17 //Opera House
archetype AMB
schema AMB_D15 //DEMO -Thieves' Guild
archetype AMB
/////////////
//FOOTSTEPS//
/////////////
schema FEET
no_repeat
volume -1
schema FOOT_PLAYER
archetype FEET
schema LAND_PLAYER
archetype FEET
schema FOOT_AI
audio_class noise
archetype FEET
schema LAND_AI
audio_class noise
archetype FEET
schema WEAPONS
audio_class noise
volume -1
//////////////
//COLLISIONS//
//////////////
schema COLLISIONS
audio_class noise
volume -1
schema HIT_MATERIAL //material on material
archetype COLLISIONS
schema HIT_BODY //bodies on ground/water
archetype COLLISIONS
schema HIT_WEAPON //swords, bjack & hammers
archetype COLLISIONS
schema HIT_PROJECTILE //arrows
archetype COLLISIONS
/////////
//DOORS//
/////////
schema DOORS
audio_class noise
volume -1
schema PLAYER_DOOR
archetype DOORS
schema AI_DOOR
archetype DOORS
schema DEVICES
audio_class noise
volume -1

95
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//BUG BEAST
//LAUNCH BUGSHOT
schema fly_launch
volume -1
bb1attsh
env_tag (Event Launch) (LaunchVel 1 1) (ArrowType BugShot)
//BUGSHOT IMPACT
schema fly_death
volume -1
flydeth1 flydeth2 flydeth3
env_tag (Event Death) (ArrowType BugShot)
//AT ALERT 0
schema bb1a0
archetype AI_NONE
volume -1000
mono_loop 500 15000
bb1a0__1 bb1a0__2 bb1a0__3
schema_voice vbug 1 atlevelzero
//BACK TO ZERO
schema bb1bak
archetype AI_MINOR
bb1bak_1 bb1bak_2 bb1bak_3
schema_voice vbug 1 backtozero
schema_voice vbug 1 lostcontact
schema_voice vbug 1 outofreach
schema_voice vbug 1 foundbody
schema_voice vbug 1 noticetorch
//TO ALERT 1
schema bb1to1
archetype AI_NONE
volume -500
bb1a1__1 bb1a1__2 bb1a1__3 bb1a1__4 bb1a1__5
schema_voice vbug 1 tolevelone
//AT ALERT 1 & 2
schema bb1a1
archetype AI_NONE
mono_loop 500 10000
volume -1000
bb1a1__1 bb1a1__2 bb1a1__3 bb1a1__4 bb1a1__5
schema_voice vbug 1 atlevelone
schema_voice vbug 1 atleveltwo
schema_voice vbug 1 atlevelthree
//TO ALERT 2 & 3
schema bb1to3
archetype AI_MAJOR
bb1to3_1 bb1to3_2 bb1to3_3 bb1to3_4 bb1to3_5 bb1to3_6
schema_voice vbug 1 toleveltwo
schema_voice vbug 1 spotplayer
schema_voice vbug 1 tolevelthree
schema_voice vbug 1 reactcharge
schema_voice vbug 1 comattack
//AT ALERT 3
schema bb1a3
archetype AI_MINOR
delay 5000
mono_loop 100 3000
bb1a3__1 bb1a3__2 bb1a3__3 bb1a3__4
schema_voice vbug 99 atleveltwo (investigate true)
schema_voice vbug 99 atlevelthree (investigate true)
//HIT WITH HIGH HIT PTS
schema bb1hhi
archetype AI_MINOR
bb1hhi_1 bb1hhi_2 bb1hhi_3
schema_voice vbug 1 comhithigh
schema_voice vbug 1 comhitamb
//HIT WITH LOW HIT PTS
schema bb1hlo
archetype AI_MAJOR
bb1hlo_1 bb1hlo_2 bb1hlo_3
schema_voice vbug 1 comhitlow
//DEATH by COMBAT
schema bb1die
archetype AI_MAJOR
bb1die_1 bb1die_2
schema_voice vbug 1 comdieloud
//DEATH by STEALTH
schema bb1die_s
archetype AI_NONE
volume -1000
bb1hhi_1
schema_voice vbug 1 comdiesoft

135
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//BURRICK SPEECH
//AT ALERT LEVEL ZERO
schema BK1a0
archetype AI_NONE
mono_loop 5 150
volume -1000
BK1a0br1 BK1a0br2 BK1a0br3 BK1a0br4
BK1a0sn1 BK1a0ch1 bk1a0ch2
silenc9s silenc3s
schema_voice vburr 1 atlevelzero
schema_voice vburr 1 atlevelone
schema_voice vburr 1 atleveltwo
schema_voice vburr 1 atlevelthree
//TO ALERT LEVEL ONE & TWO
schema BK1to1
archetype AI_MINOR
volume -500
BK1to1_1 BK1to1_2 BK1to1_3
schema_voice vburr 1 tolevelone
schema_voice vburr 1 toleveltwo
//AT ALERT LEVEL ONE & TWO
schema BK1a1
archetype AI_MINOR
mono_loop 10 10
volume -750
BK1a1__1 freq 3
BK1a1__2 freq 3
BK1a1__3 freq 3
BK1a1__4 freq 2
BK1a1__5 freq 2
BK1a1br1 freq 4
BK1to1_1 freq 1
BK1to1_2 freq 1
BK1to1_3 freq 1
schema_voice vburr 9 atlevelone (Investigate True)
schema_voice vburr 9 atleveltwo (Investigate True)
//TO ALERT LEVEL THREE
schema BK1to3
archetype AI_MAJOR
volume -1
BK1to3_1 BK1to3_2
schema_voice vburr 1 spotplayer
schema_voice vburr 1 tolevelthree
//AT ALERT LEVEL THREE
schema BK1a3
archetype AI_MAJOR
mono_loop 10 10
volume -1
BK1a3__1 BK1a3__2 bk1a3__3
schema_voice vburr 1 atlevelthree
schema_voice vburr 1 reactcharge
//REACT RUN
schema BK1run
archetype AI_MINOR
volume -500
BK1run_1
schema_voice vburr 1 reactrun
schema_voice vburr 1 outofreach
//BACK TO LEVEL ZERO
schema bk1bak
archetype AI_NONE
volume -500
bk1bak_1
schema_voice vburr 1 backtozero
//LOST CONTACT
schema BK1startled
archetype AI_NONE
volume -500
bk1start
schema_voice vburr 1 lostcontact
schema_voice vburr 1 noticetorch
//FOUND BODY
schema BK1bod
archetype AI_MINOR
volume -800
bk1bod_1
schema_voice vburr 1 foundbody
//COMBAT
//ATTACKING
schema bk1att
archetype AI_COMBAT
volume -1
bk1att_1 bk1att_2 bk1att_3
schema_voice vburr 1 comattack
//HIT BY PLAYER W/HI PTS
schema bk1hhi
archetype AI_COMBAT
volume -1
bk1hhi_1 bk1hhi_2
schema_voice vburr 1 comhithigh
schema_voice vburr 1 comhitamb
//HIT BY PLAYER w/LO PTS
schema bk1hlo
archetype AI_COMBAT
volume -1
bk1hlo_1 bk1hlo_2
schema_voice vburr 1 comhitlow
//DEATH
schema bk1die
archetype AI_COMBAT
volume -1
bk1die_1 bk1die_2 bk1die_3
schema_voice vburr 1 comdieloud
schema_voice vburr 1 comdiesoft
//BURPING ATTACK
schema bur_burp
archetype WEAPONS
volume -500
burp5 burp2
env_tag (Event Launch) (LaunchVel 1 1) (CreatureType Burrick) (ArrowType Burp)

94
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//CONSTANTINE
//MISSION 14 -ENDGAME
//Alert 0
//schema cona0
//archetype CON_SPEECH
//mono_loop 5000 20000
//cona0_1 cona0_2 cona0_3
//schema_voice vcon 1 atlevelzero
//Ritual poem
schema conpom1
archetype CON_SPEECH
conpom1
schema_voice vcon 1 conpom1
schema conpom2
archetype CON_SPEECH
conpom2
schema_voice vcon 1 conpom2
schema conpom3
archetype CON_SPEECH
conpom3
schema_voice vcon 1 conpom3
schema conpom4
archetype CON_SPEECH
conpom4
schema_voice vcon 1 conpom4
schema conpom5
archetype CON_SPEECH
conpom5
schema_voice vcon 1 conpom5
schema conpom6
archetype CON_SPEECH
conpom6
schema_voice vcon 1 conpom6
//"Open for me..."
schema confin
archetype CON_SPEECH
confin
schema_voice vcon 1 confin
//"It...is...done!..."
schema condone
archetype CON_SPEECH
condone
schema_voice vcon 1 condone
//"It betrays me!"
schema confail
archetype CON_SPEECH
confail
schema_voice vcon 1 confail
//"Garrett! My thiefsie fool!..."
schema consee1
archetype CON_SPEECH
consee1
schema_voice vcon 1 consee1
//"Comes chasing your death,..."
schema consee2
archetype CON_SPEECH
consee2
schema_voice vcon 1 consee2
//"Come calls your death now!"
schema consee3
archetype CON_SPEECH
consee3
schema_voice vcon 1 consee3
//"Your part is done."
schema consee4
archetype CON_SPEECH
consee4
schema_voice vcon 1 consee4

94
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//CRAYMAN SPEECH
//AT ALERT LEVEL ZERO
schema CR1a0
archetype AI_NONE
mono_loop 10 3000
volume -1000
cr1a0__1 cr1a0__2 cr1a0__3 cr1a0__4
cr1a0__5 cr1a0__6 cr1a0__7
silenc3s
schema_voice vcray 1 atlevelzero
schema_voice vcray 1 backtozero
//TO ALERT LEVEL ONE & TWO
schema CR1to1
archetype AI_MINOR
volume -500
cr1to1_1 cr1to1_2
schema_voice vcray 1 tolevelone
schema_voice vcray 1 toleveltwo
schema_voice vcray 1 lostcontact
schema_voice vcray 1 noticetorch
//AT ALERT LEVEL ONE & TWO
schema CR1a1
archetype AI_MINOR
poly_loop 1 3000 3500
volume -750
cr1a1__1 cr1a1__2 cr1a1__3 cr1a1__4
schema_voice vcray 1 atlevelone
schema_voice vcray 1 atleveltwo
//TO ALERT LEVEL THREE
schema CR1to3
archetype AI_MAJOR
volume -100
cr1to3_1
schema_voice vcray 1 spotplayer
schema_voice vcray 1 tolevelthree
schema_voice vcray 1 foundbody
//REACT CHARGE
schema CR1chg
archetype AI_MORE_MAJOR
volume -100
cr1hlo_1 cr1hlo_2
schema_voice vcray 1 reactcharge
schema_voice vcray 1 outofreach
//AT LEVEL 3
schema CR1a3
archetype AI_MORE_MAJOR
poly_loop 2 2500 2800
volume -100
cr1a3__1 cr1a3__2 cr1a3__3
schema_voice vcray 1 atlevelthree
//ATTACKING
schema CR1att
archetype AI_COMBAT
volume -100
cr1to3_1
schema_voice vcray 1 comattack
//HIT BY PLAYER w/LO PTS
schema cr1hlo
archetype AI_COMBAT
volume -1
cr1hlo_1 cr1hlo_2
schema_voice vcray 1 comhitlow
schema_voice vcray 1 comhithigh
schema_voice vcray 1 comhitamb
//DEATH
schema cr1die
archetype AI_COMBAT
volume -1
cr1die_1
schema_voice vcray 1 comdieloud
schema_voice vcray 1 comdiesoft

38
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//CUTTY - DEATH SCENE
//Cutty hears Garrett
schema CUTM0301
archetype OTHER_CONV
cutm0301
//Cutty hears Garrett again
schema CUTM0302
archetype OTHER_CONV
cutm0302
//Conversation with Cutty
schema CUTC0102
archetype OTHER_CONV
cutc0102
schema CUTC0104
archetype OTHER_CONV
cutc0104
schema CUTC0105
archetype OTHER_CONV
cutc0105
schema CUTC0106
archetype OTHER_CONV
cutc0106
schema CUTC0107
archetype OTHER_CONV
cutc0107
schema CUTC0108
archetype OTHER_CONV
cutc0108

81
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//THIEFGOLD DEMO -MISSION 15
//START MISSION
schema d15start
archetype AMB_D15
volume -500
keehit_s
//WIND ENV. -SOFT
schema d15windp
audio_class ambient
archetype AMB_D15
volume -700 //was -1400
pan_range 3000
poly_loop 2 4000 7000
windlit1 windlit2
//TRANS INSIDE-OUTSIDE
schema d15trans
archetype AMB_D15
mono_loop 0 0
volume -1500
windstil
//LAUNDRY CHUTE
schema d15chute
archetype AMB_D15
mono_loop 0 0
volume -1000
cavetone
//INSIDE 1ST FLOOR
schema d15loopL
archetype AMB_D15
mono_loop 0 0
pan -5000
volume -1400
thloop1
schema d15loopR
archetype AMB_D15
mono_loop 0 0
delay 100
pan 5000
volume -1400
thloop1
//BELLTHUMP
schema d15thump
archetype AMB_D15
volume -500
bellthmp
//DOWNSTAIRS HUM (S)
schema d15down
archetype AMB_D15
mono_loop 0 0
volume -1000
thdown
schema d15down2
archetype AMB_D15
mono_loop 0 0
volume -600
thdown2
//DOWNSTAIRS OBJS
schema d15sub3
archetype AMB_D15
mono_loop 0 0
volume -800
M13str
//TENSION
schema d15tension
archetype AMB_D15
volume -600
ten1 ten2

401
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//DOORS & LOCKS
////////////////////////////
//DOORS USED BY THE PLAYER//
////////////////////////////
//PLAYER OPENING WOODEN DOOR 1
schema doorwood1_op_p
archetype PLAYER_DOOR
volume -1500 //was -2000
doorw1o
env_tag (Event StateChange) (DoorType Wood1sm) (OpenState Opening) (OldOpenState Closed) (CreatureType Player)
//PLAYER CLOSING WOODEN DOORS 1 & 2
schema doorwood_sq_p
archetype PLAYER_DOOR
volume -2500
doorws1 doorws2 doorws3
env_tag (Event StateChange) (DoorType Wood1sm Wood2lg) (OpenState Closing) (OldOpenState Open Opening Closing) (CreatureType Player)
//PLAYER CLOSED WOODEN DOOR 1
schema doorwood1_cl_p
archetype PLAYER_DOOR
volume -2000 //was -2500
doorw1c
env_tag (Event StateChange) (DoorType Wood1sm) (OpenState Closed) (OldOpenState Open Opening Closing) (CreatureType Player)
//PLAYER OPENING WOODEN DOOR 2
schema doorwood2_op_p
archetype PLAYER_DOOR
volume -1500 //was -2000
doorw2o
env_tag (Event StateChange) (DoorType Wood2lg) (OpenState Opening) (OldOpenState Closed) (CreatureType Player)
//PLAYER CLOSED WOODEN DOOR 2
schema doorwood2_cl_p
archetype PLAYER_DOOR
volume -1800 //was -2500
doorw2c
env_tag (Event StateChange) (DoorType Wood2lg) (OpenState Closed) (OldOpenState Open Opening Closing) (CreatureType Player)
//PLAYER OPENING METAL DOOR 1
schema doormet1_op_p
archetype PLAYER_DOOR
volume -1500
doorm1o
env_tag (Event StateChange) (DoorType Metal) (OpenState Opening) (OldOpenState Closed) (CreatureType Player)
//PLAYER CLOSING METAL DOOR 1
schema doormet_sq_p
archetype PLAYER_DOOR
volume -2000
doorws1 doorws2 doorws3
env_tag (Event StateChange) (DoorType Metal) (OpenState Opening Closing) (OldOpenState Open Opening Closing) (CreatureType Player)
//PLAYER CLOSED METAL DOOR 1
schema doormet1_cl_p
archetype PLAYER_DOOR
volume -1500
doorm1c
env_tag (Event StateChange) (DoorType Metal) (OpenState Closed) (OldOpenState Opening Closing) (CreatureType Player)
//PLAYER OPENING METAL DOOR 2 -HVY
schema doormet2_op_p
archetype PLAYER_DOOR
volume -500
doorm2o
env_tag (Event StateChange) (DoorType Metal2Hvy) (OpenState Opening Closing) (OldOpenState Open Opening Closed Closing) (CreatureType Player)
//PLAYER CLOSED METAL DOOR 2
schema doormet2_cl_p
archetype PLAYER_DOOR
volume -500
doorm2c
env_tag (Event StateChange) (DoorType Metal2Hvy) (OpenState Open Closed) (OldOpenState Opening Closing) (CreatureType Player)
//PLAYER OPENING/CLOSING SLIDING DOOR 1
schema doorsld1_op_p
archetype PLAYER_DOOR
volume -1
doors1o
env_tag (Event StateChange) (DoorType Sliding) (OpenState Opening Closing) (OldOpenState Open Closed Opening Closing) (CreatureType Player)
//PLAYER OPEN/CLOSED SLIDING DOOR 1
schema doorsld1_cl_p
archetype PLAYER_DOOR
volume -1
doors1c
env_tag (Event StateChange) (DoorType Sliding) (OpenState Open Closed) (OldOpenState Open Closed Opening Closing) (CreatureType Player)
//OBLONG MANHOLE OPENING
schema oblmanhole_op
archetype PLAYER_DOOR
volume -1000
oblmh_op
env_tag (Event StateChange) (DoorType OblManhole) (OpenState Opening) (OldOpenState Closing Closed) (CreatureType Player)
//OBLONG MANHOLE CLOSING
schema oblmanhole_sq
archetype PLAYER_DOOR
volume -1500
oblmh_sq
env_tag (Event StateChange) (DoorType OblManhole) (OpenState Closing) (OldOpenState Open Opening) (CreatureType Player)
//OBLONG MANHOLE CLOSED
schema oblmanhole_cl
archetype PLAYER_DOOR
volume -1000
doorm1c
env_tag (Event StateChange) (DoorType OblManhole) (OpenState Closed) (OldOpenState Opening Closing) (CreatureType Player)
//PLAYER OPENING CHAIN/BAR DOORS
schema doorbars_op_p
archetype PLAYER_DOOR
mono_loop 0 0
volume -300
doorb1o
env_tag (Event StateChange) (DoorType Chain) (OpenState Opening Closing) (OldOpenState Open Closed Opening Closing) (CreatureType Player)
//CLOSED CHAIN/BAR DOORS
schema doorbars_cl_p
archetype PLAYER_DOOR
volume -1
doorb1c
env_tag (Event StateChange) (DoorType Chain) (OpenState Open Closed) (OldOpenState Opening Closing) (CreatureType Player)
/////////////////////
//DOORS USED BY AIS//
/////////////////////
//AI OPENING WOODEN DOOR 1
schema doorwood1_op_ai
archetype AI_DOOR
volume -300
doorw1o
env_tag (Event StateChange) (DoorType Wood1sm) (OpenState Opening) (OldOpenState Closed)
//AI CLOSING WOODEN DOORS 1 & 2
schema doorwood_sq_ai
archetype AI_DOOR
volume -1000
doorws1 doorws2 doorws3
env_tag (Event StateChange) (DoorType Wood1sm Wood2lg) (OpenState Closing) (OldOpenState Open Opening Closing)
//AI CLOSED WOODEN DOOR 1
schema doorwood1_cl_ai
archetype AI_DOOR
volume -300
doorw1c
env_tag (Event StateChange) (DoorType Wood1sm) (OpenState Closed) (OldOpenState Open Opening Closing)
//AI OPENING WOODEN DOOR 2
schema doorwood2_op_ai
archetype AI_DOOR
volume -300
doorw2o
env_tag (Event StateChange) (DoorType Wood2lg) (OpenState Opening) (OldOpenState Closed)
//AI CLOSED WOODEN DOOR 2
schema doorwood2_cl_ai
archetype AI_DOOR
volume -300
doorw2c
env_tag (Event StateChange) (DoorType Wood2lg) (OpenState Closed) (OldOpenState Open Opening Closing)
//AI OPENING METAL DOOR 1
schema doormet1_op_ai
archetype AI_DOOR
volume -300
doorm1o
env_tag (Event StateChange) (DoorType Metal) (OpenState Opening) (OldOpenState Closed)
//AI CLOSING METAL DOOR 1
schema doormet_sq_ai
archetype AI_DOOR
volume -1000
doorws1 doorws2 doorws3
env_tag (Event StateChange) (DoorType Metal) (OpenState Opening Closing) (OldOpenState Open Opening Closing)
//AI CLOSED METAL DOOR 1
schema doormet1_cl_ai
archetype AI_DOOR
volume -300
doorm1c
env_tag (Event StateChange) (DoorType Metal) (OpenState Closed) (OldOpenState Opening Closing)
//AI OPENING METAL DOOR 2 -HVY
schema doormet2_op_ai
archetype AI_DOOR
volume -1
doorm2o
env_tag (Event StateChange) (DoorType Metal2Hvy) (OpenState Opening Closing) (OldOpenState Open Opening Closed Closing)
//AI CLOSED METAL DOOR 2 HVY
schema doormet2_cl_ai
archetype AI_DOOR
volume -1
doorm2c
env_tag (Event StateChange) (DoorType Metal2Hvy) (OpenState Open Closed) (OldOpenState Opening Closing)
//AI OPENING SLIDING DOOR 1
schema doorsld1_op_ai
archetype AI_DOOR
volume -1
doors1o
env_tag (Event StateChange) (DoorType Sliding) (OpenState Opening Closing) (OldOpenState Open Closed Opening Closing)
//AI CLOSED SLIDING DOOR 1
schema doorsld1_cl
archetype AI_DOOR
volume -1
doors1c
env_tag (Event StateChange) (DoorType Sliding) (OpenState Open Closed) (OldOpenState Open Closed Opening Closing)
//AI OPENING CHAIN/BAR DOORS
schema doorbars_op
archetype AI_DOOR
mono_loop 0 0
volume -300
doorb1o
env_tag (Event StateChange) (DoorType Chain) (OpenState Opening Closing) (OldOpenState Open Closed Opening Closing)
//AI CLOSED CHAIN/BAR DOORS
schema doorbars_cl
archetype AI_DOOR
volume -1
doorb1c
env_tag (Event StateChange) (DoorType Chain) (OpenState Open Closed) (OldOpenState Opening Closing)
/////////////////////////
//DOORS USED BY ANYBODY//
/////////////////////////
//OPENING JAIL CELL DOOR
schema doorcell_op
archetype DOORS
volume -1
doorc1o
env_tag (Event StateChange) (DoorType Cell) (OpenState Opening) (OldOpenState Closed Opening Closing)
//CLOSED JAIL CELL DOOR
schema doorcell_cl
archetype DOORS
volume -1
doorc1c
env_tag (Event StateChange) (DoorType Cell) (OpenState Closing) (OldOpenState Open Opening Closing)
//FOOTLOCKER OPEN
schema boxwood_op
archetype DOORS
volume -800
boxw_op
env_tag (Event StateChange) (DoorType BoxWood) (OpenState Opening) (OldOpenState Closed)
//FOOTLOCKER SQUEAK
schema boxwood_sq
archetype DOORS
volume -2100
boxw_sq
env_tag (Event StateChange) (DoorType BoxWood) (OpenState Closing) (OldOpenState Open Opening Closing)
//FOOTLOCKER CLOSED
schema boxwood_cl
archetype DOORS
volume -800
boxw_cl
env_tag (Event StateChange) (DoorType BoxWood) (OpenState Closed) (OldOpenState Opening Closing)
//MONEY BOX OPEN
schema boxmoney_op
archetype DOORS
volume -800
boxm_op
env_tag (Event StateChange) (DoorType BoxMoney) (OpenState Opening) (OldOpenState Closed)
//MONEY BOX SQUEAK
schema boxmoney_sq
archetype DOORS
volume -1500
boxm_sq
env_tag (Event StateChange) (DoorType BoxMoney) (OpenState Closing) (OldOpenState Open Opening Closing)
//MONEY BOX CLOSED
schema boxmoney_cl
archetype DOORS
volume -800
boxm_cl
env_tag (Event StateChange) (DoorType BoxMoney) (OpenState Closed) (OldOpenState Opening Closing)
//CHEST BOX OPEN
schema boxchest_op
archetype DOORS
volume -800
boxc_op
env_tag (Event StateChange) (DoorType BoxChest) (OpenState Open) (OldOpenState Opening)
//CHEST BOX SQUEAK
schema boxchest_sq
archetype DOORS
volume -800
boxc_sq
env_tag (Event StateChange) (DoorType BoxChest) (OpenState Opening) (OldOpenState Opening Closing Closed)
//CHEST BOX CLOSED
schema boxchest_cl
archetype DOORS
volume -800
boxc_cl
env_tag (Event StateChange) (DoorType BoxChest) (OpenState Closed) (OldOpenState Opening Closing)
//SARCOFAGUS
schema doorsarcof
archetype DOORS
volume -500
pplate
env_tag (Event StateChange) (DoorType Sarcof) (OpenState Opening Closing) (OldOpenState Open Opening Closed Closing)
//SKYLIGHT
schema skylight_op
archetype PLAYER_DOOR
volume -400
mono_loop 0 0
elev1lp
env_tag (Event StateChange) (DoorType Skylight) (OpenState Opening Closing) (OldOpenState Open Closed)
schema skylight_cl
archetype PLAYER_DOOR
volume -1
elev2st
env_tag (Event StateChange) (DoorType Skylight) (OpenState Open Closed) (OldOpenState Opening Closing)
/////////
//LOCKS//
/////////
//DOOR UNLOCKS
schema unlocked
archetype DEVICES
unlocked
env_tag (Event StateChange) (LockState Unlocked)
//DOOR UNLOCKS
schema unlocked_sky
archetype DEVICES
volume -1
pplate
env_tag (Event StateChange) (LockState Unlocked) (DoorType Skylight)
//DOOR LOCKS OR IS LOCKED
schema locked
archetype DEVICES
locked
env_tag (Event StateChange) (LockState Locked)
env_tag (Event Reject) (Operation OpenDoor)
//YOU GOT THE WRONG KEY
schema wrongkey
archetype DEVICES
wrongkey
env_tag (Event Reject) (Operation KeyFit)
//LOCKPICKING
schema lockpik
archetype DEVICES
mono_loop 0 0
lockpik2
//LOCKPICKING STARTING TO WORK
schema pinset
archetype DEVICES
pinset
//LOCKPICKING REALLY WORKING
schema tumblerset
archetype DEVICES
pinset1 pinset2
//LOCKPICKING NOT WORKING
schema noluck
archetype DEVICES
noluck1 noluck2

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// $Header: r:/prj/cam/art/src/schema/rcs/envsound.spc 1.55 1999/09/25 23:08:33 EBROSIUS Exp $
/////////////////////////////////////////////////////////
// tags generated from code--often these amount to verbs describing
// the action making the sound (any tag can be used anywhere; these
// rough catagories are meant to lend this file a little structure)
// Generic "event" tag specifying which event is being handled
tag Event Launch Collision Footstep Damage StateChange Activate ActiveLoop Deactivate Death Select Reject MediaTrans Climbstep Motion Create
env_tag_required Event
//
// Collision/Footstep tags
//
// Am I "fungusy"
tag Fungus true false
// Am I landing after a jump
tag Landing true false
//
// Launch event special tags
//
// in feet per second
tag_int LaunchVel
//
// Damage event special tags
//
// what kind of damage did we take
tag DamageType Bash Concussion Slash Poke Fire Water Knockout Stench Holy Zap
// in % of max hit points
tag_int Damage
// how much health we have left, also as a percentage
tag_int Health
//
// StateChange event special tags
//
//DOORS & SUCH
//Door Types
tag DoorType Wood1Sm Wood2Lg Metal Metal2Hvy Sliding Cell Chain BoxWood BoxMoney BoxChest OblManhole Sarcof SkyLight Barricade
//Door states
tag OpenState Open Closed Opening Closing
tag OldOpenState Open Closed Opening Closing
/////////////////////////////////////////////////////////
// Tags for various objects for when they "Activate"
// what is the type of device which has activated?
tag DeviceType Gong BellSm HealPot AirPot HolyH20 BlueLight CauldLvr MoldLvr CrunchyFood RmzAlarm DinnerBell Alarm FlickerLight ElevPlat ElevHmr Keys Loot SoftFood
tag SwitchType BPush BPull BElev BRmz BBook LvWall LvThrow LvFloor1 LvFloor2 LvSlide LvPanel PPlate LvScope
tag MachType SwingArmPump Turbine Gear1 Gear2 GWheel Harp Toilet
tag WardType AirWard FireWard EarthWard WaterWard StatueMgE StatueMgA StatueMgW StatueMgF
/////////////////////////////////////////////////////////
// For locking/unlocking sound effects: what is the lock's
// state change?
tag LockState Locked Unlocked
/////////////////////////////////////////////////////////
// For state changes in levers: the thing we want to know
// is: from what endpoint are we going into motion?
tag DirectionState Forward Reverse
/////////////////////////////////////////////////////////
// For "Reject" events, what sort of state change just
// failed to occur?
tag Operation KeyFit OpenDoor
/////////////////////////////////////////////////////////
// tags intended for the ClassTags property
// in pounds
tag_int Weight
tag ArrowType Broadhead Earth Fire Gas HolyWater Noisemaker Rope Water Steampuff Burp Firebolt MagicMissile Spear HammerSpell GhostShot Web FrogShot BugShot Assassin
tag MageShotType MageFire MageEarth MageWater MageAir MageExp Sandbag
tag WeaponType Sword Hammer Blackjack Flashbomb Mine ActiveMine GasMine ActiveGasMine Emitter DKaboom FakeTalisman
tag WeaponType2 Sword Hammer Blackjack Flashbomb Mine ActiveMine GasMine ActiveGasMine Emitter DKaboom FakeTalisman
/////////////////
//Material tags//
/////////////////
tag Material Carpet Ceramic Earth Flesh Glass Gravel Ice Liquid Ladder Metal Rope Stone Tile Vegetation Wood ZombiePart
tag Material2 Carpet Ceramic Earth Flesh Glass Gravel Ice Liquid Ladder Metal Rope Stone Tile Vegetation Wood ZombiePart
///////////////////////////
//Tags for Creature types//
///////////////////////////
tag CreatureType Ape Apparition Burrick ConTrick Crayman ElemAir ElemFire Frog Guard Haunt Player Servant Spider Sweel Zombie
/////////////////////////
//Media Transition Tags//
/////////////////////////
//Direction
tag MedTransDir Enter Exit
//What part of body
tag MediaLevel Foot Body Head
//////////////////////
//Player Motion Tags//
//////////////////////
//SWORD SWINGING MOTION
tag_int PlyrSword
tag_int PlyrSwordSwing
tag_int Direction

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//THE EYE
//Window Shopping
//"Comes a man to rescue me?..."
schema eye01
archetype PLAYER_SPEECH
eye01
schema_voice veye 1 eye01
//Steal the Eye
//"SSSSSo, you've returned with the talismans..."
schema eye02
archetype PLAYER_SPEECH
delay 2700
eye02
schema_voice veye 1 eye02
//"I am the Eye, trapped on this altar..."
schema eye03
archetype PLAYER_SPEECH
eye03
schema_voice veye 1 eye03
//"Well done, thief!
schema eye04
archetype PLAYER_SPEECH
eye04
schema_voice veye 1 eye04
//"Leaving so soon?..."
schema eye05
archetype PLAYER_SPEECH
eye05
schema_voice veye 1 eye05
//"Where are you going?..."
schema eye06
archetype PLAYER_SPEECH
eye06
schema_voice veye 1 eye06
//"Poor Murus! Still struggling.."
schema eye07
archetype PLAYER_SPEECH
eye07
schema_voice veye 1 eye07
//"Now you have your precious eye..."
schema eye08
archetype PLAYER_SPEECH
eye08
schema_voice veye 1 eye08
//Endgame
//"Master! Beware! .."
schema eye09
archetype PLAYER_SPEECH
eye009
schema_voice veye 1 eye09

343
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//FEET
////////////////////
//PLAYER FOOTSTEPS//
////////////////////
schema foot_carpet_p
archetype FOOT_PLAYER
volume -2800 //was -2400
ftcar_p1 ftcar_p2 ftcar_p3 ftcar_p4
env_tag (Event Footstep) (CreatureType Player) (Material Carpet)
schema foot_dirt_p
archetype FOOT_PLAYER
volume -1500 //was -2000
ftdir_p1 ftdir_p2 ftdir_p3 ftdir_p4
env_tag (Event Footstep) (CreatureType Player) (Material Earth Vegetation)
schema foot_gravel_p
archetype FOOT_PLAYER
volume -667 //was -1000
ftgra_p1 ftgra_p2 ftgra_p3 ftgra_p4
env_tag (Event Footstep) (CreatureType Player) (Material Gravel)
schema foot_rock_p
archetype FOOT_PLAYER
volume -1200 //was -1800
ftroc_p1 ftroc_p2 ftroc_p3 ftroc_p4
env_tag (Event Footstep) (CreatureType Player) (Material Stone)
schema foot_wood_p
archetype FOOT_PLAYER
volume -600 //was -1000
ftwoo_p1 freq 2
ftwoo_p2 freq 1
ftwoo_p3 freq 2
ftwoo_p4 freq 2
env_tag (Event Footstep) (CreatureType Player) (Material Wood)
schema foot_tile_p
archetype FOOT_PLAYER
volume -300 //was -500
fttil_p1 fttil_p2 fttil_p3 fttil_p4
env_tag (Event Footstep) (CreatureType Player) (Material Ceramic Glass Tile)
schema foot_metal_p
archetype FOOT_PLAYER
volume -500 //was -750
ftmet_p1 ftmet_p2 ftmet_p3 ftmet_p4
env_tag (Event Footstep) (CreatureType Player) (Material Metal)
schema foot_water_p
archetype FOOT_PLAYER
volume -1200
ftwat_1 ftwat_2 ftwat_3 ftwat_4
env_tag (Event Footstep) (MediaLevel Foot) (CreatureType Player) (Material Liquid)
//////////////////////////////
//PLAYER LANDING FROM A JUMP//
//////////////////////////////
schema land_carpet_p
archetype LAND_PLAYER
volume -1600 // was -1000
ftcar_j
env_tag (Event Footstep) (Landing True) (CreatureType Player) (Material Carpet)
schema land_dirt_p
archetype LAND_PLAYER
volume -500 //was -375
ftdir_j
env_tag (Event Footstep) (Landing True) (CreatureType Player) (Material Earth Vegetation)
schema land_gravel_p
archetype LAND_PLAYER
volume -350 //was -500
ftgra_j
env_tag (Event Footstep) (Landing True) (CreatureType Player) (Material Gravel)
schema land_rock_p
archetype LAND_PLAYER
volume -500
ftroc_j
env_tag (Event Footstep) (Landing True) (CreatureType Player) (Material Stone)
schema land_tile_p
archetype LAND_PLAYER
volume -150
fttil_j
env_tag (Event Footstep) (Landing True) (CreatureType Player) (Material Ceramic Glass Tile)
schema land_wood_p
archetype LAND_PLAYER
volume -250
ftwoo_j
env_tag (Event Footstep) (Landing True) (CreatureType Player) (Material Wood)
schema land_metal_p
archetype LAND_PLAYER
volume -375
ftmet_j
env_tag (Event Footstep) (Landing True) (CreatureType Player) (Material Metal)
schema land_water_p
archetype LAND_PLAYER
volume -500
ftwat_j
env_tag (Event Footstep) (Landing True) (CreatureType Player) (MediaLevel Foot) (Material Liquid)
////////////////
//AI FOOTSTEPS//
////////////////
schema foot_carpet_a
archetype FOOT_AI
volume -1000 //was -1325
ftcar_a1 ftcar_a2 ftcar_a3 ftcar_a4
env_tag (Event Footstep) (CreatureType Apparition Guard Servant) (Material Carpet)
schema foot_dirt_a
archetype FOOT_AI
volume -800 //was -1000
ftdir_a1 ftdir_a2 ftdir_a3 ftdir_a4
env_tag (Event Footstep) (CreatureType Apparition Guard Servant) (Material Earth Vegetation)
schema foot_gravel_a
archetype FOOT_AI
volume -500 //was -667
ftgra_a1 ftgra_a2 ftgra_a3 ftgra_a4
env_tag (Event Footstep) (CreatureType Apparition Guard Servant) (Material Gravel)
schema foot_rock_a
archetype FOOT_AI
volume -500 //was -667
ftroc_a1 ftroc_a2 ftroc_a3 ftroc_a4
env_tag (Event Footstep) (CreatureType Apparition Guard Servant) (Material Stone)
schema foot_wood_a
archetype FOOT_AI
volume -400 //was -667
ftwoo_a1 ftwoo_a2 ftwoo_a3 ftwoo_a4
env_tag (Event Footstep) (CreatureType Apparition Guard Servant) (Material Wood)
schema foot_tile_a
archetype FOOT_AI
volume -1 //was -200
fttil_a1 fttil_a2 fttil_a3 fttil_a4
env_tag (Event Footstep) (CreatureType Apparition Guard Servant) (Material Ceramic Glass Tile)
schema foot_metal_a
archetype FOOT_AI
volume -100 //was -250
ftmet_a1 ftmet_a2 ftmet_a3 ftmet_a4
env_tag (Event Footstep) (CreatureType Apparition Guard Servant) (Material Metal)
schema foot_water_a
archetype FOOT_AI
volume -1000
ftwat_1 ftwat_2 ftwat_3 ftwat_4
env_tag (Event Footstep) (MediaLevel Foot) (CreatureType Apparition Guard Servant) (Material Liquid)
//////////////////////////
//AI LANDING FROM A JUMP//
//////////////////////////
schema land_carpet_a
archetype LAND_AI
volume -500 // was -1000
ftcar_j
env_tag (Event Footstep) (Landing True) (CreatureType Apparition Guard Servant) (Material Carpet)
schema land_dirt_a
archetype LAND_AI
volume -250 //was -500
ftdir_j
env_tag (Event Footstep) (Landing True) (CreatureType Apparition Guard Servant) (Material Earth Vegetation)
schema land_gravel_a
archetype LAND_AI
volume -175 //was -375
ftgra_j
env_tag (Event Footstep) (Landing True) (CreatureType Apparition Guard Servant) (Material Gravel)
schema land_rock_a
archetype LAND_AI
volume -500
ftroc_j
env_tag (Event Footstep) (Landing True) (CreatureType Apparition Guard Servant) (Material Stone)
schema land_tile_a
archetype LAND_AI
volume -150
fttil_j
env_tag (Event Footstep) (Landing True) (CreatureType Apparition Guard Servant) (Material Ceramic Glass Tile)
schema land_wood_a
archetype LAND_AI
volume -250
ftwoo_j
env_tag (Event Footstep) (Landing True) (CreatureType Apparition Guard Servant) (Material Wood)
schema land_metal_a
archetype LAND_AI
volume -375
ftmet_j
env_tag (Event Footstep) (Landing True) (CreatureType Apparition Guard Servant) (Material Metal)
schema land_water_a
archetype LAND_AI
volume -750 //was -1500
ftwat_j
env_tag (Event Footstep) (Landing True) (CreatureType Ape Apparition Burrick Crayman Frog Guard Haunt) (MediaLevel Foot) (Material Liquid)
env_tag (Event Footstep) (Landing True) (CreatureType Servant Spider Zombie) (MediaLevel Foot) (Material Liquid)
///////////////////////////////////
//CREATURES' FOOTSTEPS & LANDINGS//
///////////////////////////////////
//BURRICK
schema foot_burrick
archetype FOOT_AI
volume -1000 //was -1500
ft_bur1 ft_bur2 ft_bur3 ft_bur4
env_tag (Event Footstep) (CreatureType Burrick)
env_tag (Event Footstep) (CreatureType Burrick) (Landing True)
//HAUNT
schema foot_haunt
archetype FOOT_AI
volume -750 //was -2200
ft_hh1 ft_hh2 ft_hh3 ft_hh4
env_tag (Event Footstep) (CreatureType Haunt)
env_tag (Event Footstep) (CreatureType Haunt) (Landing True)
//ZOMBIE
schema foot_zombie
archetype FOOT_AI
volume -1500 //was -1800
ft_zomb1 ft_zomb2 ft_zomb3 ft_zomb4
env_tag (Event Footstep) (CreatureType Zombie)
env_tag (Event Footstep) (CreatureType Zombie) (Landing True)
//CRAYMAN
schema foot_crayman
archetype FOOT_AI
volume -1500 //was -2000
ft_cray1 ft_cray2 ft_cray3 ft_cray4
env_tag (Event Footstep) (CreatureType Crayman)
env_tag (Event Footstep) (CreatureType Crayman) (Landing True)
//SPIDERS
schema foot_spider
archetype FOOT_AI
volume -800 //was -1200
ft_spid1 ft_spid2 ft_spid3 ft_spid4
env_tag (Event Footstep) (CreatureType Spider)
env_tag (Event Footstep) (CreatureType Spider) (Landing True)
//APE BEASTS
schema foot_ape
archetype FOOT_AI
volume -800 //was -1200
no_repeat
ft_ape1 ft_ape2
env_tag (Event Footstep) (CreatureType Ape)
schema land_ape
archetype LAND_AI
volume -800 //was -1200
ft_ape1
env_tag (Event Footstep) (CreatureType Ape) (Landing True)
//FROG BEASTS
schema foot_frog
archetype FOOT_AI
volume -1500
ft_frog1 ft_frog2 ft_frog3 ft_frog4
env_tag (Event Footstep) (CreatureType Frog)
env_tag (Event Footstep) (CreatureType Frog) (Landing True)
//CON TRICKSTER
schema foot_con
archetype FOOT_AI
volume -500
ft_con1 ft_con2 ft_con3 ft_con4
env_tag (Event Footstep) (CreatureType Contrick)
env_tag (Event Footstep) (CreatureType ConTrick) (Landing True)
///////////////////
//OTHER FOOTSTEPS//
///////////////////
//SLIDING ON ICE
schema foot_ice
archetype FEET
volume -2000
ft_ice1 ft_ice2 ft_ice3 ft_ice4
env_tag (Event Footstep) (CreatureType Apparition Guard Servant Player) (Material Ice)
env_tag (Event Footstep) (Landing True) (CreatureType Apparition Guard Servant Player) (Material Ice)
//SWIMMING (TECHNICALLY A FOOTSTEP)
schema swim_surface
archetype FEET
volume -1500
swimtop1 swimtop2 swimtop3
env_tag (Event Footstep) (MediaLevel Body) (Material Liquid)
schema swim_underwater
archetype FEET
volume -1500
stroke1 stroke2 stroke3
env_tag (Event Footstep) (MediaLevel Head) (Material Liquid)
//MOSS ARROW FUNGUS
schema foot_fungus
archetype FEET
volume -2000 //was -2600
ft_fung1 ft_fung2 ft_fung3 ft_fung4
env_tag (Event Footstep) (Fungus True) (CreatureType Apparition Ape Burrick Crayman Frog) (Material Carpet Ceramic Earth Glass Gravel Metal Stone Tile)
env_tag (Event Footstep) (Fungus True) (CreatureType Guard Haunt Player Servant Spider Zombie) (Material Carpet Ceramic Earth Glass Gravel Metal Stone Tile)
env_tag (Event Footstep) (Fungus True) (CreatureType Apparition Ape Burrick Crayman Frog) (Material Wood Vegetation)
env_tag (Event Footstep) (Fungus True) (CreatureType Guard Haunt Player Servant Spider Zombie) (Material Wood Vegetation)
env_tag (Event Footstep) (Fungus True) (Landing True) (CreatureType Apparition Ape Burrick Crayman Frog) (Material Carpet Ceramic Earth Glass Gravel Metal Stone Tile)
env_tag (Event Footstep) (Fungus True) (Landing True) (CreatureType Guard Haunt Player Servant Spider Zombie) (Material Carpet Ceramic Earth Glass Gravel Metal Stone Tile)
env_tag (Event Footstep) (Fungus True) (Landing True) (CreatureType Apparition Ape Burrick Crayman Frog) (Material Wood Vegetation)
env_tag (Event Footstep) (Fungus True) (Landing True) (CreatureType Guard Haunt Player Servant Spider Zombie) (Material Wood Vegetation)
//CLIMBING A ROPE
schema climb_rope
archetype WEAPONS
volume -700
ropecrk1 ropecrk2 ropecrk3 ropecrk4
env_tag (Event Climbstep) (CreatureType Player) (Material Rope)
//CLIMBING A LADDER
schema climb_ladder
volume -400
no_repeat
ladder1 ladder2 ladder3 ladder4 ladder5
env_tag (Event Climbstep) (CreatureType Player) (Material Ladder)

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//AIR ELEMENTAL
schema EAat3
archetype AI_NONE
mono_loop 0 0
volume -2200
elemair1 elemair2 elemair3
schema_voice vair 1 atlevelzero
schema_voice vair 1 atlevelone
schema_voice vair 1 atleveltwo
schema_voice vair 1 atlevelthree
//FIRE ELEMENTAL
//Unaware -Alert Level 0 (and Back to 0)
schema EFa0
archetype AI_NONE
poly_loop 2 2000 4000
volume -1000
EFa01 EFa02 EFa03
schema_voice vfire 1 atlevelzero
schema_voice vfire 1 backtozero
//to Alert Level 1
schema EFa1
archetype AI_NONE
poly_loop 2 3000 4500
volume -500
EFa11 EFa12 EFa13
schema_voice vfire 1 tolevelone
schema_voice vfire 1 atlevelone
schema EFa2
archetype AI_MINOR
poly_loop 2 3000 4500
volume -900
EFa11 EFa12 EFa13
schema_voice vfire 1 toleveltwo
schema_voice vfire 1 atleveltwo
//to Alert Level 3
schema EFa3
archetype AI_MAJOR
poly_loop 2 3000 4500
volume -300
EFa31 EFa32 EFa33
schema_voice vfire 1 spotplayer
schema_voice vfire 1 tolevelthree
schema_voice vfire 1 atlevelthree
//Hit with HI hit pts -hurts
schema EFhithi
archetype AI_COMBAT
volume -1
EFhithi1 EFhithi2
schema_voice vfire 1 comhithigh
schema_voice vfire 1 comhitamb
//Hit with LO hit pts -really hurts
schema EFhitlo
archetype AI_COMBAT
volume -1
EFhitlo1
schema_voice vfire 1 comhitlow
//Death
schema EFdie
archetype AI_COMBAT
volume -1
EFdie1
env_tag (Event Death) (CreatureType ElemFire)
//Attacking -firing the fireball
schema EFatt
archetype WEAPONS
volume -1
EFatt1 EFatt2
env_tag (Event Launch) (LaunchVel 1 1) (CreatureType ElemFire) (ArrowType Firebolt)

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//FROG BEAST
//FROG EXPLOSION
schema exp_frog
archetype COLLISIONS
volume -1
expfrog2 expfrog
env_tag (Event Death) (CreatureType Frog)
//AT STEADY STATE LEVELS
schema fb1a0
archetype AI_NONE
mono_loop 1000 20000
volume -500
fb1a0__1 fb1a0__2 fb1a0__3
schema_voice vfrog 1 atlevelzero
schema_voice vfrog 1 atlevelone
schema_voice vfrog 1 atleveltwo
schema_voice vfrog 1 atlevelthree
//TRANS TO OTHER LEVELS
schema fb1to1
archetype AI_NONE
fb1to1_1
schema_voice vfrog 1 tolevelone
schema_voice vfrog 1 toleveltwo
schema_voice vfrog 1 tolevelthree
schema_voice vfrog 1 spotplayer
//ATTACKING
schema fb1att
archetype AI_MINOR
fb1att_1 fb1att_2
schema_voice vfrog 1 comattack
//HURT
schema fb1hhi
archetype AI_MINOR
fb1hhi_1 fb1hhi_2
schema_voice vfrog 1 comhithigh
schema_voice vfrog 1 comhitlow
schema_voice vfrog 1 comhitamb

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63
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//HAMMER HAUNT BROADCASTS
//AT ALERT LEVEL ZERO
schema HH1a0
archetype AI_NONE
poly_loop 2 7500 12000
volume -1000
HH1a0mo1 HH1a0mo2 HH1a0mo3 HH1a0wh1 HH1a0wh2 HH1a0wh3 silenc3s silenc9s
schema_voice vhaunt 1 atlevelzero
//BACK TO ZERO
schema HH1bak
archetype AI_NONE
volume -500
HH1bak__1
schema_voice vhaunt 1 backtozero
schema_voice vhaunt 1 lostcontact
//TO ALERT LEVEL ONE & TWO
schema HH1to1
archetype AI_NONE
volume -300
HH1to1_1
schema_voice vhaunt 1 tolevelone
schema_voice vhaunt 1 toleveltwo
schema_voice vhaunt 1 comdieloud
schema_voice vhaunt 1 comdiesoft
schema_voice vhaunt 1 comhithigh
schema_voice vhaunt 1 comhitlow
//AT ALERT LEVEL ONE & TWO
schema HH1a1
archetype AI_NONE
poly_loop 2 4000 5000
volume -500
HH1a1__1 HH1a1__2 HH1a1__3 HH1a1__4 HH1a1__5 HH1a1__6
schema_voice vhaunt 1 atlevelone
schema_voice vhaunt 1 atleveltwo
//TO ALERT LEVEL 3
schema HH1to3
archetype AI_MINOR //poly_loop 2 2500 3500
no_repeat
volume -100
HH1a3__1 HH1a3__2 HH1a3__3 HH1a3__4 HH1a3__5 HH1a3__6
schema_voice vhaunt 1 spotplayer
schema_voice vhaunt 1 reactcharge
schema_voice vhaunt 1 comattack
//AT ALERT LEVEL 3
schema HH1a3
archetype AI_MINOR
poly_loop 2 2500 3500
no_repeat
volume -100
HH1a3__1 HH1a3__2 HH1a3__3 HH1a3__4 HH1a3__5 HH1a3__6
schema_voice vhaunt 1 atlevelthree

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//HERMIT under the Opera House
//AT ALERT 0
schema hmtat0
archetype AI_NONE
no_repeat
mono_loop 100 2000
hmt12100 hmt12101 hmt12102 hmt12103 hmt12104 hmta0co1 hmta0co2 hmta0co3 hmta0co4 hmta0co5 hmta0hu1 hmta0hu2 hmta0hu3 hmta0si1 hmta0si2 hmta0si3
schema_voice vhermit 1 atlevelzero
schema_voice vhermit 1 atlevelone
schema_voice vhermit 1 atleveltwo
schema_voice vhermit 1 atlevelthree
//TO ALERT 1
schema hmtto1
archetype AI_NONE
hmta1__1 hmtbak_1
schema_voice vhermit 1 tolevelone
//TO ALERT 1 +Sense Sound
schema hmtto1h
archetype AI_NONE
hmta1h_1
schema_voice vhermit 1 tolevelone (Sense Sound)
//TO ALERT 1 +Sense Sight
schema hmtto1v
archetype AI_NONE
hmta1v_1
schema_voice vhermit 1 tolevelone (Sense Sight)
//BACK TO ZERO
schema hmtbak
archetype AI_NONE
hmta0co3
schema_voice vhermit 1 backtozero
//TO ALERT 2
schema hmtto2
archetype AI_MINOR
hmta2__1
schema_voice vhermit 1 toleveltwo
//TO ALERT 3
schema hmtto3
archetype AI_MAJOR
hmta3__1
schema_voice vhermit 1 tolevelthree
schema_voice vhermit 1 spotplayer
//HIT BY THE PLAYER -SOFT
schema hmthhi
archetype AI_MINOR
hmthhi_1 hmthhi_2
schema_voice vhermit 1 comhithigh
//HIT BY THE PLAYER -HARD
schema hmthlo
archetype AI_MAJOR
hmthlo_1 hmthlo_2 hmthlo_3 hmthlo_4
schema_voice vhermit 1 comhitlow
//DEATH
schema hmtdie
archetype AI_NONE
hmtdie
schema_voice vhermit 1 comdieloud
schema_voice vhermit 1 comdiesoft
//SPECIAL SPEECH -all one long .wav file
schema hmt12200
archetype AI_NONE
play_once
hmt12200
schema_voice vhermit 1 hmt12200
//SPECIAL SPEECH -cut up into shorter files
schema hmt12201
archetype OTHER_CONV
hmt12201
schema_voice vhermit 1 hmt122 (LineNo 1 1)
schema hmt12202
archetype OTHER_CONV
hmt12202
schema_voice vhermit 1 hmt122 (LineNo 2 2)
schema hmt12203
archetype OTHER_CONV
hmt12203
schema_voice vhermit 1 hmt122 (LineNo 3 3)
schema hmt12204
archetype OTHER_CONV
hmt12204
schema_voice vhermit 1 hmt122 (LineNo 4 4)
schema hmt12205
archetype OTHER_CONV
hmt12205
schema_voice vhermit 1 hmt122 (LineNo 5 5)

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//COLLISIONS
////////////////////////////////
//GENERIC MATERIAL ON MATERIAL//
////////////////////////////////
//HIT Ceramic,Glass <--> Ceramic,Glass
schema hcercer
archetype HIT_MATERIAL
no_repeat
hcercer hcercer2
env_tag (Event Collision) (Material Ceramic) (Material2 Ceramic Glass)
env_tag (Event Collision) (Material Glass) (Material2 Glass)
//HIT Ceramic,Glass <--> Carpet,Earth
schema hcerear
archetype HIT_MATERIAL
hcerear
env_tag (Event Collision) (Material Carpet) (Material2 Ceramic Glass)
env_tag (Event Collision) (Material Ceramic) (Material2 Earth)
env_tag (Event Collision) (Material Earth) (Material2 Glass)
//HIT Ceramic,Glass <--> Stone,Tile
schema hcersto
archetype HIT_MATERIAL
no_repeat
hcersto hcersto2 hcersto3
env_tag (Event Collision) (Material Ceramic Glass) (Material2 Stone Tile)
//HIT Ceramic,Glass <--> Metal
schema hcermet
archetype HIT_MATERIAL
no_repeat
hcermet hcermet2
env_tag (Event Collision) (Material Ceramic Glass) (Material2 Metal)
//HIT Ceramic,Glass <--> Wood
schema hcerwoo
archetype HIT_MATERIAL
hcerwoo hcerwoo2
env_tag (Event Collision) (Material Ceramic Glass) (Material2 Wood)
//HIT Gravel <--> ALL
schema hgravel
archetype HIT_MATERIAL
hgravel hgravel2
env_tag (Event Collision) (Material Carpet Ceramic Earth Glass Gravel) (Material2 Gravel)
env_tag (Event Collision) (Material Gravel) (Material2 Ice Metal Stone Tile Wood)
//HIT Metal <--> Carpet,Earth
schema hmetear
archetype HIT_MATERIAL
no_repeat
hmetear hmetear2
env_tag (Event Collision) (Material Carpet Earth) (Material2 Metal)
//HIT Metal <--> Metal
schema hmetmet
archetype HIT_MATERIAL
no_repeat
hmetmet hmetmet2 hmetmet3
env_tag (Event Collision) (Material Metal) (Material2 Metal)
//HIT Metal <--> Stone,Tile
schema hmetsto
archetype HIT_MATERIAL
no_repeat
hmetsto hmetsto2 hmetsto3
env_tag (Event Collision) (Material Metal) (Material2 Stone Tile)
//HIT Metal <--> Wood
schema hmetwoo
archetype HIT_MATERIAL
no_repeat
hmetwoo hmetwoo2
env_tag (Event Collision) (Material Metal) (Material2 Wood)
//HIT Stone,Tile <--> Carpet,Earth
schema hstoear
archetype HIT_MATERIAL
no_repeat
hstoear hstoear2
env_tag (Event Collision) (Material Carpet Earth) (Material2 Stone
Tile)
//HIT Stone <--> Stone
schema hstosto
archetype HIT_MATERIAL
no_repeat
hstosto hstosto2 hstosto3
env_tag (Event Collision) (Material Stone) (Material2 Stone Tile)
env_tag (Event Collision) (Material Tile) (Material2 Tile)
//HIT Wood <--> Carpet,Earth
schema hwooear
archetype HIT_MATERIAL
no_repeat
hwooear hwooear2
env_tag (Event Collision) (Material Carpet Earth) (Material2 Wood)
//HIT Wood <--> Stone,Tile
schema hwoosto
archetype HIT_MATERIAL
no_repeat
hwoosto hwoosto2 hwoosto3 hwoosto4
env_tag (Event Collision) (Material Stone Tile) (Material2 Wood)
//HIT Wood <--> Wood
schema hwoowoo
archetype HIT_MATERIAL
no_repeat
hwoowoo hwoowoo2 hwoowoo3
env_tag (Event Collision) (Material Wood) (Material2 Wood)
//HIT Vegetation <--> small
schema hvegsm
archetype HIT_MATERIAL
volume -500
hvegsm
env_tag (Event Collision) (Material Carpet Ceramic Earth Glass Vegetation) (Material2 Vegetation)
//HIT Vegetation <--> large
schema hveg
archetype HIT_MATERIAL
volume -1
hveg
env_tag (Event Collision) (Material Gravel Metal Stone Tile) (Material2 Vegetation)
env_tag (Event Collision) (Material Vegetation) (Material2 Wood)
//HIT Water <--> All
schema hwater
archetype HIT_MATERIAL
splash02
env_tag (Event MediaTrans) (Material Carpet Ceramic Earth Glass Gravel Ice) (Material2 Liquid)
env_tag (Event MediaTrans) (Material Liquid) (Material2 Metal Rope Stone Tile Vegetation Wood)
////////////////////
//ARROW COLLISIONS//
////////////////////
//Hitting armored person
schema arrow_armor
archetype HIT_PROJECTILE
ar_armr1 ar_armr2
env_tag (Event Collision) (CreatureType Ape Crayman Guard Haunt) (ArrowType Broadhead Rope)
//Hitting unarmored person
schema arrow_body
archetype HIT_PROJECTILE
ar_body1 ar_body2
env_tag (Event Collision) (CreatureType Apparition Burrick Frog Servant Spider Zombie) (ArrowType Broadhead Rope)
schema arrow_rock
archetype HIT_PROJECTILE
no_repeat
volume -1
ar_rock1 ar_rock2 ar_rock3 ar_rock4 ar_rock5
env_tag (Event Collision) (ArrowType Broadhead Rope) (Material Gravel Stone Tile)
schema arrow_wood
archetype HIT_PROJECTILE
volume -1
ar_wood1 ar_wood2 ar_wood3
env_tag (Event Collision) (ArrowType Broadhead) (Material Wood)
schema ropearrow_wood
archetype HIT_PROJECTILE
volume -1
ar_rope1 ar_rope2
env_tag (Event Collision) (ArrowType Rope) (Material Wood)
schema arrow_metal
archetype HIT_PROJECTILE
volume -1
no_repeat
ar_met1 ar_met2 ar_met3 ar_met4 ar_met5
env_tag (Event Collision) (ArrowType Broadhead Rope) (Material Metal)
schema arrow_soft
archetype HIT_PROJECTILE
volume -1
ar_soft
env_tag (Event Collision) (ArrowType Broadhead Rope) (Material Carpet Earth Vegetation)
//ARROW HITS CERAMIC, GLASS <--DOESN'T BREAK
schema arrow_ceramic
archetype HIT_PROJECTILE
ar_glas1 ar_glas2 ar_glas3
env_tag (Event Collision) (ArrowType Broadhead Rope) (Material Ceramic Glass)
//ARROW HITS WATER
schema arrow_water
archetype HIT_PROJECTILE
splash03
env_tag (Event MediaTrans) (MedTransDir Enter) (ArrowType Broadhead Rope) (Material Liquid) (Material2 Wood)
//WaterArrow 'explodes'
schema waterarrow_hit
archetype HIT_PROJECTILE
douse1 douse2 waterar1 waterar2
env_tag (Event Death) (ArrowType Water)
//FireArrow explodes
schema firearrow_hit
archetype HIT_PROJECTILE
treexpl1 treexpl2 hitfire
env_tag (Event Death) (ArrowType Fire)
env_tag (Event Collision) (ArrowType Firebolt) (CreatureType Ape Apparition Burrick Crayman Frog Guard Haunt)
env_tag (Event Collision) (ArrowType Firebolt) (CreatureType Player Servant Spider Zombie)
//GasArrow explodes
schema gasarrow_hitz
archetype HIT_PROJECTILE
gasarrow
env_tag (Event Death) (ArrowType Gas)
//HolyWaterArrow explodes
schema holyarrow_hit
archetype HIT_PROJECTILE
holywat1 holywat2 holywat3
env_tag (Event Death) (ArrowType HolyWater)
//NoisemakerArrow activates
schema noisemaker
archetype HIT_PROJECTILE
volume -1
noisemk1
env_tag (Event Activate) (ArrowType Noisemaker)
//MAGIC MISSILE HITS TERRAIN
schema hit_magic
archetype HIT_PROJECTILE
hmagic1 hmagic2 hmagic3
env_tag (Event Collision) (ArrowType MagicMissile) (Material Carpet Ceramic Earth Glass Gravel Ice Liquid Ladder)
env_tag (Event Collision) (ArrowType MagicMissile) (Material Metal Rope Stone Tile Vegetation Wood)
//FIREBOLT HITS THE WALL
schema hit_firebolt
archetype HIT_PROJECTILE
hstoear2
env_tag (Event Collision) (ArrowType Firebolt)
//GHOST SHOT HIT
schema gs_death
archetype COLLISIONS
h_gs2 h_gs3
env_tag (Event Death) (ArrowType GhostShot)
//SEE FIREARROW HITS FOR FIREBOLT HITTING PLAYER
//MAGE FIRE BOLT HIT
schema hit_mgfire
archetype HIT_PROJECTILE
hmgfire
env_tag (Event Death) (MageShotType MageFire)
//MAGE WATER SHOT HIT
schema hit_mgwater
archetype HIT_PROJECTILE
hmgwat1 hmgwat2
env_tag (Event Death) (MageShotType MageWater)
//MAGE EARTH SHOT HIT -see GARRETT:Damage
//MAGE AIR SHOT HIT
schema hit_mgair
archetype HIT_PROJECTILE
hmgair
env_tag (Event Death) (CreatureType ElemAir)
//SANDBAG HIT HARD GROUND
schema sandbag_ground
archetype HIT_PROJECTILE
sandbag1 sandbag2
env_tag (Event Collision) (MageShotType Sandbag) (Material Earth) (Material2 Metal Stone Tile Wood)
//SANDBAG ON SOFT GROUND
schema sandbag_soft
archetype HIT_PROJECTILE
sandbag3 sandbag4
env_tag (Event Collision) (MageShotType Sandbag) (Material Carpet Ceramic Earth) (Material2 Earth)
env_tag (Event Collision) (MageShotType Sandbag) (Material Earth) (Material2 Flesh Glass Gravel Ice Ladder Rope)
//SANDBAG HIT WATER
schema sandbag_water
archetype HIT_PROJECTILE
splash02
env_tag (Event MediaTrans) (MedTransDir Enter) (MageShotType Sandbag) (Material Liquid)
/////////////////////
//HAMMER COLLISIONS//
/////////////////////
//Hitting armored person
schema Hammer_armor
archetype HIT_WEAPON
volume -1
sw_armr1 sw_armr2 sw_armr3 sw_armr4
env_tag (Event Damage) (DamageType Bash) (Damage 1 100) (Health 0 100) (CreatureType Ape Crayman Guard Haunt) (WeaponType Hammer)
//Hitting unarmored person
schema Hammer_body
archetype HIT_WEAPON
volume -1
sw_body1 sw_body2 sw_body3 sw_body4
env_tag (Event Damage) (DamageType Bash) (Damage 1 100) (Health 0 100) (CreatureType Apparition Burrick Frog Servant Spider Zombie) (WeaponType Hammer)
schema hammer_rock
archetype HIT_WEAPON
volume -1
sw_rock1 sw_rock2
env_tag (Event Collision) (WeaponType Hammer) (Material Gravel Stone Tile)
schema Hammer_wood
archetype HIT_WEAPON
volume -1
sw_wood1 sw_wood2
env_tag (Event Collision) (WeaponType Hammer) (Material Wood)
schema Hammer_metal
archetype HIT_WEAPON
sw_met1 sw_met2
env_tag (Event Collision) (WeaponType Hammer) (Material Metal)
schema Hammer_soft
archetype HIT_WEAPON
ar_soft
env_tag (Event Collision) (WeaponType Hammer) (Material Carpet Earth Vegetation)
schema Hammer_sword
archetype HIT_WEAPON
volume -1
sw_sw1 sw_sw2 sw_sw3 sw_swp1 sw_swp2
env_tag (Event Collision) (WeaponType Hammer) (WeaponType2 Sword)
////////////////////
//SWORD COLLISIONS//
////////////////////
//Hitting armored person
schema sword_armor
archetype HIT_WEAPON
volume -1
sw_armr1 sw_armr2 sw_armr3 sw_armr4
env_tag (Event Damage) (DamageType Slash) (Damage 1 100) (Health 0 100) (CreatureType Ape Crayman Guard Haunt) (WeaponType Sword)
//Hitting unarmored person
schema sword_body
archetype HIT_WEAPON
volume -1
sw_body1 sw_body2 sw_body3 sw_body4
env_tag (Event Damage) (DamageType Slash) (Damage 1 100) (Health 0 100) (CreatureType Apparition Burrick Frog Servant Spider Zombie) (WeaponType Sword)
schema sword_rock
archetype HIT_WEAPON
volume -1
sw_rock1 sw_rock2
env_tag (Event Collision) (WeaponType Blackjack Sword) (Material Gravel Stone Tile)
schema sword_wood
archetype HIT_WEAPON
volume -1
sw_wood1 sw_wood2
env_tag (Event Collision) (WeaponType Blackjack Sword) (Material Wood)
schema sword_metal
archetype HIT_WEAPON
sw_met1 sw_met2
env_tag (Event Collision) (WeaponType Blackjack Sword) (Material Metal)
schema sword_soft
archetype HIT_WEAPON
ar_soft
env_tag (Event Collision) (WeaponType Blackjack Sword) (Material Carpet Earth Vegetation)
//SWORD & HAMMER HITS CERAMIC, GLASS <--DOESN'T BREAK
schema sword_ceramic
archetype HIT_PROJECTILE
sw_glas1 sw_glas2
env_tag (Event Collision) (WeaponType Sword Hammer) (Material Ceramic Glass)
schema sword_sword
archetype HIT_WEAPON
volume -1
sw_sw1 sw_sw2 sw_sw3 sw_swp1 sw_swp2
env_tag (Event Collision) (WeaponType Sword) (WeaponType2 Sword)
//SWORD HITS HARP
schema sword_harp
archetype HIT_PROJECTILE
sw_harp
env_tag (Event Collision) (WeaponType Blackjack Sword Hammer) (MachType Harp) (Material Wood)
//BLACKJACK COLLISIONS
//Hitting person
schema bjack_flesh
archetype HIT_WEAPON
volume -1
bj_body1
env_tag (Event Collision) (CreatureType Ape Apparition Burrick Crayman ElemFire Frog Guard) (WeaponType Blackjack)
env_tag (Event Collision) (CreatureType Haunt Servant Spider Zombie) (WeaponType Blackjack)
/////////////////////
//THINGS THAT BREAK//
/////////////////////
//CERAMIC BREAKS
schema break_ceramic
archetype HIT_PROJECTILE
message gotonoise
brkvase1 ar_vase
env_tag (Event Death) (DamageType Bash Slash Poke) (Material Ceramic)
env_tag (Event Collision) (ArrowType Assassin) (Material Glass)
//WINDOW BREAKS
schema break_glass
archetype HIT_PROJECTILE
message gotonoise
brkglass
env_tag (Event Death) (DamageType Bash Slash Poke) (Material Glass)
//DOOR DAMAGE
schema doorwood_dam1
archetype HIT_WEAPON
volume -500
doordam1 doordam2 doordam3 empty
env_tag (Event Damage) (DamageType Bash Slash) (Health 50 79) (DoorType Wood1sm Wood2lg BoxWood Barricade)
schema doorwood_dam2
archetype HIT_WEAPON
doordam4 doordam5 doordam6
env_tag (Event Damage) (DamageType Bash Slash) (Health 1 49) (DoorType Wood1Sm Wood2Lg BoxWood Barricade)
schema doorwood_break
archetype HIT_PROJECTILE
volume -500
doorbrk1
env_tag (Event Damage) (DamageType Bash Slash) (Health 0 0) (DoorType Wood1Sm Wood2Lg BoxWood Barricade)
//BODY HITS
//head enter the water
schema submerge_head
archetype HIT_BODY
volume -100
dive
env_tag (Event MediaTrans) (MedTransDir Enter) (MediaLevel Head) (Material Liquid)
//Head exit the water
schema surface_head
archetype HIT_BODY
volume -100
surfaceh
env_tag (Event MediaTrans) (MedTransDir Exit) (MediaLevel Head) (Material Liquid)
//Body enter the water
schema splash_player
archetype HIT_BODY
volume -600
splash01
env_tag (Event MediaTrans) (MedTransDir Enter) (MediaLevel Body) (Material Liquid)
//Body exit the water
schema surface_body
archetype HIT_BODY
volume -1
surfaceb
env_tag (Event MediaTrans) (MedTransDir Exit) (MediaLevel Body) (Material Liquid)
schema bodythud
archetype HIT_BODY
thud1
schema douse_far
douse2
schema collapse_player
archetype HIT_BODY
volume -500
collaps1
schema collapse_guards
archetype HIT_BODY
volume -500
collaps2
//BODY COLLAPSING -UNARMORED
schema collapse_soft
archetype HIT_BODY
volume -1000
collaps3
//BODY DROPPED TO GROUND
schema body_drop
archetype HIT_BODY
volume -1000
collaps5 collaps6
env_tag (Event Collision) (CreatureType Ape Guard Haunt Servant) (Material Carpet Earth Gravel Ice Metal Stone Tile Wood)
schema collapse_water
archetype HIT_BODY
collaps4

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//HAMMER 1 BROADCASTS -Stephen Russell
//AT ALERT 0 MORE REPEATABLE
schema hm1a0
archetype AI_NONE
volume -500
mono_loop 7500 10000
hm1a0co1 hm1a0co2 hm1a0co3
hm1a0hu1 hm1a0hu2 hm1a0hu3
hm1a0th1 hm1a0th2 hm1a0th3
hm1a0wh1 hm1a0wh2 hm1a0wh3
schema_voice hammer1 3 atlevelzero
//AT ALERT 0 LESS REPEATABLE
schema hm1a0ch
archetype AI_NONE
volume -500
mono_loop 7500 10000
hm1a0ch1 hm1a0ch2 hm1a0ch3
hm1a0mu1 hm1a0mu2 hm1a0mu3
schema_voice hammer1 1 atlevelzero
schema_voice hammer1 1 atlevelone
//AT ALERT 0 ASLEEP
schema hm1a0sn
archetype AI_NONE
volume -500
mono_loop 2000 3000
hm1a0sn1 hm1a0sn2 hm1a0sn3
schema_voice hammer1 1 sleeping
//TO ALERT 1
schema hm1a1
archetype AI_NONE
hm1a1__1 hm1a1__2 hm1a1__3 hm1a1__4
schema_voice hammer1 1 tolevelone
//TO ALERT 1 +sighted
schema hm1a1v
archetype AI_NONE
hm1a1v_1
schema_voice hammer1 1 tolevelone (Sense Sight)
//TO ALERT 1 +heard
schema hm1a1h
archetype AI_NONE
hm1a1h_1 hm1a1h_2
schema_voice hammer1 2 tolevelone (Sense Sound)
//TO ALERT 1 +w/co
schema hm1a1_w
archetype AI_MINOR
hm1a1_w1
schema_voice hammer1 2 tolevelone (NearbyFriends 0 20)
//TO ALERT 1 +sighted +w/co
schema hm1a1vw
archetype AI_MINOR
hm1a1vw1 hm1a1vw2 hm1a1vw3
schema_voice hammer1 3 tolevelone (Sense Sight) (NearbyFriends 0 20)
//TO ALERT 1 +heard +w/co
schema hm1a1hw
archetype AI_MINOR
hm1a1hw1 hm1a1hw2 hm1a1hw3
schema_voice hammer1 3 tolevelone (Sense Sound) (NearbyFriends 0 20)
//TO ALERT 2
schema hm1a2
archetype AI_MINOR
hm1a2__1 hm1a2__2 hm1a2__3 hm1a2__4
schema_voice hammer1 1 toleveltwo
//TO ALERT 2 +sighted
schema hm1a2v
archetype AI_MINOR
hm1a2v_1
schema_voice hammer1 1 toleveltwo (Sense Sight)
//TO ALERT 2 +heard
schema hm1a2h
archetype AI_MINOR
hm1a2h_1 hm1a2h_2
schema_voice hammer1 2 toleveltwo (Sense Sound)
//TO ALERT 3
schema hm1a3
archetype AI_MAJOR
Hm1a3s_3
schema_voice hammer1 1 tolevelthree
//AT ALERT 2
schema hm1at2
archetype AI_MINOR
delay 3000
no_repeat
mono_loop 10000 30000
hm1a2se1 hm1a2se2 hm1a2se3 hm1a2se4
schema_voice hammer1 99 atleveltwo (Investigate True)
//AT ALERT 3
schema hm1at3
archetype AI_MAJOR
delay 3000
no_repeat
mono_loop 15000 30000
hm1a3se1 hm1a3se2 hm1a3se3 hm1a3se4
schema_voice hammer1 99 atlevelthree (Investigate True)
//SPOTTED THE PLAYER +startled
schema hm1a3s
archetype AI_MORE_MAJOR
hm1a3s_1 hm1a3s_2 hm1a3s_3
schema_voice hammer1 1 spotplayer
//SPOTTED THE PLAYER +mission3
schema hm1a3s_m3
archetype AI_MORE_MAJOR
hm1a3s_4
schema_voice hammer1 1 spotplayer (mission 3 3)
//SPOTTED THE PLAYER +not startled +alone
schema hm1a3na
archetype AI_MORE_MAJOR
hm1a3na1 hm1a3na2 hm1a3na3 hm1a3na4
schema_voice hammer1 1 spotplayer
//SPOTTED THE PLAYER +carrying a body
schema hm1a3b
archetype AI_MORE_MAJOR
hm1a3b_1 hm1a3b_2
schema_voice hammer1 9 spotplayer (CarryBody True)
//REACT CHARGE +alone
schema hm1chga
archetype AI_MORE_MAJOR
hm1chga1 hm1chga2 hm1chga3
schema_voice hammer1 1 reactcharge
//REACT CHARGE +w/co
schema hm1chgw
archetype AI_COMBAT
hm1chgw1 hm1chgw2 hm1chgw3
schema_voice hammer1 2 reactcharge (NearbyFriends 0 20)
//REACT RUN AWAY +alone
schema hm1runa
archetype AI_MAJOR
hm1runa1 hm1runa2 hm1runa3
schema_voice hammer1 1 reactrun
//REACT I SOUND THE ALARMS +alone
schema hm1alma
archetype AI_MORE_MAJOR
hm1alma1 hm1alma2
schema_voice hammer1 1 reactalarm
//REACT I TELL YOU TO SOUND THE ALARMS +w/co
schema hm1almw
archetype AI_COMBAT
hm1almw1
schema_voice hammer1 5 reactalarm (NearbyFriends 0 20)
//REACT TELL FRIEND BY REVELATION +w/co
schema hm1telr
archetype AI_COMBAT
hm1telr1 hm1telr2 hm1telr3
schema_voice hammer1 5 spotplayer (NearbyFriends 0 20)
//REACT TELL FRIEND BY CONFIRMATION +w/co
schema hm1telc
archetype AI_COMBAT
hm1telc1 hm1telc2 hm1telc3
schema_voice hammer1 5 spotplayer (NearbyFriends 0 20) (Reacquire true)
//BACK TO ALERT 0
schema hm1bak
archetype AI_NONE
hm1bak_1 hm1bak_2 hm1bak_3 hm1bak_4
hm1bak_5 hm1bak_6 hm1bak_7 hm1bak_8
schema_voice hammer1 1 backtozero
//LOST CONTACT W/PLAYER
schema hm1los
archetype AI_NONE
hm1los_1 hm1los_2 hm1los_3
schema_voice hammer1 1 lostcontact
//FRUSTRATION
schema hm1frust
archetype AI_MAJOR
Hm1a3se2 Hm1det_2 Hm1det_1 Hm1bkd_1
schema_voice hammer1 1 outofreach
//FOUND BODY
schema hm1bod
archetype AI_MORE_MAJOR
hm1bod_1 hm1bod_2 hm1bod_3
schema_voice hammer1 1 foundbody
//FOUND SOMETHING MISSING
schema hm1mis
archetype AI_MAJOR
hm1mis_1 hm1mis_2
schema_voice hammer1 1 foundmissing
//NOTICED A TORCH BEING DOUSED
schema hm1torch
archetype AI_MINOR
delay 1000
Hm1a1__1 Hm1a1__3 Hm1bak_6
schema_voice hammer1 1 noticetorch
//FOUND A SMALL ANOMALY
schema hm1sma
archetype AI_MINOR
hm1sma_1 hm1sma_2
schema_voice hammer1 1 foundsmall
//FOUND A LARGE ANOMALY
schema hm1lar
archetype AI_MAJOR
hm1lar_1 hm1lar_2
schema_voice hammer1 1 foundlarge
//FOUND A SECURITY BREACH
schema hm1sec
archetype AI_MORE_MAJOR
hm1sec_1 hm1sec_2 hm1sec_3
schema_voice hammer1 1 foundbreach
//RECENTLY SAW THE PLAYER +w/co
schema hm1rint
archetype AI_INFORM
hm1rint1 hm1rint2 hm1rint3
schema_voice hammer1 1 recentintruder
//RECENTLY FOUND BODY +w/co
schema hm1rbod
archetype AI_INFORM
hm1rbod1 hm1rbod2 hm1rbod3
schema_voice hammer1 1 recentbody
//RECENTLY FOUND SOMETHING MISSING +w/co
schema hm1rmis
archetype AI_INFORM
hm1rmis1
schema_voice hammer1 1 recentmissing
//RECENTLY FOUND MISC ANAMOLY +w/co
schema hm1roth
archetype AI_INFORM
hm1roth1 hm1roth2 hm1roth3
schema_voice hammer1 1 recentother
//COMBAT
//ATTACKING +not losing
schema hm1atn
archetype AI_COMBAT
hm1atn_1 freq 1
hm1atn_2 freq 1
hm1atn_3 freq 5
hm1atn_4 freq 5
hm1atn_5 freq 5
hm1atn_6 freq 1
hm1atn_7 freq 1
hm1atn_8 freq 1
hm1atn_9 freq 1
hm1atn_A freq 3
schema_voice hammer1 1 comattack (ComBal Winning Even)
//ATTACKING +winning
schema hm1atnw
archetype AI_COMBAT
hm1atw_1 hm1atw_2
schema_voice hammer1 3 comattack (ComBal Winning)
//ATTACKING +winning +w/co
schema hm1atww
archetype AI_COMBAT
hm1atww1 hm1atww1
schema_voice hammer1 3 comattack (ComBal Winning) (NearbyFriends 0 20)
//ATTACKING +losing
schema hm1atl
archetype AI_COMBAT
hm1atl_1 hm1atl_2 hm1atl_3 hm1atl_4 hm1atl_5 hm1atl_6
schema_voice hammer1 1 comattack (ComBal Losing)
//SUCCESSFULLY HIT THE PLAYER +not losing
schema hm1hit
archetype AI_COMBAT
hm1hit_1 hm1hit_2 hm1hit_3 hm1hit_4
schema_voice hammer1 1 comsucchit (ComBal Winning Even)
//SUCCESSFULLY HIT THE PLAYER +not losing +w/co
schema hm1hitw
archetype AI_COMBAT
hm1hitw1 hm1hitw2
schema_voice hammer1 2 comsucchit (ComBal Winning Even) (NearbyFriends 0 20)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing
schema hm1blk
archetype AI_COMBAT
hm1blk_1 hm1blk_2 hm1blk_3
schema_voice hammer1 1 comsuccblock (ComBal Winning Even)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing +w/co
schema hm1blkw
archetype AI_COMBAT
hm1blkw1
schema_voice hammer1 2 comsuccblock (ComBal Winning Even) (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI HIT PTS
schema hm1hhi
archetype AI_MAJOR
hm1hhi_1 hm1hhi_2 hm1hhi_3
schema_voice hammer1 1 comhithigh
//HIT BY THE PLAYER W/LO PTS
schema hm1hlo
archetype AI_MORE_MAJOR
hm1hlo_1 freq 1
hm1hlo_2 freq 2
hm1hlo_3 freq 2
hm1hlo_4 freq 2
schema_voice hammer1 1 comhitlow
//HIT BY THE PLAYER W/LO PTS +w/co
schema hm1hlow
archetype AI_COMBAT
hm1hlow1
schema_voice hammer1 1 comhitlow (NearbyFriends 0 20)
//HIT BY THE PLAYER NO DAMAGE
schema hm1hnd
archetype AI_MAJOR
hm1hnd_1 hm1hnd_2 hm1hnd_3
schema_voice hammer1 1 comhitnodam
//BLOCKED BY THE PLAYER +not losing
schema hm1bkd
archetype AI_COMBAT
hm1bkd_1 hm1bkd_2 hm1bkd_3
schema_voice hammer1 1 comblocked (ComBal Winning Even)
//BLOCKED BY THE PLAYER +not losing +w/co
schema hm1bkdw
archetype AI_COMBAT
hm1bkdw1
schema_voice hammer1 2 comblocked (ComBal Winning Even) (NearbyFriends 0 20)
//DETECTED PLAYER TRYING TO BLOCK +not losing
schema hm1det
archetype AI_COMBAT
hm1det_1 hm1det_2 hm1det_3
schema_voice hammer1 1 comdetblock (ComBal Winning Even)
//DETECTED PLAYER TRYING TO BLOCK +not losing +w/co
schema hm1detw
archetype AI_COMBAT
hm1detw1
schema_voice hammer1 2 comdetblock (ComBal Winning Even) (NearbyFriends 0 20)
//AMBUSHED -HIT BY UNSEEN PLAYER
schema hm1amb
archetype AI_MAJOR
hm1amb_1 hm1amb_2 hm1amb_3 hm1amb_4
schema_voice hammer1 1 comhitamb
//AMBUSHED -HIT BY UNSEEN PLAYER +w/co
schema hm1ambw
archetype AI_COMBAT
hm1ambw1 hm1ambw2 hm1ambw3
schema_voice hammer1 2 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema hm1diec
archetype AI_COMBAT
hm1diec1 hm1diec2 hm1diec3
schema_voice hammer1 1 comdieloud
//DEATH (or knocked out)BY AMBUSH -MORE MUFFLED
schema hm1diea
archetype AI_MINOR
volume -1000
hm1diea1 hm1diea2 hm1diea3
schema_voice hammer1 1 comdiesoft
////////////////////
//MISSION SPECIFIC//
////////////////////
//MISSION 10
schema hm1m1001
archetype AI_MORE_MAJOR
hm1m1001
schema_voice hammer1 1 m1001
schema hm1m1002
archetype AI_NONE
hm1m1002
schema_voice hammer1 1 m1002
schema hm1m1003
archetype AI_MINOR
hm1m1003
schema_voice hammer1 1 m1003
schema hm1m1004
archetype AI_NONE
hm1m1004
schema_voice hammer1 1 m1004
schema hm1m1005
archetype AI_NONE
hm1m1005
schema_voice hammer1 1 m1005
schema hm1m1006
archetype AI_NONE
hm1m1006
schema_voice hammer1 1 m1006
schema hm1m1007
archetype AI_NONE
hm1m1007
schema_voice hammer1 1 m1007
schema hm1m1008
archetype AI_NONE
hm1m1008
schema_voice hammer1 1 m1008
schema hm1m1009
archetype AI_NONE
delay 3000
hm1m1009
schema_voice hammer1 1 m1009
schema hm1m1010
archetype AI_NONE
hm1m1010
schema_voice hammer1 1 m1010
//////////////
//MISSION 13//
//////////////
schema hm1m1302
archetype AI_NONE
hm1m1302
schema_voice hammer1 1 m1302
schema hm1m1303
archetype AI_NONE
hm1m1303
schema_voice hammer1 1 m1303
schema hm1m1304
archetype AI_NONE
hm1m1304
schema_voice hammer1 1 m1304
schema hm1m1305
archetype AI_NONE
hm1m1305
schema_voice hammer1 1 m1305
schema hm1m1306
archetype AI_NONE
hm1m1306
schema_voice hammer1 1 m1306
schema hm1m1307
archetype AI_NONE
hm1m1307
schema_voice hammer1 1 m1307
schema hm1m1308
archetype AI_NONE
hm1m1308
schema_voice hammer1 1 m1308
schema hm1m1309
archetype AI_NONE
hm1m1309
schema_voice hammer1 1 m1309
schema hm1m1310
archetype AI_NONE
hm1m1310
schema_voice hammer1 1 m1310
schema hm1m1311
archetype AI_NONE
hm1m1311
schema_voice hammer1 1 m1311
schema hm1m1312
archetype AI_NONE
hm1m1312
schema_voice hammer1 1 m1312
schema hm1m1313
archetype AI_NONE
hm1m1313
schema_voice hammer1 1 m1313

449
schema/HM2.SCH Normal file
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@ -0,0 +1,449 @@
//HAMMER 2 BROADCASTS -Geoff Stewart
//SLEEPING
schema hm2a0sn
archetype AI_NONE
volume -500
mono_loop 2000 3000
hm2a0sn1 hm2a0sn2 hm2a0sn3
schema_voice hammer2 1 sleeping
//AT ALERT 0 MORE REPEATABLE
schema hm2a0
archetype AI_NONE
volume -500
mono_loop 7500 10000
hm2a0co1 hm2a0co2 hm2a0co3
hm2a0hu1 hm2a0hu2 hm2a0hu3
hm2a0th1 hm2a0th2 hm2a0th3
hm2a0wh1 hm2a0wh2 hm2a0wh3
schema_voice hammer2 3 atlevelzero
//AT ALERT 0 LESS REPEATABLE
schema hm2a0ch
archetype AI_NONE
volume -1000
mono_loop 7500 10000
hm2a0ch1 hm2a0ch2 hm2a0ch3
hm2a0mu1 hm2a0mu2 hm2a0mu3
schema_voice hammer2 1 atlevelzero
//TO ALERT 1
schema hm2a1
archetype AI_NONE
hm2a1__1 hm2a1__2 hm2a1__3 hm2a1__4
schema_voice hammer2 1 tolevelone
//TO ALERT 1 +sighted
schema hm2a1v
archetype AI_NONE
hm2a1v_1
schema_voice hammer2 1 tolevelone (Sense Sight)
//TO ALERT 1 +heard
schema hm2a1h
archetype AI_NONE
hm2a1h_1 hm2a1h_2
schema_voice hammer2 2 tolevelone (Sense Sound)
//TO ALERT 1 +w/co
schema hm2a1_w
archetype AI_MINOR
hm2a1_w1
schema_voice hammer2 2 tolevelone (NearbyFriends 0 20)
//TO ALERT 1 +sighted +w/co
schema hm2a1vw
archetype AI_MINOR
hm2a1vw1 hm2a1vw2 hm2a1vw3
schema_voice hammer2 3 tolevelone (Sense Sight) (NearbyFriends 0 20)
//TO ALERT 1 +heard +w/co
schema hm2a1hw
archetype AI_MINOR
hm2a1hw1 hm2a1hw2 hm2a1hw3
schema_voice hammer2 3 tolevelone (Sense Sound) (NearbyFriends 0 20)
//TO ALERT 2
schema hm2a2
archetype AI_MINOR
hm2a2__1 hm2a2__2 hm2a2__3 hm2a2__4
schema_voice hammer2 1 toleveltwo
//TO ALERT 2 +sighted
schema hm2a2v
archetype AI_MINOR
hm2a2v_1
schema_voice hammer2 1 toleveltwo (Sense Sight)
//TO ALERT 2 +heard
schema hm2a2h
archetype AI_MINOR
hm2a2h_1 hm2a2h_2
schema_voice hammer2 2 toleveltwo (Sense Sound)
//TO ALERT 3
schema hm2a3
archetype AI_MAJOR
Hm2a3na3
schema_voice hammer2 1 tolevelthree
//AT ALERT 1
schema hm2at1
archetype AI_NONE
delay 5000
mono_loop 5000 10000
Hm2a0ch1 Hm2a0ch3 Hm2a0ch3
schema_voice hammer2 1 atlevelone
//AT ALERT 2
schema hm2at2
archetype AI_MINOR
delay 4500
no_repeat
mono_loop 10000 30000
hm2a2se1 hm2a2se2 hm2a2se3 hm2a2se4
schema_voice hammer2 99 atleveltwo (Investigate True)
//AT ALERT 3
schema hm2at3
archetype AI_MAJOR
delay 4500
no_repeat
mono_loop 15000 30000
hm2a3se1 hm2a3se2 hm2a3se3 hm2a3se4
schema_voice hammer2 99 atlevelthree (Investigate True)
//SPOTTED THE PLAYER +startled
schema hm2a3s
archetype AI_MORE_MAJOR
hm2a3s_1 hm2a3s_2 hm2a3s_3
schema_voice hammer2 1 spotplayer
//SPOTTED THE PLAYER +not startled +alone
schema hm2a3na
archetype AI_MORE_MAJOR
hm2a3na1 hm2a3na2 hm2a3na3
schema_voice hammer2 1 spotplayer
//SPOTTED THE PLAYER +carrying a body
schema hm2a3b
archetype AI_MORE_MAJOR
hm2a3b_1 hm2a3b_2
schema_voice hammer2 9 spotplayer (CarryBody True)
//REACT CHARGE +alone
schema hm2chga
archetype AI_MORE_MAJOR
hm2chga1 hm2chga2
schema_voice hammer2 1 reactcharge
//REACT CHARGE +w/co
schema hm2chgw
archetype AI_COMBAT
hm2chgw1 hm2chgw2 hm2chgw3
schema_voice hammer2 2 reactcharge (NearbyFriends 0 20)
//REACT RUN AWAY +alone
schema hm2runa
archetype AI_MAJOR
hm2runa1 hm2runa2 hm2runa3
schema_voice hammer2 1 reactrun
//REACT I SOUND THE ALARMS +alone
schema hm2alma
archetype AI_MORE_MAJOR
hm2alma1 hm2alma2 hm2alma3
schema_voice hammer2 1 reactalarm
//REACT I TELL YOU TO SOUND THE ALARMS +w/co
schema hm2almw
archetype AI_COMBAT
hm2almw1
schema_voice hammer2 9 reactalarm (NearbyFriends 0 20)
//REACT TELL FRIEND BY REVELATION +w/co
schema hm2telr
archetype AI_COMBAT
hm2telr1 hm2telr2 hm2telr3 hm2telr4
schema_voice hammer2 5 spotplayer (NearbyFriends 0 20)
//REACT TELL FRIEND BY CONFIRMATION +w/co
schema hm2telc
archetype AI_COMBAT
hm2telc1 hm2telc2 hm2telc3
schema_voice hammer2 5 spotplayer (NearbyFriends 0 20) (Reacquire true)
//BACK TO ALERT 0
schema hm2bak
archetype AI_NONE
hm2bak_1 hm2bak_2 hm2bak_3 hm2bak_4
hm2bak_5 hm2bak_6
schema_voice hammer2 1 backtozero
//LOST CONTACT W/PLAYER
schema hm2los
archetype AI_NONE
hm2los_1 hm2los_2 hm2los_3
schema_voice hammer2 1 lostcontact
//FRUSTRATION
schema hm2frust
archetype AI_MAJOR
hm2a3se2 hm2amb_3 hm2bkd_1 hm2bkd_2
schema_voice hammer2 1 outofreach
//FOUND BODY
schema hm2bod
archetype AI_MORE_MAJOR
hm2bod_1 hm2bod_2 hm2bod_3
schema_voice hammer2 1 foundbody
//FOUND SOMETHING MISSING
schema hm2mis
archetype AI_MAJOR
hm2mis_1 hm2mis_2
schema_voice hammer2 1 foundmissing
//NOTICED A TORCH BEING DOUSED
schema hm2torch
archetype AI_MINOR
delay 1000
Hm2a1__4 Hm2a1__2
schema_voice hammer2 1 noticetorch
//FOUND A SMALL ANOMALY
schema hm2sma
archetype AI_MAJOR
hm2sma_1 hm2sma_2
schema_voice hammer2 1 foundsmall
//FOUND A LARGE ANOMALY
schema hm2lar
archetype AI_MAJOR
hm2lar_1 hm2lar_2
schema_voice hammer2 1 foundlarge
//FOUND A SECURITY BREACH
schema hm2sec
archetype AI_MORE_MAJOR
hm2sec_1 hm2sec_2 hm2sec_3
schema_voice hammer2 1 foundbreach
//RECENTLY SAW THE PLAYER +w/co
schema hm2rint
archetype AI_INFORM
hm2rint1 hm2rint2 hm2rint3
schema_voice hammer2 1 recentintruder
//RECENTLY FOUND BODY +w/co
schema hm2rbod
archetype AI_INFORM
hm2rbod1 hm2rbod2
schema_voice hammer2 1 recentbody
//RECENTLY FOUND SOMETHING MISSING +w/co
schema hm2rmis
archetype AI_INFORM
hm2rmis2
schema_voice hammer2 1 recentmissing
//RECENTLY FOUND MISC ANAMOLY +w/co
schema hm2roth
archetype AI_INFORM
hm2roth1 hm2roth2 hm2roth3
schema_voice hammer2 1 recentother
//COMBAT
//ATTACKING +not losing
schema hm2atn
archetype AI_COMBAT
hm2atn_1 freq 1
hm2atn_2 freq 1
hm2atn_3 freq 6
hm2atn_4 freq 6
hm2atn_5 freq 6
hm2atn_6 freq 1
hm2atn_7 freq 1
hm2atn_8 freq 1
hm2atn_9 freq 1
schema_voice hammer2 1 comattack (ComBal Winning Even)
//ATTACKING +winning
schema hm2atnw
archetype AI_COMBAT
hm2atw_1 hm2atw_1
schema_voice hammer2 3 comattack (ComBal Winning)
//ATTACKING +winning +w/co
schema hm2atww
archetype AI_COMBAT
hm2atww1
schema_voice hammer2 4 comattack (ComBal Winning) (NearbyFriends 0 20)
//ATTACKING +losing
schema hm2atl
archetype AI_COMBAT
hm2atl_1 freq 1
hm2atl_2 freq 1
hm2atl_3 freq 2
hm2atl_4 freq 2
hm2atl_5 freq 2
schema_voice hammer2 1 comattack (ComBal Losing)
//SUCCESSFULLY HIT THE PLAYER +not losing
schema hm2hit
archetype AI_COMBAT
hm2hit_1 hm2hit_2 hm2hit_3 hm2hit_4
schema_voice hammer2 1 comsucchit (ComBal Winning Even)
//SUCCESSFULLY HIT THE PLAYER +not losing +w/co
schema hm2hit
archetype AI_COMBAT
hm2hitw1 hm2hitw2
schema_voice hammer2 2 comsucchit (ComBal Winning Even) (NearbyFriends 0 20)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing
schema hm2blk
archetype AI_COMBAT
hm2blk_1 hm2blk_2 hm2blk_3
schema_voice hammer2 1 comsuccblock (ComBal Winning Even)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing +w/co
schema hm2blkw
archetype AI_COMBAT
hm2blkw1
schema_voice hammer2 2 comsuccblock (ComBal Winning Even) (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI HIT PTS
schema hm2hhi
archetype AI_MAJOR
hm2hhi_1 hm2hhi_2 hm2hhi_3
schema_voice hammer2 1 comhithigh
//HIT BY THE PLAYER W/LO PTS
schema hm2hlo
archetype AI_MORE_MAJOR
hm2hlo_1 freq 1
hm2hlo_2 freq 2
hm2hlo_3 freq 2
hm2hlo_4 freq 2
schema_voice hammer2 1 comhitlow
//HIT BY THE PLAYER W/LO PTS +w/co
schema hm2hlow
archetype AI_COMBAT
hm2hlow1 freq 1
hm2hlo_1 freq 2
hm2hlo_2 freq 2
schema_voice hammer2 2 comhitlow (NearbyFriends 0 20)
//HIT BY THE PLAYER NO DAMAGE
schema hm2hnd
archetype AI_MAJOR
hm2hnd_1 hm2hnd_2 hm2hnd_3
schema_voice hammer2 1 comhitnodam
//BLOCKED BY THE PLAYER +not losing
schema hm2bkd
archetype AI_COMBAT
hm2bkd_1 hm2bkd_2 hm2bkd_3
schema_voice hammer2 1 comblocked (ComBal Winning Even)
//BLOCKED BY THE PLAYER +not losing +w/co
schema hm2bkdw
archetype AI_COMBAT
hm2bkdw1
schema_voice hammer2 2 comblocked (ComBal Winning Even) (NearbyFriends 0 20)
//DETECTED PLAYER TRYING TO BLOCK +not losing
schema hm2det
archetype AI_COMBAT
hm2det_1 hm2det_2 hm2det_3
schema_voice hammer2 1 comdetblock(ComBal Winning Even)
//DETECTED PLAYER TRYING TO BLOCK +not losing +w/co
schema hm2detw
archetype AI_COMBAT
hm2detw1
schema_voice hammer2 2 comdetblock (ComBal Winning Even) (NearbyFriends 0 20)
//AMBUSHED -HIT BY UNSEEN PLAYER
schema hm2amb
archetype AI_MAJOR
hm2amb_1 hm2amb_2 hm2amb_3 hm2amb_4
schema_voice hammer2 1 comhitamb
//AMBUSHED -HIT BY UNSEEN PLAYER +w/co
schema hm2ambw
archetype AI_COMBAT
hm2ambw1 hm2ambw2 hm2ambw3
schema_voice hammer2 2 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema hm2diec
archetype AI_COMBAT
hm2diec1 hm2diec2 hm2diec3
schema_voice hammer2 1 comdieloud
//DEATH (or knocked out)BY AMBUSH -MORE MUFFLED
schema hm2diea
archetype AI_MINOR
hm2diea1 hm2diea2 hm2diea3
schema_voice hammer2 1 comdiesoft
////////////////////
//MISSION SPECIFIC//
////////////////////
//MISSION 10
schema hm2m1001
archetype AI_MORE_MAJOR
hm2m1001
schema_voice hammer2 1 m1001
schema hm2m1002
archetype AI_NONE
hm2m1002
schema_voice hammer2 1 m1002
schema hm2m1003
archetype AI_MINOR
hm2m1003
schema_voice hammer2 1 m1003
schema hm2m1004
archetype AI_NONE
hm2m1004
schema_voice hammer2 1 m1004
schema hm2m1005
archetype AI_NONE
hm2m1005
schema_voice hammer2 1 m1005
schema hm2m1006
archetype AI_NONE
hm2m1006
schema_voice hammer2 1 m1006
schema hm2m1007
archetype AI_NONE
hm2m1007
schema_voice hammer2 1 m1007
schema hm2m1008
archetype AI_NONE
hm2m1008
schema_voice hammer2 1 m1008
schema hm2m1009
archetype AI_NONE
hm2m1009
schema_voice hammer2 1 m1009
schema hm2m1010
archetype AI_NONE
hm2m1010
schema_voice hammer2 1 m1010

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//HAMMER 3 BROADCASTS -Joffrey Spaulding
//SLEEPING
schema hm3a0sn
archetype AI_NONE
volume -500
mono_loop 2000 3000
hm3a0sn1 hm3a0sn2 hm3a0sn3
schema_voice hammer3 1 sleeping
//AT ALERT 0 MORE REPEATABLE
schema hm3a0
archetype AI_NONE
volume -500
mono_loop 7500 15000
hm3a0co1 hm3a0co2 hm3a0co3
hm3a0hu1 hm3a0hu2 hm3a0hu3
hm3a0th1 hm3a0th2 hm3a0th3
hm3a0wh1 hm3a0wh2 hm3a0wh3
schema_voice hammer3 2 atlevelzero
//AT ALERT 0 LESS REPEATABLE
schema hm3a0ch
archetype AI_NONE
volume -1000
mono_loop 7500 15000
hm3a0ch1 hm3a0ch2 hm3a0ch3
hm3a0mu1 hm3a0mu2 hm3a0mu3
schema_voice hammer3 1 atlevelzero
//TO ALERT 1
schema hm3a1
archetype AI_NONE
hm3a1__1 hm3a1__2 hm3a1__3 hm3a1__4
schema_voice hammer3 1 tolevelone
//TO ALERT 1 +sighted
schema hm3a1v
archetype AI_NONE
hm3a1v_1
schema_voice hammer3 1 tolevelone (Sense Sight)
//TO ALERT 1 +heard
schema hm3a1h
archetype AI_NONE
hm3a1h_1
schema_voice hammer3 2 tolevelone (Sense Sound)
//TO ALERT 1 +w/co
schema hm3a1_w
archetype AI_MINOR
hm3a1_w1
schema_voice hammer3 2 tolevelone (NearbyFriends 0 20)
//TO ALERT 1 +sighted +w/co
schema hm3a1vw
archetype AI_MINOR
hm3a1vw1 hm3a1vw2 hm3a1vw3
schema_voice hammer3 3 tolevelone (Sense Sight) (NearbyFriends 0 20)
//TO ALERT 1 +heard +w/co
schema hm3a1hw
archetype AI_MINOR
hm3a1hw1 hm3a1hw2 hm3a1hw3
schema_voice hammer3 3 tolevelone (Sense Sound) (NearbyFriends 0 20)
//TO ALERT 2
schema hm3a2
archetype AI_MINOR
hm3a2__1 hm3a2__2 hm3a2__3 hm3a2__4
schema_voice hammer3 1 toleveltwo
//TO ALERT 2 +sighted
schema hm3a2v
archetype AI_MINOR
hm3a2v_1
schema_voice hammer3 1 toleveltwo (Sense Sight)
//TO ALERT 2 +heard
schema hm3a2h
archetype AI_MINOR
hm3a2h_1
schema_voice hammer3 2 toleveltwo (Sense Sound)
//TO ALERT 3
schema hm3a3
archetype AI_MAJOR
Hm3a3na1 Hm3a3na2
schema_voice hammer3 1 tolevelthree
//AT ALERT 2
schema hm3at2
archetype AI_MINOR
delay 6000
mono_loop 15000 30000
no_repeat
hm3a2se1 hm3a2se2 hm3a2se3 hm3a2se4
schema_voice hammer3 99 atleveltwo (Investigate True)
//AT ALERT 3
schema hm3at3
archetype AI_MAJOR
delay 6000
mono_loop 15000 30000
no_repeat
hm3a3se1 hm3a3se2 hm3a3se3 hm3a3se4
schema_voice hammer3 99 atlevelthree (Investigate True)
//SPOTTED THE PLAYER +startled
schema hm3a3s
archetype AI_MORE_MAJOR
hm3a3s_1 hm3a3s_2 hm3a3s_3
schema_voice hammer3 1 spotplayer
//SPOTTED THE PLAYER +not startled +alone
schema hm3a3na
archetype AI_MORE_MAJOR
hm3a3na1 hm3a3na2
schema_voice hammer3 1 spotplayer
//SPOTTED THE PLAYER +carrying a body
schema hm3a3b
archetype AI_MORE_MAJOR
hm3a3b_1 hm3a3b_2
schema_voice hammer3 9 spotplayer (CarryBody True)
//REACT CHARGE +alone
schema hm3chga
archetype AI_MORE_MAJOR
hm3chga1 hm3chga2 hm3chga3 hm3chga4 hm3chga5
schema_voice hammer3 1 reactcharge
//REACT CHARGE +w/co
schema hm3chgw
archetype AI_COMBAT
hm3chgw1 hm3chgw2 hm3chgw3
schema_voice hammer3 2 reactcharge (NearbyFriends 0 20)
//REACT RUN AWAY +alone
schema hm3runa
archetype AI_MAJOR
hm3runa1 hm3runa2 hm3runa3
schema_voice hammer3 1 reactrun
//REACT I SOUND THE ALARMS +alone
schema hm3alma
archetype AI_MORE_MAJOR
hm3alma1 hm3alma2
schema_voice hammer3 1 reactalarm
//REACT I TELL YOU TO SOUND THE ALARMS +w/co
schema hm3almw
archetype AI_COMBAT
hm3almw1
schema_voice hammer3 9 reactalarm (NearbyFriends 0 20)
//REACT TELL FRIEND BY REVELATION +w/co
schema hm3telr
archetype AI_COMBAT
hm3telr1 hm3telr2 hm3telr3
schema_voice hammer3 5 spotplayer (NearbyFriends 0 20)
//REACT TELL FRIEND BY CONFIRMATION +w/co
schema hm3telc
archetype AI_COMBAT
hm3telc1 hm3telc2 hm3telc3
schema_voice hammer3 5 spotplayer (NearbyFriends 0 20) (Reacquire true)
//BACK TO ALERT 0
schema hm3bak
archetype AI_NONE
hm3bak_1 hm3bak_2 hm3bak_3 hm3bak_4
hm3bak_5 hm3bak_6 hm3bak_7
schema_voice hammer3 1 backtozero
//LOST CONTACT W/PLAYER
schema hm3los
archetype AI_NONE
hm3los_1 hm3los_2 hm3los_3
schema_voice hammer3 1 lostcontact
//FRUSTRATION
schema hm3frust
archetype AI_MAJOR
Hm3blk_1 Hm3det_1 Hm3bkd_3
schema_voice hammer3 1 outofreach
//FOUND BODY
schema hm3bod
archetype AI_MORE_MAJOR
hm3bod_1 hm3bod_2 hm3bod_3
schema_voice hammer3 1 foundbody
//FOUND SOMETHING MISSING
schema hm3mis
archetype AI_MAJOR
hm3mis_1
schema_voice hammer3 1 foundmissing
//NOTICED A TORCH BEING DOUSED
schema hm3torch
archetype AI_MINOR
delay 1000
Hm3a1__1 Hm3a1__2 Hm3a1__3 Hm3a1__4 Hm3bak_4 Hm3bak_6
schema_voice hammer3 1 noticetorch
//FOUND A SMALL ANOMALY
schema hm3sma
archetype AI_MINOR
hm3sma_1 hm3sma_2
schema_voice hammer3 1 foundsmall
//FOUND A LARGE ANOMALY
schema hm3lar
archetype AI_MAJOR
hm3lar_1 hm3lar_2
schema_voice hammer3 1 foundlarge
//FOUND A SECURITY BREACH
schema hm3sec
archetype AI_MORE_MAJOR
hm3sec_1 hm3sec_2 hm3sec_3
schema_voice hammer3 1 foundbreach
//RECENTLY SAW THE PLAYER +w/co
schema hm3rint
archetype AI_INFORM
hm3rint1
schema_voice hammer3 1 recentintruder
//RECENTLY FOUND BODY +w/co
schema hm3rbod
archetype AI_INFORM
hm3rbod1
schema_voice hammer3 1 recentbody
//RECENTLY FOUND SOMETHING MISSING +w/co
schema hm3rmis
archetype AI_INFORM
hm3rmis3
schema_voice hammer3 1 recentmissing
//RECENTLY FOUND MISC ANAMOLY +w/co
schema hm3roth
archetype AI_INFORM
hm3roth1 hm3roth2 hm3roth3
schema_voice hammer3 1 recentother
//COMBAT
//ATTACKING +not losing
schema hm3atn
archetype AI_COMBAT
hm3atn_1 freq 1
hm3atn_2 freq 1
hm3atn_3 freq 6
hm3atn_4 freq 6
hm3atn_5 freq 6
hm3atn_6 freq 1
hm3atn_7 freq 1
hm3atn_8 freq 1
schema_voice hammer3 1 comattack (ComBal Winning Even)
//ATTACKING +winning
schema hm3atnw
archetype AI_COMBAT
hm3atw_1 hm3atw_2
schema_voice hammer3 3 comattack (ComBal Winning)
//ATTACKING +winning +w/co
schema hm3atww
archetype AI_COMBAT
hm3atww1
schema_voice hammer3 4 comattack (ComBal Winning) (NearbyFriends 0 20)
//ATTACKING +losing
schema hm3atl
archetype AI_COMBAT
hm3atl_1 freq 1
hm3atl_2 freq 1
hm3atl_3 freq 2
hm3atl_4 freq 2
hm3atl_5 freq 2
hm3atl_6 freq 2
schema_voice hammer3 1 comattack (ComBal Losing)
//SUCCESSFULLY HIT THE PLAYER +not losing
schema hm3hit
archetype AI_COMBAT
hm3hit_1 hm3hit_2 hm3hit_3 hm3hit_4
schema_voice hammer3 1 comsucchit (ComBal Winning Even)
//SUCCESSFULLY HIT THE PLAYER +not losing +w/co
schema hm3hit
archetype AI_COMBAT
hm3hitw1 hm3hitw2
schema_voice hammer3 2 comsucchit (ComBal Winning Even) (NearbyFriends 0 20)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing
schema hm3blk
archetype AI_COMBAT
hm3blk_1 hm3blk_2 hm3blk_3
schema_voice hammer3 1 comsuccblock (ComBal Winning Even)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing +w/co
schema hm3blkw
archetype AI_COMBAT
hm3blkw1
schema_voice hammer3 2 comsuccblock (ComBal Winning Even) (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI HIT PTS
schema hm3hhi
archetype AI_MAJOR
hm3hhi_1 hm3hhi_2 hm3hhi_3
schema_voice hammer3 1 comhithigh
//HIT BY THE PLAYER W/LO PTS
schema hm3hlo
archetype AI_MORE_MAJOR
hm3hlo_1 freq 1
hm3hlo_2 freq 2
hm3hlo_3 freq 2
hm3hlo_4 freq 2
schema_voice hammer3 1 comhitlow
//HIT BY THE PLAYER W/LO PTS +w/co
schema hm3hlow
archetype AI_COMBAT
hm3hlow1
schema_voice hammer3 1 comhitlow (NearbyFriends 0 20)
//HIT BY THE PLAYER NO DAMAGE
schema hm3hnd
archetype AI_MAJOR
hm3hnd_1 hm3hnd_2 hm3hnd_3
schema_voice hammer3 1 comhitnodam
//BLOCKED BY THE PLAYER +not losing
schema hm3bkd
archetype AI_COMBAT
hm3bkd_1 hm3bkd_2 hm3bkd_3
schema_voice hammer3 1 comblocked (ComBal Winning Even)
//BLOCKED BY THE PLAYER +not losing +w/co
schema hm3bkdw
archetype AI_COMBAT
hm3bkdw1
schema_voice hammer3 2 comblocked (ComBal Winning Even) (NearbyFriends 0 20)
//DETECTED PLAYER TRYING TO BLOCK +not losing
schema hm3det
archetype AI_COMBAT
hm3det_1 hm3det_2 hm3det_3
schema_voice hammer3 1 comdetblock(ComBal Winning Even)
//DETECTED PLAYER TRYING TO BLOCK +not losing +w/co
schema hm3detw
archetype AI_COMBAT
hm3detw1
schema_voice hammer3 2 comdetblock (ComBal Winning Even) (NearbyFriends 0 20)
//AMBUSHED -HIT BY UNSEEN PLAYER
schema hm3amb
archetype AI_MAJOR
hm3amb_1 hm3amb_2 hm3amb_3 hm3amb_4
schema_voice hammer3 1 comhitamb
//AMBUSHED -HIT BY UNSEEN PLAYER +w/co
schema hm3ambw
archetype AI_COMBAT
hm3ambw1 hm3ambw2 hm3ambw3
schema_voice hammer3 2 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema hm3diec
archetype AI_COMBAT
hm3diec1 hm3diec2 hm3diec3
schema_voice hammer3 1 comdieloud
//DEATH (or knocked out)BY AMBUSH -MORE MUFFLED
schema hm3diea
archetype AI_MINOR
volume -1000
hm3diea1 hm3diea2 hm3diea3
schema_voice hammer3 1 comdiesoft
////////////////////
//MISSION SPECIFIC//
////////////////////
//MISSION 10
schema hm3m1001
archetype AI_MORE_MAJOR
hm3m1001
schema_voice hammer3 1 m1001
schema hm3m1002
archetype AI_NONE
hm3m1002
schema_voice hammer3 1 m1002
schema hm3m1003
archetype AI_MINOR
hm3m1003
schema_voice hammer3 1 m1003
schema hm3m1004
archetype AI_NONE
hm3m1004
schema_voice hammer3 1 m1004
schema hm3m1005
archetype AI_NONE
hm3m1005
schema_voice hammer3 1 m1005
schema hm3m1006
archetype AI_NONE
hm3m1006
schema_voice hammer3 1 m1006
schema hm3m1007
archetype AI_NONE
hm3m1007
schema_voice hammer3 1 m1007
schema hm3m1008
archetype AI_NONE
hm3m1008
schema_voice hammer3 1 m1008
schema hm3m1009
archetype AI_NONE
hm3m1009
schema_voice hammer3 1 m1009
schema hm3m1010
archetype AI_NONE
hm3m1010
schema_voice hammer3 1 m1010

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//HAMMER CONVERSATIONS
////////////////////////////
//C06: "Dropping the Clue"//
////////////////////////////
schema hm1c0601
archetype HM_CONV
hm1c0601
schema_voice hammer1 1 hm_c06 (LineNo 1 1)
schema hm3c0602
archetype HM_CONV
hm3c0602
schema_voice hammer3 1 hm_c06 (LineNo 2 2)
schema hm1c0603
archetype HM_CONV
hm1c0603
schema_voice hammer1 1 hm_c06 (LineNo 3 3)
schema hm3c0604
archetype HM_CONV
hm3c0604
schema_voice hammer3 1 hm_c06 (LineNo 4 4)
//////////////////////////////////
//C07: "A curse upon this dust!"//
//////////////////////////////////
schema hm1c0701
archetype HM_CONV
hm1c0701
schema_voice hammer1 1 hm_c07 (LineNo 1 1)
schema hm2c0702
archetype HM_CONV
hm2c0702
schema_voice hammer2 1 hm_c07 (LineNo 2 2)
schema hm1c0703
archetype HM_CONV
hm1c0703
schema_voice hammer1 1 hm_c07 (LineNo 3 3)
schema hm2c0704
archetype HM_CONV
hm2c0704
schema_voice hammer2 1 hm_c07 (LineNo 4 4)
schema hm1c0705
archetype HM_CONV
hm1c0705
schema_voice hammer1 1 hm_c07 (LineNo 5 5)
////////////////////////////////
//C08: "Hast thought upon...?"//
////////////////////////////////
schema hm1c0801
archetype HM_CONV
hm1c0801
schema_voice hammer1 1 hm_c08 (LineNo 1 1)
schema hm3c0802
archetype HM_CONV
hm3c0802
schema_voice hammer3 1 hm_c08 (LineNo 2 2)
schema hm1c0803
archetype HM_CONV
hm1c0803
schema_voice hammer1 1 hm_c08 (LineNo 3 3)
schema hm3c0804
archetype HM_CONV
hm3c0804
schema_voice hammer3 1 hm_c08 (LineNo 4 4)
schema hm1c0805
archetype HM_CONV
hm1c0805
schema_voice hammer1 1 hm_c08 (LineNo 5 5)
/////////////////////////////////////////
//C09: "Even the Baron doth finally..."//
/////////////////////////////////////////
schema hm2c0901
archetype HM_CONV
hm2c0901
schema_voice hammer2 1 hm_c09 (LineNo 1 1)
schema hm1c0902
archetype HM_CONV
hm1c0902
schema_voice hammer1 1 hm_c09 (LineNo 2 2)
schema hm2c0903
archetype HM_CONV
hm2c0903
schema_voice hammer2 1 hm_c09 (LineNo 3 3)
schema hm1c0904
archetype HM_CONV
hm1c0904
schema_voice hammer1 1 hm_c09 (LineNo 4 4)
///////////////////////////////////
//C10: "Some do say the Baron..."//
///////////////////////////////////
schema hm3c1001
archetype HM_CONV
hm3c1001
schema_voice hammer3 1 hm_c10 (LineNo 1 1)
schema hm1c1002
archetype HM_CONV
hm1c1002
schema_voice hammer1 1 hm_c10 (LineNo 2 2)
schema hm3c1003
archetype HM_CONV
hm3c1003
schema_voice hammer3 1 hm_c10 (LineNo 3 3)
schema hm1c1004
archetype HM_CONV
hm1c1004
schema_voice hammer1 1 hm_c10 (LineNo 4 4)
////////////////////////////////////////
//C11: "Yet another sewer oer flow.."//
////////////////////////////////////////
schema hm2c1101
archetype HM_CONV
hm2c1101
schema_voice hammer2 1 hm_c11 (LineNo 1 1)
schema hm3c1102
archetype HM_CONV
hm3c1102
schema_voice hammer3 1 hm_c11 (LineNo 2 2)
schema hm2c1103
archetype HM_CONV
hm2c1103
schema_voice hammer2 1 hm_c11 (LineNo 3 3)
schema hm3c1104
archetype HM_CONV
hm3c1104
schema_voice hammer3 1 hm_c11 (LineNo 4 4)
////////////////////////////////
//C12: "[grumpy] Time was...."//
////////////////////////////////
schema hm3c1201
archetype HM_CONV
hm3c1201
schema_voice hammer3 1 hm_c12 (LineNo 1 1)
schema hm2c1202
archetype HM_CONV
hm2c1202
schema_voice hammer2 1 hm_c12 (LineNo 2 2)
schema hm3c1203
archetype HM_CONV
hm3c1203
schema_voice hammer3 1 hm_c12 (LineNo 3 3)
/////////////////////////////////////////
//c13: "Heard thou? Tarius, seeking..."//
/////////////////////////////////////////
schema hm1c1301
archetype HM_CONV
hm1c1301
schema_voice hammer1 1 hm_c13 (LineNo 1 1)
schema hm2c1302
archetype HM_CONV
hm2c1302
schema_voice hammer2 1 hm_c13 (LineNo 2 2)
schema hm1c1303
archetype HM_CONV
hm1c1303
schema_voice hammer1 1 hm_c13 (LineNo 3 3)
schema hm2c1304
archetype HM_CONV
hm2c1304
schema_voice hammer2 1 hm_c13 (LineNo 4 4)
///////////////////////////////////////
//C14: "Time was, all these halls..."//
///////////////////////////////////////
schema hm1c1401
archetype HM_CONV
hm1c1401
schema_voice hammer1 1 hm_c14 (LineNo 1 1)
schema hm3c1402
archetype HM_CONV
hm3c1402
schema_voice hammer3 1 hm_c14 (LineNo 2 2)
schema hm1c1403
archetype HM_CONV
hm1c1403
schema_voice hammer1 1 hm_c14 (LineNo 3 3)
schema hm3c1404
archetype HM_CONV
hm3c1404
schema_voice hammer3 1 hm_c14 (LineNo 4 4)
////////////////////////////////
//C15: "Dolon hath told me..."//
////////////////////////////////
schema hm2c1501
archetype HM_CONV
hm2c1501
schema_voice hammer2 1 hm_c15 (LineNo 1 1)
schema hm3c1502
archetype HM_CONV
hm3c1502
schema_voice hammer3 1 hm_c15 (LineNo 2 2)
schema hm2c1503
archetype HM_CONV
hm2c1503
schema_voice hammer2 1 hm_c15 (LineNo 3 3)
schema hm3c1504
archetype HM_CONV
hm3c1504
schema_voice hammer3 1 hm_c15 (LineNo 4 4)
///////////////////////////////////////
//C16: Masterforger Dovetail hath..."//
///////////////////////////////////////
schema hm1c1601
archetype HM_CONV
hm1c1601
schema_voice hammer1 1 hm_c16 (LineNo 1 1)
schema hm3c1602
archetype HM_CONV
hm3c1602
schema_voice hammer3 1 hm_c16 (LineNo 2 2)
schema hm1c1603
archetype HM_CONV
hm1c1603
schema_voice hammer1 1 hm_c16 (LineNo 3 3)
//////////////////////////////////
//C17: "Builder walk with thee."//
//////////////////////////////////
schema hm1c1701
archetype HM_CONV
hm1c1701
schema_voice hammer1 1 hm_c17 (LineNo 1 1)
schema hm2c1702
archetype HM_CONV
hm2c1702
schema_voice hammer2 1 hm_c17 (LineNo 2 2)
////////////////////
//C18: "Good even"//
////////////////////
schema hm1c1801
archetype HM_CONV
hm1c1801
schema_voice hammer1 1 hm_c18 (LineNo 1 1)
schema hm2c1802
archetype HM_CONV
hm2c1802
schema_voice hammer2 1 hm_c18 (LineNo 2 2)
//////////////////////////////
//C19: "Praise the Builder!"//
//////////////////////////////
schema hm2c1901
archetype HM_CONV
hm2c1901
schema_voice hammer2 1 hm_c19 (LineNo 1 1)
schema hm1c1902
archetype HM_CONV
hm1c1902
schema_voice hammer1 1 hm_c19 (LineNo 2 2)
/////////////////////////////////////
//C20: "May thy hammer swing true."//
/////////////////////////////////////
schema hm2c2001
archetype HM_CONV
hm2c2001
schema_voice hammer2 1 hm_c20 (LineNo 1 1)
schema hm3c2002
archetype HM_CONV
hm3c2002
schema_voice hammer3 1 hm_c20 (LineNo 2 2)
/////////////////////////
//C21: "Hail, brother."//
/////////////////////////
schema hm2c2101
archetype HM_CONV
hm2c2101
schema_voice hammer2 1 hm_c21 (LineNo 1 1)
schema hm3c2102
archetype HM_CONV
hm3c2102
schema_voice hammer3 1 hm_c21 (LineNo 2 2)
///////////////////////////////////
//C22: "Builders grace to thee."//
///////////////////////////////////
schema hm3c2201
archetype HM_CONV
hm3c2201
schema_voice hammer3 1 hm_c22 (LineNo 1 1)
schema hm2c2202
archetype HM_CONV
hm2c2202
schema_voice hammer2 1 hm_c22 (LineNo 2 2)
/////////////////////
//C23: "Greetings."//
/////////////////////
schema hm3c2301
archetype HM_CONV
hm3c2201
schema_voice hammer3 1 hm_c23 (LineNo 1 1)
schema hm1c2302
archetype HM_CONV
hm1c2302
schema_voice hammer1 1 hm_c23 (LineNo 2 2)
//////////////////////////////////
//C24: "Builder guide thy hand."//
//////////////////////////////////
schema hm3c2401
archetype HM_CONV
hm3c2401
schema_voice hammer3 1 hm_c24 (LineNo 1 1)
schema hm1c2402
archetype HM_CONV
hm1c2402
schema_voice hammer1 1 hm_c24 (LineNo 2 2)
////////////////////////////////
//C25: "Be thy carving ready?"//
////////////////////////////////
schema hm1c2501
archetype HM_CONV
hm1c2501
schema_voice hammer1 1 hm_c25 (LineNo 1 1)
schema hm3c2502
archetype HM_CONV
hm3c2502
schema_voice hammer3 1 hm_c25 (LineNo 2 2)

232
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//KEEPER 1 -Nate
//INSTRUCTOR IN MISSION 1 "TRAINING"
//STALL -if Garrett is supposed to be doing something and he hasn't moved at all for 20 seconds:
schema KE1TR001
archetype PLAYER_SPEECH
KE1M0101
//BAD -if Garrett is doing something wrong:
schema KE1TR002
archetype PLAYER_SPEECH
KE1M0102
//INTRO-GREET:
schema KE1TR003
archetype PLAYER_SPEECH
delay 1500
KE1M0103
//INTRO-GENERAL:
schema KE1TR004
archetype PLAYER_SPEECH
delay 300
KE1M0104
//SIGHT-GENERAL:
schema KE1TR005
archetype PLAYER_SPEECH
KE1M0105
//SIGHT-RETRY:
schema KE1TR006
archetype PLAYER_SPEECH
KE1M0106
//FROBBING-GENERAL:
schema KE1TR007
archetype PLAYER_SPEECH
KE1M0107
//FROBBING-SUCCESS:
schema KE1TR008
archetype PLAYER_SPEECH
delay 2500
KE1M0108
//FROBBING-EXIT-GENERAL:
schema KE1TR009
archetype PLAYER_SPEECH
delay 500
KE1M0109
//SOUND-INTRO:
schema KE1TR010
archetype PLAYER_SPEECH
KE1M0110
//SOUND-GENERAL:
schema KE1TR011
archetype PLAYER_SPEECH
KE1M0111
//SOUND-RETRY:
schema KE1TR012
archetype PLAYER_SPEECH
KE1M0112
//SOUND-EXIT-GENERAL:
schema KE1TR013
archetype PLAYER_SPEECH
delay 2000
KE1M0113
//WEAPONS-GENERAL:
schema KE1TR014
archetype PLAYER_SPEECH
KE1M0114
//WEAPONS-READYWEAPON:
schema KE1TR015
archetype PLAYER_SPEECH
KE1M0115
//WEAPONS-EXIT-GENERAL:
schema KE1TR016
archetype PLAYER_SPEECH
delay 1000
KE1M0116
//BOW-GENERAL:
schema KE1TR017
archetype PLAYER_SPEECH
KE1M0117
//BOW-SUCCESS:
schema KE1TR018
archetype PLAYER_SPEECH
delay 500
KE1M0118
//BOW-EXIT-GENERAL:
schema KE1TR019
archetype PLAYER_SPEECH
KE1M0119
//SWORD-GENERAL:
schema KE1TR020
archetype PLAYER_SPEECH
KE1M0120
//SWORD-SUCCESS:
schema KE1TR021
archetype PLAYER_SPEECH
delay 500
KE1M0121
//REALSWORD-BAD:
schema KE1TR022
archetype PLAYER_SPEECH
KE1M0122
//REALSWORD-SUCESS:
schema KE1TR023
archetype PLAYER_SPEECH
KE1M0123
//REALSWORD-END:
schema KE1TR024
archetype PLAYER_SPEECH
KE1M0124
//INVENTORY-INTRO:
schema KE1TR025
archetype PLAYER_SPEECH
KE1M0125
//INVENTORY-GET-GENERAL:
schema KE1TR026
archetype PLAYER_SPEECH
delay 1000
KE1M0126
//INVENTORY-USE-GENERAL:
schema KE1TR027
archetype PLAYER_SPEECH
KE1M0127
//INVENTORY-KEY:
schema KE1TR028
archetype PLAYER_SPEECH
KE1M0128
//INVENTORY-KEY-GENERAL:
schema KE1TR029
archetype PLAYER_SPEECH
KE1M0129
//INVENTORY-KEY-SUCCESS:
schema KE1TR030
archetype PLAYER_SPEECH
KE1M0130
//EXIT-INVENTORY-GENERAL:
schema KE1TR031
archetype PLAYER_SPEECH
KE1M0131
//ROPE-INTRO:
schema KE1TR032
archetype PLAYER_SPEECH
KE1M0132
//ROPE-START-GENERAL:
schema KE1TR033
archetype PLAYER_SPEECH
KE1M0133
//ROPE-CLIMB-GENERAL:
schema KE1TR034
archetype PLAYER_SPEECH
KE1M0134
//ROPE-SUCCESS:
schema KE1TR035
archetype PLAYER_SPEECH
KE1M0135
//JUMPING-GENERAL:
schema KE1TR036
archetype PLAYER_SPEECH
KE1M0136
//JUMPING-FAILURE:
schema KE1TR037
archetype PLAYER_SPEECH
KE1M0137
//JUMPING-SUCCESS:
schema KE1TR038
archetype PLAYER_SPEECH
delay 750
KE1M0138
//MANTELLING-INTRO:
schema KE1TR039
archetype PLAYER_SPEECH
KE1M0139
//MANTELLING-GENERAL:
schema KE1TR040
archetype PLAYER_SPEECH
KE1M0140
//MANTELLING-SUCCESS:
schema KE1TR041
archetype PLAYER_SPEECH
KE1M0141
//FINAL-SUCCESS:
schema KE1TR042
archetype PLAYER_SPEECH
KE1M0142
//BOW-EXTRAGOOD:
schema KE1TR043
archetype PLAYER_SPEECH
KE1M0143

23
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//KEEPER 2 -Josh Randall
//DETECTOR IN MISSION 1 "TRAINING"
//DETECTOR-SIGHT-FAILURE:
schema KE2TR001
archetype AI_NONE
KE2M0101
//DETECTOR-SIGHT-SUCCESS:
schema KE2TR002
archetype AI_NONE
KE2M0102
//DETECTOR-SOUND-FAILURE:
schema KE2TR003
archetype AI_NONE
KE2M0103
//DETECTOR-SOUND-SUCCESS:
schema KE2TR004
archetype AI_NONE
KE2M0104

310
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//MAGE 1 --Ian Vogel
/////////////
//AI SPEECH//
/////////////
//AT ALERT 0
schema mg1a0
archetype AI_NONE
volume -500
mono_loop 2000 20000
mg1a0hu1 mg1a0hu2 mg1a0hu3 mg1a0hu4 mg1a0co1 mg1a0co2 mg1a0co3 mg1a0co4 mg1a0ch1 mg1a0ch2 mg1a0ch3
schema_voice vmage1 3 atlevelzero
//TO ALERT 1
schema mg1a1
archetype AI_NONE
mg1a1__1 mg1a1__2 mg1a1__3
schema_voice vmage1 1 tolevelone
// +sighted
schema mg1a1v
archetype AI_NONE
mg1a1v_1
schema_voice vmage1 2 tolevelone (Sense Sight)
// +heard
schema mg1a1h
archetype AI_NONE
mg1a1h_1 mg1a1h_2
schema_voice vmage1 2 tolevelone (Sense Sound)
// +w/co
schema mg1a1_w
archetype AI_MINOR
mg1a1_w1
schema_voice vmage1 2 tolevelone (NearbyFriends 0 20)
// +sighted +w/co
schema mg1a1vw
archetype AI_MINOR
mg1a1vw1 mg1a1vw2
schema_voice vmage1 3 tolevelone (Sense Sight) (NearbyFriends 0 20)
// +heard +w/co
schema mg1a1hw
archetype AI_MINOR
mg1a1hw1 mg1a1hw2
schema_voice vmage1 3 tolevelone (Sense Sound) (NearbyFriends 0 20)
//AT ALERT 1, 2 & 3
schema mg1at1
archetype AI_NONE
volume -500
delay 4000
mono_loop 2000 20000
mg1a0co1 mg1a0co2 mg1a0co3 mg1a0co4
schema_voice vmage1 1 atlevelone
schema_voice vmage1 1 atleveltwo
schema_voice vmage1 1 atlevelthree
//BACK TO ALERT 0
schema mg1bak
archetype AI_NONE
mg1bak_1 mg1bak_2 mg1bak_3 mg1bak_4 mg1bak_5
schema_voice vmage1 1 backtozero
//TO ALERT 2
schema mg1a2
archetype AI_MINOR
mg1a2__1 mg1a2__2 mg1a2__3
schema_voice vmage1 1 toleveltwo
// +sighted
schema mg1a2v
archetype AI_MINOR
mg1a2v_1
schema_voice vmage1 1 toleveltwo (Sense Sight)
// +heard
schema mg1a2h
archetype AI_MINOR
mg1a2h_1 mg1a2h_2
schema_voice vmage1 2 toleveltwo (Sense Sound)
//AT ALERT 2 & 3 +Investigating
schema mg1at2
archetype AI_MINOR
delay 1000
no_repeat
mono_loop 9000 18000
mg1a2se1 mg1a2se2 mg1a3se1 mg1a3se2 mg1a3se3 mg1m1602
schema_voice vmage1 99 atleveltwo (Investigate true)
schema_voice vmage1 99 atlevelthree (Investigate true)
//TO LEVEL THREE
schema mg1a3
archetype AI_MAJOR
mg1a3s_1 mg1a3s_2 mg1a3s_3 mg1a3na1 mg1a3na2 mg1a3na3 mg1a3na4 mg1sec_1 mg1sec_2
schema_voice vmage1 1 tolevelthree
schema_voice vmage1 1 spotplayer
// +carrying a body
schema mg1a3b
archetype AI_MORE_MAJOR
mg1a3b_1
schema_voice vmage1 9 spotplayer (CarryBody True)
// +w/co
schema mg1telr
archetype AI_COMBAT
mg1telr1 mg1telr2 mg1telr3
schema_voice vmage1 3 spotplayer (NearbyFriends 0 20)
//LOST CONTACT W/PLAYER
schema mg1los
archetype AI_NONE
mg1los_1 mg1los_2 mg1m1606
schema_voice vmage1 1 lostcontact
//RE-SPOTTED PLAYER AFTER A SEARCH +w/co
schema mg1telc
archetype AI_COMBAT
mg1telc1 mg1telc2 mg1telc3
schema_voice vmage1 3 spotplayer (NearbyFriends 0 20) (Reacquire True)
//REACT CHARGE
schema mg1chga
archetype AI_MORE_MAJOR
mg1chga1 freq 3
mg1chga2 freq 3
mg1hit_2 freq 3
mg1m1601 freq 1
schema_voice vmage1 1 reactcharge
schema_voice vmage1 1 outofreach
// +w/co
schema mg1chgw
archetype AI_COMBAT
mg1chgw1 mg1chgw2
schema_voice vmage1 3 reactcharge (NearbyFriends 0 20)
//REACT GET READY TO FIRE YOUR BOW
schema mg1bow
archetype AI_MORE_MAJOR
no_repeat
mg1atb_1 mg1atb_2 mg1atb_3
schema_voice vmage1 1 reactshoot
//REACT RUN AWAY -All except THIEVE's
schema mg1runa
archetype AI_MAJOR
mg1runa1 mg1runa2
schema_voice vmage1 1 reactrun
//REACT I SOUND THE ALARMS
schema mg1alma
archetype AI_MORE_MAJOR
mg1alma1
schema_voice vmage1 1 reactalarm
// +w/co
schema mg1almw
archetype AI_COMBAT
mg1almw1
schema_voice vmage1 3 reactalarm (NearbyFriends 0 20)
//FRUSTRATION -SEE REACTCHARGE
//FOUND BODY
schema mg1bod
archetype AI_MORE_MAJOR
mg1bod_1
schema_voice vmage1 1 foundbody
//FOUND SOMETHING MISSING
schema mg1mis
archetype AI_MAJOR
mg1mis_1 mg1mis_2
schema_voice vmage1 1 foundmissing
//FOUND A SMALL ANOMALY
schema mg1sma
archetype AI_MINOR
mg1sma_1 mg1sma_2
schema_voice vmage1 1 foundsmall
//FOUND A LARGE ANOMALY
schema mg1lar
archetype AI_MAJOR
mg1lar_1 mg1lar_2
schema_voice vmage1 1 foundlarge
//FOUND A SECURITY BREACH
schema mg1sec
archetype AI_MORE_MAJOR
mg1sec_1 mg1sec_2
schema_voice vmage1 1 foundbreach
//RECENTLY SAW THE PLAYER +w/co All except THIEVE's
schema mg1rint
archetype AI_INFORM
mg1rint1 mg1rint2
schema_voice vmage1 1 recentintruder
//RECENTLY FOUND BODY +w/co
schema mg1rbod
archetype AI_INFORM
mg1rbod1 mg1rbod2
schema_voice vmage1 1 recentbody
//RECENTLY FOUND SOMETHING MISSING +w/co -All except THIEVE's
schema mg1rmis
archetype AI_INFORM
mg1rmis1 mg1rmis2 mg1rmis3
schema_voice vmage1 1 recentmissing
//RECENTLY FOUND MISC ANAMOLY +w/co
schema mg1roth
archetype AI_INFORM
mg1roth1 mg1roth2
schema_voice vmage1 1 recentother
//COMBAT
//SUCCESSFULLY HIT THE PLAYER +not losing
schema mg1hit
archetype AI_COMBAT
mg1hit_1 mg1hit_2
schema_voice vmage1 1 comsucchit (ComBal Winning Even)
// +not losing +w/co
schema mg1hitw
archetype AI_COMBAT
mg1hitw1
schema_voice vmage1 2 comsucchit (ComBal Winning Even) (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI HIT PTS
schema mg1hhi
archetype AI_MAJOR
mg1hhi_1 mg1hhi_2 mg1hhi_3 mg1hhi_4 mg1hhi_5
schema_voice vmage1 1 comhithigh
//HIT BY THE PLAYER W/LO PTS
schema mg1hlo
archetype AI_MORE_MAJOR
mg1hlo_1 mg1hlo_2 mg1hlo_3 mg1hlow1
schema_voice vmage1 1 comhitlow
//HIT BY THE PLAYER NO DAMAGE
schema mg1hnd
archetype AI_MAJOR
mg1hnd_1
schema_voice vmage1 1 comhitnodam
//AMBUSHED -HIT BY UNSEEN PLAYER
schema mg1amb
archetype AI_MAJOR
mg1amb_1 mg1amb_2
schema_voice vmage1 1 comhitamb
// +w/co
schema mg1ambw
archetype AI_COMBAT
mg1ambw1
schema_voice vmage1 2 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema mg1diec
archetype AI_COMBAT
mg1diec1 mg1diec2 mg1diec3
schema_voice vmage1 1 comdieloud
//DEATH (or knocked out) BY AMBUSH -MORE MUFFLED
schema mg1diea
archetype AI_MINOR
volume -500
mg1diea1 mg1diea2 mg1diea3
schema_voice vmage1 1 comdiesoft
//////////////////////////
//MISSION SPECIFIC STUFF//
//////////////////////////
//"Resistance is futile."
//schema mg1m1601
//archetype AI_NONE
//mg1m1601
//schema_voice vmage1 1 mg_m1601
//"You cannot escape the inevitable."
//schema mg1m1602
//archetype AI_NONE
//mg1m1602
//schema_voice vmage1 1 mg_m1602
//"His winds blow quickly."
//schema mg1m1606
//archetype AI_NONE
//mg1m1606
//schema_voice vmage1 1 mg_m1602

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//MAGE 2 -Fred S. Galpern
/////////////
//AI SPEECH//
/////////////
//AT ALERT 0
schema mg2a0
archetype AI_NONE
volume -500
delay 1500
mono_loop 2000 15000
mg2a0hu1 mg2a0hu2 mg2a0hu3 mg2a0co1 mg2a0co2 mg2a0co3 mg2a0co4 mg2a0ch1 mg2a0ch2 mg2a0ch3
schema_voice vmage2 1 atlevelzero
//TO ALERT 1
schema mg2a1
archetype AI_NONE
mg2a1__1 mg2a1__2 mg2a1__3
schema_voice vmage2 1 tolevelone
// +sighted
schema mg2a1v
archetype AI_NONE
mg2a1v_1
schema_voice vmage2 2 tolevelone (Sense Sight)
// +heard
schema mg2a1h
archetype AI_NONE
mg2a1h_1 mg2a1h_2 mg2a1hw2
schema_voice vmage2 2 tolevelone (Sense Sound)
// +w/co
schema mg2a1_w
archetype AI_MINOR
mg2a1_w1
schema_voice vmage2 2 tolevelone (NearbyFriends 0 20)
// +sighted +w/co
schema mg2a1vw
archetype AI_MINOR
mg2a1vw1 mg2a1vw2
schema_voice vmage2 3 tolevelone (Sense Sight) (NearbyFriends 0 20)
// +heard +w/co
schema mg2a1hw
archetype AI_MINOR
mg2a1hw1 mg2a1hw2 mg2a1hw3
schema_voice vmage2 3 tolevelone (Sense Sound) (NearbyFriends 0 20)
//AT ALERT 1, 2 & 3
schema mg2at1
archetype AI_NONE
volume -500
delay 6000
mono_loop 2000 15000
mg2a0co1 mg2a0co2 mg2a0co3 mg2a0co4
schema_voice vmage2 1 atlevelone
schema_voice vmage2 1 atleveltwo
schema_voice vmage2 1 atlevelthree
//BACK TO ALERT 0
schema mg2bak
archetype AI_NONE
mg2bak_1 mg2bak_2 mg2bak_3 mg2bak_4 mg2bak_5
schema_voice vmage2 1 backtozero
//TO ALERT 2
schema mg2a2
archetype AI_MINOR
mg2a2__1 mg2a2__2 mg2a2__3
schema_voice vmage2 1 toleveltwo
// +sighted
schema mg2a2v
archetype AI_MINOR
mg2a2v_1
schema_voice vmage2 1 toleveltwo (Sense Sight)
// +heard
schema mg2a2h
archetype AI_MINOR
mg2a2h_1 mg2a2h_2
schema_voice vmage2 2 toleveltwo (Sense Sound)
//AT ALERT 2 & 3 +Investigating
schema mg2at2
archetype AI_MINOR
delay 3000
no_repeat
mono_loop 6000 18000
mg2a2se1 mg2a2se2 mg2a2se3 mg2a2se4 mg2a3se1 mg2a3se2 mg2a3se3 Mg2det_1
schema_voice vmage2 99 atleveltwo (Investigate true)
schema_voice vmage2 99 atlevelthree (Investigate true)
//TO LEVEL THREE
schema mg2a3
archetype AI_MAJOR
mg2a3s_1 mg2a3s_2 mg2a3s_3 mg2a3na1 mg2a3na2 mg2a3na3 mg2a3na4
schema_voice vmage2 1 tolevelthree
schema_voice vmage2 1 spotplayer
// +carrying a body
schema mg2a3b
archetype AI_MORE_MAJOR
mg2a3b_1
schema_voice vmage2 9 spotplayer (CarryBody True)
// +w/co
schema mg2telr
archetype AI_COMBAT
mg2telr1 mg2telr2 mg2telr3
schema_voice vmage2 3 spotplayer (NearbyFriends 0 20)
//LOST CONTACT W/PLAYER
schema mg2los
archetype AI_NONE
mg2los_1 mg2los_2
schema_voice vmage2 1 lostcontact
//RE-SPOTTED PLAYER AFTER A SEARCH +w/co
schema mg2telc
archetype AI_COMBAT
mg2telc1 mg2telc2 mg2telc3 mg2telc4
schema_voice vmage2 3 spotplayer (NearbyFriends 0 20) (Reacquire True)
//REACT CHARGE
schema mg2chga
archetype AI_MORE_MAJOR
mg2chga1 mg2chga2 mg2hit_2
schema_voice vmage2 1 reactcharge
schema_voice vmage2 1 outofreach
// +w/co
schema mg2chgw
archetype AI_COMBAT
mg2chgw1 mg2chgw2
schema_voice vmage2 3 reactcharge (NearbyFriends 0 20)
//REACT GET READY TO FIRE YOUR BOW
schema mg2bow
archetype AI_MORE_MAJOR
no_repeat
mg2atb_1 mg2atb_2 mg2atb_3
schema_voice vmage2 1 reactshoot
//REACT RUN AWAY
schema mg2runa
archetype AI_MAJOR
mg2runa1 mg2runa2
schema_voice vmage2 1 reactrun
//REACT I SOUND THE ALARMS
schema mg2alma
archetype AI_MORE_MAJOR
mg2alma1 mg2alma2
schema_voice vmage2 1 reactalarm
// +w/co
schema mg2almw
archetype AI_COMBAT
mg2almw1
schema_voice vmage2 3 reactalarm (NearbyFriends 0 20)
//FRUSTRATION -see REACTCHARGE
//FOUND BODY
schema mg2bod
archetype AI_MORE_MAJOR
mg2bod_1 mg2bod_2
schema_voice vmage2 1 foundbody
//FOUND SOMETHING MISSING
schema mg2mis
archetype AI_MAJOR
mg2mis_1 mg2mis_2
schema_voice vmage2 1 foundmissing
//FOUND A SMALL ANOMALY
schema mg2sma
archetype AI_MINOR
mg2sma_1 mg2sma_2
schema_voice vmage2 1 foundsmall
//FOUND A LARGE ANOMALY
schema mg2lar
archetype AI_MAJOR
mg2lar_1 mg2lar_2
schema_voice vmage2 1 foundlarge
//FOUND A SECURITY BREACH
schema mg2sec
archetype AI_MORE_MAJOR
mg2sec_1 mg2sec_2
schema_voice vmage2 1 foundbreach
//RECENTLY SAW THE PLAYER +w/co
schema mg2rint
archetype AI_INFORM
mg2rint1 mg2rint2
schema_voice vmage2 1 recentintruder
//RECENTLY FOUND BODY +w/co
schema mg2rbod
archetype AI_INFORM
mg2rbod1 mg2rbod2
schema_voice vmage2 1 recentbody
//RECENTLY FOUND SOMETHING MISSING +w/co
schema mg2rmis
archetype AI_INFORM
mg2rmis1 mg2rmis2 mg2rmis3
schema_voice vmage2 1 recentmissing
//RECENTLY FOUND MISC ANAMOLY +w/co
schema mg2roth
archetype AI_INFORM
mg2roth1 mg2roth2
schema_voice vmage2 1 recentother
//COMBAT
//SUCCESSFULLY HIT THE PLAYER +not losing
schema mg2hit
archetype AI_COMBAT
mg2hit_1 mg2hit_2 mg2m1603
schema_voice vmage2 1 comsucchit (ComBal Winning Even)
// +not losing +w/co
schema mg2hitw
archetype AI_COMBAT
mg2hitw1
schema_voice vmage2 2 comsucchit (ComBal Winning Even) (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI HIT PTS
schema mg2hhi
archetype AI_MAJOR
mg2hhi_1 mg2hhi_2 mg2hhi_3 mg2m1609
schema_voice vmage2 1 comhithigh
//HIT BY THE PLAYER W/LO PTS
schema mg2hlo
archetype AI_MORE_MAJOR
mg2hlo_1 mg2hlo_2 mg2hlo_3 mg2hlow1
schema_voice vmage2 1 comhitlow
//HIT BY THE PLAYER NO DAMAGE
schema mg2hnd
archetype AI_MAJOR
mg2hnd_1 mg2hnd_2 mg2m1604
schema_voice vmage2 1 comhitnodam
//AMBUSHED -HIT BY UNSEEN PLAYER
schema mg2amb
archetype AI_MAJOR
mg2amb_1 mg2amb_2 mg2amb_3
schema_voice vmage2 1 comhitamb
// +w/co
schema mg2ambw
archetype AI_COMBAT
mg2ambw1
schema_voice vmage2 2 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema mg2diec
archetype AI_COMBAT
mg2diec1 mg2diec2 mg2diec3
schema_voice vmage2 1 comdieloud
//DEATH (or knocked out) BY AMBUSH -MORE MUFFLED
schema mg2diea
archetype AI_MINOR
volume -500
mg2diea1 mg2diea2 mg2diea3
schema_voice vmage2 1 comdiesoft
//////////////////////////
//MISSION SPECIFIC STUFF//
//////////////////////////
//"The seasons move faster invader."
//schema mg2m1603
//archetype AI_NONE
//mg2m1603
//schema_voice vmage2 1 mg_m1603
//"He strikes as a dying wind."
//schema mg2m1604
//archetype AI_NONE
//mg2m1604
//schema_voice vmage2 1 mg_m1604
//"The earth will protect me."
//schema mg2m1609
//archetype AI_NONE
//mg2m1609
//schema_voice vmage2 1 mg_m1609

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//MAGE CONVERSATIONS
//#104 "It's true he has returned. We must be ready."
schema mg110400
archetype OTHER_CONV
mg110400
schema_voice vmage1 1 mg_104 (LineNo 1 1)
schema mg210401
archetype OTHER_CONV
mg210401
schema_voice vmage2 1 mg_104 (LineNo 2 2)
schema mg110402
archetype OTHER_CONV
mg110402
schema_voice vmage1 1 mg_104 (LineNo 3 3)
schema mg210403
archetype OTHER_CONV
mg210403
schema_voice vmage2 1 mg_104 (LineNo 4 4)
schema mg110404
archetype OTHER_CONV
mg110404
schema_voice vmage1 1 mg_104 (LineNo 5 5)
schema mg210405
archetype OTHER_CONV
mg210405
schema_voice vmage2 1 mg_104 (LineNo 6 6)
schema mg110406
archetype OTHER_CONV
mg110406
schema_voice vmage1 1 mg_104 (LineNo 7 7)
//#106 "Librarian, hold. ..."
schema mg110600
archetype OTHER_CONV
mg110600
schema_voice vmage1 1 mg_106 (LineNo 1 1)
schema mg210601
archetype OTHER_CONV
mg210601
schema_voice vmage2 1 mg_106 (LineNo 2 2)
schema mg110602
archetype OTHER_CONV
mg110602
schema_voice vmage1 1 mg_106 (LineNo 3 3)
schema mg210603
archetype OTHER_CONV
mg210603
schema_voice vmage2 1 mg_106 (LineNo 4 4)
schema mg110604
archetype OTHER_CONV
mg110604
schema_voice vmage1 1 mg_106 (LineNo 5 5)
schema mg210605
archetype OTHER_CONV
mg210605
schema_voice vmage2 1 mg_106 (LineNo 6 6)
schema mg110606
archetype OTHER_CONV
mg110606
schema_voice vmage1 1 mg_106 (LineNo 7 7)
schema mg210607
archetype OTHER_CONV
mg210607
schema_voice vmage2 1 mg_106 (LineNo 8 8)

686
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//WEAPONS & INTERFACE
schema underwater
archetype AMB_M03
mono_loop 0 0
volume -1
underwat
/////////////
//INVENTORY//
/////////////
//PICKUP STUFF
schema pickup
volume -1500
pickup
//PICKUP LOOT
schema pickup_loot
volume -800
pickloot
//PICKUP KEY
schema pickup_key
volume -1500
pickkey
//PICKUP POWERUP
schema pickup_power
volume -1500
pickpwr
//FROB HOLYWATER FONT
schema pickup_holy
volume -750
frobholy
env_tag (Event Activate) (DeviceType HolyH20)
//NEW OBJECTIVE
schema new_obj
volume -1800
newobj2
//ARROW TO & FROM INVENTORY
schema bow_begin
archetype WEAPONS
volume -1500
bowbegin
schema bow_end
archetype WEAPONS
volume -1500
bowend
//SWORD TO & FROM INVENTORY
schema sword_begin
archetype WEAPONS
volume -1500
unsheath
schema sword_end
archetype WEAPONS
volume -1500
sheath
//BLACKJACK TO & FROM INVENTORY
schema bjack_begin
archetype WEAPONS
volume -2000
bj_begin
schema bjack_end
archetype WEAPONS
volume -2000
bj_end
//DROP COIN IN METAL PLATE -MISSION 7
schema coindrop
volume -1500
coindrop
/////////////////
//WEAPONS USAGE//
/////////////////
//BOW
schema bowpull
archetype WEAPONS
volume -1800
bowpull
schema bow_abort
archetype WEAPONS
volume -1200
bowabort
schema bow_abort_auto
archetype WEAPONS
volume -800
bowabor2
schema bowtwang_player
archetype WEAPONS
volume -1200 //vol was -1000
bowtwngp
schema bowtwang_ai
archetype WEAPONS
volume -1
bowtwnga
env_tag (Event Launch) (LaunchVel 1 1) (CreatureType Guard) (ArrowType Broadhead)
//EMITTER TRAP LAUNCH
schema emit_trap
archetype WEAPONS
volume -1
emitter1 emitter2
env_tag (Event Launch) (LaunchVel 1 1) (WeaponType Emitter) (ArrowType Broadhead)
//LAUNCH MAGIC MISSILE
schema fire_magic
archetype WEAPONS
volume -1
fmagic1 fmagic2 fmagic3
env_tag (Event Launch) (LaunchVel 1 1) (ArrowType MagicMissile)
//LAUNCH FIREBOLT
schema fire_firebolt
archetype WEAPONS
volume -1
ffbolt3
env_tag (Event Launch) (LaunchVel 1 1) (ArrowType FireBolt)
//LAUNCH WEB
schema fire_web
archetype WEAPONS
volume -1
webshot1 webshot2
env_tag (Event Launch) (LaunchVel 1 1) (ArrowType Web) (CreatureType Spider)
//GHOST SHOT LAUNCH
schema fire_gs
archetype WEAPONS
f_gs1
env_tag (Event Launch) (LaunchVel 1 1) (ArrowType GhostShot)
//HAMMER SPEEL LAUNCH
schema fire_hs
archetype WEAPONS
f_hm1
env_tag (Event Launch) (LaunchVel 1 1) (ArrowType HammerSpell)
//MAGE FIRE BOLT
schema fire_mgfire
archetype WEAPONS
mgfire
env_tag (Event Launch) (LaunchVel 1 1) (MageShotType MageFire)
//MAGE WATER SHOT
schema fire_mgwater
archetype WEAPONS
mgwater
env_tag (Event Launch) (LaunchVel 1 1) (MageShotType MageWater)
//MAGE EARTH SHOT
schema fire_mgearth
archetype WEAPONS
mgearth
env_tag (Event Launch) (LaunchVel 1 1) (MageShotType MageEarth)
//MAGE AIR SHOT
schema fire_mgair
archetype WEAPONS
mgair
env_tag (Event Launch) (LaunchVel 1 1) (MageShotType MageAir)
//PLAYER ARROW WHOOSHES [OUTGOING]
schema arrow_out_norm
archetype WEAPONS
//delay 80
volume -1500 //vol was -1000
ao_norm1 ao_norm2
env_tag (Event Launch) (LaunchVel 1 1) (ArrowType Broadhead Rope) (CreatureType Player)
schema arrow_out_water
archetype WEAPONS
//delay 80
volume -1500
ao_wat1 ao_wat2
env_tag (Event Launch) (LaunchVel 1 1) (ArrowType HolyWater Water) (CreatureType Player)
schema arrow_out_fire
archetype WEAPONS
//delay 80
volume -500
ao_fire1 ao_fire2 missfire
env_tag (Event Launch) (LaunchVel 1 1) (ArrowType Fire) (CreatureType Player)
schema arrow_out_gas
archetype WEAPONS
//delay 80
volume -2000
ao_gas
env_tag (Event Launch) (LaunchVel 1 1) (ArrowType Gas) (CreatureType Player)
schema arrow_out_noise
archetype WEAPONS
//delay 80
volume -1000
ao_noiz
env_tag (Event Launch) (LaunchVel 1 1) (ArrowType Noisemaker) (CreatureType Player)
//ENEMY ARROWS WHOOSHES [INCOMING]
schema arrow_inc_norm
archetype WEAPONS
volume -1000
ai_norm1 ai_norm2 ai_norm3
//SWING LEFT
schema sw_left
archetype WEAPONS
delay 350
sword2
env_tag (Event Motion) (CreatureType Player) (PlyrSword 2 2) (PlyrSwordSwing 1 1) (Direction 1 1)
//SWING RIGHT
schema sw_right
archetype WEAPONS
delay 350
sword4
env_tag (Event Motion) (CreatureType Player) (PlyrSword 2 2) (PlyrSwordSwing 1 1) (Direction 2 2)
//SWING OVER
schema sw_over
archetype WEAPONS
delay 200
sword1 sword3
env_tag (Event Motion) (CreatureType Player) (PlyrSword 2 2) (PlyrSwordSwing 2 2)
//BLACKJACK WHOOSHES
schema sw_bjack
archetype WEAPONS
delay 350
volume -500
bj_swng1 bj_swng2
env_tag (Event Motion) (CreatureType Player) (PlyrSword 2 2) (PlyrSwordSwing 0 0)
//GRENADES
//Flashbomb exploding
schema flashbomb_exp
archetype COLLISIONS
volume -1
flashbmb
env_tag (Event Death) (WeaponType FlashBomb)
//Mine arming
schema mine_arming
archetype WEAPONS
volume -500
minearmg
env_tag (Event Activate) (WeaponType Mine GasMine)
//Mine proximity triggered
schema mine_prox
archetype WEAPONS
volume -500
mineprox
env_tag (Event Activate) (WeaponType ActiveMine ActiveGasMine)
//Mine exploding
schema mine_explode
archetype COLLISIONS
volume -1
expmine
env_tag (Event Death) (WeaponType ActiveMine)
//GasMine exploding
schema gasmine_explode
archetype COLLISIONS
volume -1
expgas
env_tag (Event Death) (WeaponType ActiveGasMine)
//Bang the Gong
schema gong_ring
archetype DEVICES
gong01
env_tag (Event Activate) (DeviceType Gong)
//FAKE TALISMAN WHOOSH
schema faktalis_whoosh
archetype DEVICES
whip
env_tag (Event Activate) (WeaponType FakeTalisman)
/////////////////////
//LEVERS & SWITCHES//
/////////////////////
//FLOOR LEVER FAST
schema LvFloor1
archetype DEVICES
LvFloor1
env_tag (Event StateChange) (SwitchType LvFloor1)
//FLOOR LEVER SLOW PUSH
schema LvFloor2_push
archetype DEVICES
LvCauld1
env_tag (Event StateChange) (SwitchType LvFloor2) (DirectionState Forward)
//FLOOR LEVER SLOW RESET
schema LvFloor2_reset
archetype DEVICES
LvCauld2
env_tag (Event StateChange) (SwitchType LvFloor2) (DirectionState Reverse)
//WALL LEVER
schema LvWall
archetype DEVICES
volume -1000
LvWall
env_tag (Event StateChange) (SwitchType LvWall) (DirectionState Forward Reverse)
//PANEL LEVER
schema LvPanel
archetype DEVICES
volume -1000
LvPanel
env_tag (Event StateChange) (SwitchType LvPanel) (DirectionState Forward Reverse)
//SLIDE LEVER
schema LvSlide
archetype DEVICES
volume -1000
LvSlide
env_tag (Event StateChange) (SwitchType LvSlide) (DirectionState Forward Reverse)
//TELESCOPE TILE
schema LvScope
archetype DEVICES
volume -300
LvScope
env_tag (Event StateChange) (SwitchType LvScope) (DirectionState Forward Reverse)
//THROW SWITCH ON
schema LvThrow_on
archetype DEVICES
LvThrow1
env_tag (Event StateChange) (SwitchType LvThrow) (DirectionState Reverse)
//THROW SWITCH OFF
schema LvThrow_off
archetype DEVICES
LvThrow2
env_tag (Event StateChange) (SwitchType LvThrow) (DirectionState Forward)
//Lever pull snd that tips cauldron
schema lvr_cauld_pour
archetype DEVICES
lvcauld1
env_tag (Event StateChange) (DeviceType CauldLvr) (DirectionState Forward)
//Lever push snd that resets cauldron
schema lvr_cauld_reset
archetype DEVICES
lvcauld2
env_tag (Event StateChange) (DeviceType CauldLvr) (DirectionState Reverse)
//Lever that opens/closes hammer mold
schema lvr_mold
archetype DEVICES
lvmold1
env_tag (Event StateChange) (DeviceType MoldLvr)
//Cauldron pivoting snd
schema cauldron_pivot
archetype DEVICES
cauldron
//Lava bubbling in cauldron
schema lava_loop1
archetype DEVICES
mono_loop 0 0
volume -1500
lavalp1
//Lava pouring into mold
schema lava_pour
archetype DEVICES
mono_loop 0 0
lavapour
//Steam blasts when mold opens with newly forged hammer inside.
schema steam_blast
archetype DEVICES
volume -1000
steambla
//Steampuff spout
schema steam_puff
archetype DEVICES
audio_class ambient
volume -1000
puff1 puff2
env_tag (Event Launch) (LaunchVel 1 1) (ArrowType Steampuff)
//Factory error buzzer
schema buzzer_error
archetype DEVICES
buzzer
//Prison alarm
schema alarm
archetype DEVICES
mono_loop 0 0
alarm
env_tag (Event ActiveLoop) (DeviceType Alarm)
//Prison alarm ramp up
schema alarm_begin
archetype DEVICES
alarmbeg
env_tag (Event Activate) (DeviceType Alarm)
//Prison alarm ramp down
schema alarm_end
archetype DEVICES
alarmend
env_tag (Event Deactivate) (DeviceType Alarm)
//Rameriz's house alarm
schema rmz_alarm
archetype DEVICES
mono_loop 0 0
alarm
env_tag (Event Activate) (DeviceType RmzAlarm)
//Button Push
schema Button_push
archetype DEVICES
b_push
env_tag (Event Activate) (SwitchType BPush)
//Button Pull
schema Button_Pull
archetype DEVICES
b_pull
env_tag (Event Activate) (SwitchType BPull)
//Button Elevator
schema Button_elev
archetype DEVICES
b_elev
env_tag (Event Activate) (SwitchType BElev)
//Button Ramirez
schema Button_rmz
archetype DEVICES
B_rmz
env_tag (Event Activate) (SwitchType BRmz)
//Button Book
schema Button_book
archetype DEVICES
volume -2000
B_book
env_tag (Event Activate) (SwitchType BBook)
//Pressure Plate
schema pplate1
archetype DEVICES
volume -1
pplate
env_tag (Event Activate) (SwitchType PPlate)
/////////
//LIFTS//
/////////
//ELEVATOR1
schema elev1_loop
archetype DEVICES
mono_loop 0 0
volume -500
elev1lp
env_tag (Event ActiveLoop) (DeviceType ElevPlat)
schema elev1_stop
archetype DEVICES
elev1st
env_tag (Event Deactivate) (DeviceType ElevPlat)
//ELEVATOR2
schema elev2_loop
archetype DEVICES
mono_loop 0 0
volume -500
elev2lp
env_tag (Event ActiveLoop) (DeviceType ElevHmr)
schema elev2_stop
archetype DEVICES
elev2st
env_tag (Event Deactivate) (DeviceType ElevHmr)
////////////
//MACHINES//
////////////
//TURBINE LOOP
schema turbine_lp
archetype DEVICES
mono_loop 0 0
volume -1000
turb2lp
env_tag (Event Activate) (MachType Turbine)
//TURBINE STOP
schema turbine_st
archetype DEVICES
volume -1000
turb2st
env_tag (Event Deactivate) (MachType Turbine)
//SWING ARM PUMP LOOP
schema swarmpump_lp
archetype DEVICES
mono_loop 0 0
volume -1000
saplp
env_tag (Event Activate) (MachType SwingArmPump)
//SWING ARM PUMP STOP
schema swarmpump_st
archetype DEVICES
volume -1000
sapst
env_tag (Event Deactivate) (MachType SwingArmPump)
//Dinner Bell
schema dinner_bell
archetype DEVICES
volume -1000
belldinn
env_tag (Event Activate) (DeviceType DinnerBell)
//GAMBLING WHEEL SPIN
schema wheel_spin
archetype DEVICES
volume -800
wheelspn
env_tag (Event Activate) (MachType GWheel)
//GAMBLING WHEEL STOP
schema wheel_stop
archetype DEVICES
volume -800
wheelstp
env_tag (Event Deactivate) (MachType GWheel)
//PLUCK HARP
schema pluck_harp
archetype DEVICES
volume -1000
harp1 harp2 harp3
env_tag (Event Activate) (MachType Harp)
//MAGE STATUES
schema statue_mgearth
archetype DEVICES
volume -1000
statueme
env_tag (Event Activate) (WardType StatueMgE)
schema statue_mgair
archetype DEVICES
volume -1000
statuema
env_tag (Event Activate) (WardType StatueMgA)
schema statue_mgwater
archetype DEVICES
volume -1000
statuemw
env_tag (Event Activate) (WardType StatueMgW)
schema statue_mgfire
archetype DEVICES
volume -1000
statuemf
env_tag (Event Activate) (WardType StatueMgF)
//POTIONS////////////////////////////////
// drink healing potion
schema potion_heal
archetype DEVICES
tstheal
env_tag (Event Activate) (DeviceType HealPot)
schema potion_air
archetype DEVICES
tstairp
env_tag (Event Activate) (DeviceType AirPot)
//eating crunchy food
schema eat_crunchy
archetype DEVICES
eatcrnch
env_tag (Event Activate) (DeviceType CrunchyFood)
//eating soft food
schema eat_soft
archetype DEVICES
eatsoft
env_tag (Event Activate) (DeviceType SoftFood)
//Talisman alarm
schema alarm_talisman
archetype DEVICES
mono_loop 0 0
volume -1000
alarm3
//AMBIENT LOOPS ON OBJECTS
//TORCHES
schema torch_flame
archetype DEVICES
mono_loop 0 0
volume -1700
firelp1 firelp8 firelp9
//Fireplace snd
schema fire_flame
archetype DEVICES
mono_loop 0 0
volume -1000
firelp1 firelp8 firelp9
//BUG CLOUDS
schema bugcloud_lp
archetype DEVICES
mono_loop 0 0
volume -1500
bugclou1 bugclou2 bugclou3
//BUG HALO AROUND ZOMBIES
schema bughalo_lp
archetype DEVICES
mono_loop 0 0
volume -1550
bughalo
//GLOW BALL
schema glowball_lp
archetype DEVICES
mono_loop 0 0
volume -100
glowball glowbal2

177
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//MURUS
//ALERT 0 MUTTERING
schema mura0mu1
archetype MURUS_SPEECH
mono_loop 1000 5000
mura0mu1 mura0mu2 mura0mu3 mura0mu4 mura0mu5 mura0mu6 silenc9s
schema_voice vmurus 1 murmut
//Intro
schema murint
archetype MURUS_SPEECH
murint
schema_voice vmurus 1 murint
//Offering Garrett a deal
schema murdeal
archetype MURUS_SPEECH
murdeal
schema_voice vmurus 1 murdeal
//Rosary
schema murros1
archetype MURUS_SPEECH
murros1
schema_voice vmurus 1 murros1
//During Rosary
schema murros2
archetype MURUS_SPEECH
murros2
schema_voice vmurus 1 murros2
//Post Rosary
schema murros3
archetype MURUS_SPEECH
murros3
schema_voice vmurus 1 murros3
//HOLY SYMBOL
schema mursym1
archetype MURUS_SPEECH
mursym1
schema_voice vmurus 1 mursym1
//DURING SYMBOL
schema mursym2
archetype MURUS_SPEECH
mursym2
schema_voice vmurus 1 mursym2
//Post Symbol
schema mursym3
archetype MURUS_SPEECH
mursym3
schema_voice vmurus 1 mursym3
//BOOK
schema murbook1
archetype MURUS_SPEECH
murbook1
schema_voice vmurus 1 murbook1
//DURING BOOK
schema murbook2
archetype MURUS_SPEECH
murbook2
schema_voice vmurus 1 murbook2
//POST BOOK
schema murbook3
archetype MURUS_SPEECH
murbook3
schema_voice vmurus 1 murbook3
//CANDLE
schema murcand1
archetype MURUS_SPEECH
murcand1
schema_voice vmurus 1 murcand1
//DURING CANDLE
schema murcand2
archetype MURUS_SPEECH
murcand2
schema_voice vmurus 1 murcand2
//POST CANDLE
schema murcand3
archetype MURUS_SPEECH
murcand3
schema_voice vmurus 1 murcand3
//GRAVE
schema murgrav
archetype MURUS_SPEECH
murgrav
schema_voice vmurus 1 murgrav
//RITUAL BEADS
schema murrit1
archetype MURUS_SPEECH
murrit1
schema_voice vmurus 1 murrit1
//RITUAL CANDLE
schema murrit2
archetype MURUS_SPEECH
murrit2
schema_voice vmurus 1 murrit2
//RITUAL BOOK
schema murrit3
archetype MURUS_SPEECH
murrit3
schema_voice vmurus 1 murrit3
//RITUAL SYMBOL
schema murrit4
archetype MURUS_SPEECH
murrit4
schema_voice vmurus 1 murrit4
//SYMBOL IS BAD
schema murbad
archetype MURUS_SPEECH
murbad
schema_voice vmurus 1 murbad
//RITUAL COMPLETE
schema murrit5
archetype MURUS_SPEECH
murrit5
schema_voice vmurus 1 murrit5
//BURIAL
schema murbur
archetype MURUS_SPEECH
murbur
schema_voice vmurus 1 murbur
//RENAULT 1
schema murren1
archetype MURUS_SPEECH
murren1
schema_voice vmurus 1 murren1
//RENAULT 2
schema murren2
archetype MURUS_SPEECH
murren2
schema_voice vmurus 1 murren2
//MARTELLO
schema murmart
archetype MURUS_SPEECH
murmart
schema_voice vmurus 1 murmart
//HAUNTS
schema murhau1
archetype MURUS_SPEECH
murhau1
schema_voice vmurus 1 murhau1
//HAUNTS 2
schema murhau2
archetype MURUS_SPEECH
murhau2
schema_voice vmurus 1 murhau2
//FINAL
schema murfin
archetype MURUS_SPEECH
murfin
schema_voice vmurus 1 murfin

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//OPERA ACTOR & PATRON -Emil
/////////////
//AI SPEECH//
/////////////
//ASLEEP
schema op1a0sn
archetype AI_NONE
volume -500
mono_loop 2000 3000
sg1a0sn1 sg1a0sn2 sg1a0sn3
schema_voice vactor1 1 sleeping
schema_voice vpatron1 1 sleeping
//AT ALERT 0 -PATRON ONLY
schema op1a0co
archetype AI_NONE
volume -500
mono_loop 2000 20000
op1a0co1 op1a0co2 op1a0co3 op1a0co4
schema_voice vpatron1 1 atlevelzero
// -ACTOR ONLY
schema op1a0si
archetype AI_NONE
volume -200
mono_loop 100 10000
op1a0si1 op1a0si2 op1a0si3 op1a0si4 op1a0si5 op1a0si6 op1a0si7 op1a0si8 op1a0si9 op1a0s10 op1a0s11 op1a0s12 op1a0s13 op1a0hu1 op1a0hu2 op1a0hu3 op1a0hu4 silenc9s
silenc3s
schema_voice vactor1 1 atlevelzero
//TO ALERT 1
schema op1a1
archetype AI_NONE
op1a1__1 op1a1__2 op1a1__3 op1a1__4
schema_voice vactor1 1 tolevelone
schema_voice vpatron1 1 tolevelone
// +sighted
schema op1a1v
archetype AI_NONE
op1a1v_1
schema_voice vactor1 2 tolevelone (Sense Sight)
schema_voice vpatron1 2 tolevelone (Sense Sight)
// +heard
schema op1a1h
archetype AI_NONE
op1a1h_1
schema_voice vactor1 2 tolevelone (Sense Sound)
schema_voice vpatron1 2 tolevelone (Sense Sound)
//AT ALERT 1, 2 & 3
schema op1at1
archetype AI_NONE
volume -500
delay 5000
mono_loop 500 15000
op1a0co1 op1a0co2 op1a0co3 op1a0co4
schema_voice vactor1 1 atlevelone
schema_voice vactor1 1 atleveltwo
schema_voice vactor1 1 atlevelthree
schema_voice vpatron1 1 atlevelone
schema_voice vpatron1 1 atleveltwo
schema_voice vpatron1 1 atlevelthree
//BACK TO ALERT 0
schema op1bak
archetype AI_NONE
op1bak_1 op1bak_2 op1bak_3 op1bak_4
schema_voice vactor1 1 backtozero
schema_voice vpatron1 1 backtozero
//TO ALERT 2
schema op1a2
archetype AI_MINOR
op1a2__1 op1a2__2
schema_voice vactor1 1 toleveltwo
schema_voice vpatron1 1 toleveltwo
//TO ALERT 3
schema op1a3
archetype AI_MAJOR
op1a3s_1 op1a3s_2
schema_voice vactor1 1 tolevelthree
schema_voice vpatron1 1 tolevelthree
schema_voice vactor1 1 spotplayer
schema_voice vpatron1 1 spotplayer
// +carrying a body
schema op1a3b
archetype AI_MORE_MAJOR
op1a3b_1
schema_voice vactor1 9 spotplayer (CarryBody True)
schema_voice vpatron1 9 spotplayer (CarryBody True)
//RE-SPOTTED PLAYER AFTER A SEARCH +w/co -All except THIEVE's
schema op1telc
archetype AI_COMBAT
op1telc1 op1telc2
schema_voice vactor1 9 spotplayer (NearbyFriends 0 20) (Reacquire True)
schema_voice vpatron1 9 spotplayer (NearbyFriends 0 20) (Reacquire True)
//REACT RUN AWAY -ACTOR ONLY
schema op1run_a
archetype AI_MAJOR
op1runa1 op1runa2 op1runa3 op1runa4 op1runa5
schema_voice vactor1 1 reactrun
// -PATRON ONLY
schema op1run_p
archetype AI_MAJOR
op1runa1 op1runa2 op1runa3 op1runa4
schema_voice vpatron1 1 reactrun
//REACT I SOUND THE ALARMS
schema op1alma
archetype AI_MORE_MAJOR
op1alma1
schema_voice vactor1 1 reactalarm
schema_voice vpatron1 1 reactalarm
//FOUND BODY
schema op1bod
archetype AI_MORE_MAJOR
op1bod_1 op1bod_2
schema_voice vactor1 1 foundbody
schema_voice vpatron1 1 foundbody
//FOUND SOMETHING MISSING
schema op1mis
archetype AI_MAJOR
op1mis_1
schema_voice vactor1 1 foundmissing
schema_voice vpatron1 1 foundmissing
//FOUND A SMALL ANOMALY
schema op1sma
archetype AI_MINOR
op1sma_1
schema_voice vactor1 1 foundsmall
schema_voice vpatron1 1 foundsmall
//FOUND A LARGE ANOMALY
schema op1lar
archetype AI_MAJOR
op1lar_1
schema_voice vactor1 1 foundlarge
schema_voice vpatron1 1 foundlarge
//FOUND A SECURITY BREACH
schema op1sec
archetype AI_MORE_MAJOR
op1sec_1
schema_voice vactor1 1 foundbreach
schema_voice vpatron1 1 foundbreach
//RECENTLY SAW THE PLAYER +w/co
schema op1rint
archetype AI_INFORM
op1rint1 op1rint2
schema_voice vactor1 1 recentintruder
schema_voice vpatron1 1 recentintruder
//RECENTLY FOUND BODY +w/co
schema op1rbod
archetype AI_INFORM
op1rbod1
schema_voice vactor1 1 recentbody
schema_voice vpatron1 1 recentbody
//RECENTLY FOUND SOMETHING MISSING +w/
schema op1rmis
archetype AI_INFORM
op1rmis1
schema_voice vactor1 1 recentmissing
schema_voice vpatron1 1 recentmissing
//RECENTLY FOUND MISC ANAMOLY +w/co
schema op1roth
archetype AI_INFORM
op1roth1
schema_voice vactor1 1 recentother
schema_voice vpatron1 1 recentother
//HIT BY THE PLAYER
schema op1hlo
archetype AI_MORE_MAJOR
op1hlo_1 op1hlo_2 op1hlo_3
schema_voice vactor1 1 comhitlow
schema_voice vactor1 1 comhithigh
schema_voice vactor1 1 comhitamb
schema_voice vpatron1 1 comhitlow
schema_voice vpatron1 1 comhithigh
schema_voice vpatron1 1 comhitamb
//HIT BY THE PLAYER +w/co
schema op1hlow
archetype AI_MORE_MAJOR
op1hlow1
schema_voice vactor1 1 comhitlow (NearbyFriends 0 20)
schema_voice vactor1 1 comhithigh (NearbyFriends 0 20)
schema_voice vactor1 1 comhitamb (NearbyFriends 0 20)
schema_voice vpatron1 1 comhitlow (NearbyFriends 0 20)
schema_voice vpatron1 1 comhithigh (NearbyFriends 0 20)
schema_voice vpatron1 1 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema op1diec
archetype AI_COMBAT
op1diec1 op1diec2 op1diec3
schema_voice vactor1 1 comdieloud
schema_voice vpatron1 1 comdieloud
//DEATH (or knocked out) BY AMBUSH -MORE MUFFLED
schema op1diea
archetype AI_MINOR
volume -500
op1diea1 op1diea2 op1diea3
schema_voice vactor1 1 comdiesoft
schema_voice vpatron1 1 comdiesoft

226
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//OPERA ACTOR & PATRON -Karen Wolff
/////////////
//AI SPEECH//
/////////////
//ASLEEP
schema op2a0sn
archetype AI_NONE
volume -500
mono_loop 2000 3000
sv2a0sn1 sv2a0sn2
schema_voice vactor2 1 sleeping
schema_voice vpatron2 1 sleeping
//AT ALERT 0 -PATRON ONLY
schema op2a0co
archetype AI_NONE
volume -500
mono_loop 2000 20000
op2a0co1 op2a0co2 op2a0hu1 op2a0hu2 op2a0hu3
schema_voice vpatron2 1 atlevelzero
// -ACTOR ONLY
schema op2a0si
archetype AI_NONE
volume -200
mono_loop 100 10000
op2a0si1 op2a0si2 op2a0si3 op2a0si4 op2a0si5 op2a0si6 op2a0si7 op2a0si8 op2a0si9 op2a0co1 op2a0co2 silenc9s silenc3s
schema_voice vactor2 1 atlevelzero
//TO ALERT 1
schema op2a1
archetype AI_NONE
op2a1__1 op2a1__2 op2a1__3
schema_voice vactor2 1 tolevelone
schema_voice vpatron2 1 tolevelone
// +sighted
schema op2a1v
archetype AI_NONE
op2a1v_1
schema_voice vactor2 2 tolevelone (Sense Sight)
schema_voice vpatron2 2 tolevelone (Sense Sight)
// +heard
//schema op2a1h
//archetype AI_NONE
//op2a1h_1 <--DID WE RECORD THIS??
//schema_voice vactor2 2 tolevelone (Sense Sound)
//schema_voice vpatron2 2 tolevelone (Sense Sound)
//AT ALERT 1, 2 & 3
schema op2at1
archetype AI_NONE
volume -500
delay 5000
mono_loop 500 15000
op2a0co1 op2a0co2
schema_voice vactor2 1 atlevelone
schema_voice vactor2 1 atleveltwo
schema_voice vactor2 1 atlevelthree
schema_voice vpatron2 1 atlevelone
schema_voice vpatron2 1 atleveltwo
schema_voice vpatron2 1 atlevelthree
//BACK TO ALERT 0
schema op2bak
archetype AI_NONE
op2bak_1 op2bak_2 op2bak_3
schema_voice vactor2 1 backtozero
schema_voice vpatron2 1 backtozero
//TO ALERT 2
schema op2a2
archetype AI_MINOR
op2a2__1 op2a2__2
schema_voice vactor2 1 toleveltwo
schema_voice vpatron2 1 toleveltwo
//TO ALERT 3
schema op2a3
archetype AI_MAJOR
op2a3s_1 op2a3s_2
schema_voice vactor2 1 tolevelthree
schema_voice vpatron2 1 tolevelthree
schema_voice vactor2 1 spotplayer
schema_voice vpatron2 1 spotplayer
// +carrying a body
schema op2a3b
archetype AI_MORE_MAJOR
op2a3b_1
schema_voice vactor2 9 spotplayer (CarryBody True)
schema_voice vpatron2 9 spotplayer (CarryBody True)
//RE-SPOTTED PLAYER AFTER A SEARCH +w/co -All except THIEVE's
schema op2telc
archetype AI_COMBAT
op2telc1 op2telc2
schema_voice vactor2 9 spotplayer (NearbyFriends 0 20) (Reacquire True)
schema_voice vpatron2 9 spotplayer (NearbyFriends 0 20) (Reacquire True)
//REACT RUN AWAY
schema op2run_a
archetype AI_MAJOR
op2runa1 op2runa2 op2runa3 op2runa4
schema_voice vactor2 1 reactrun
schema_voice vpatron2 1 reactrun
//REACT I SOUND THE ALARMS
schema op2alma
archetype AI_MORE_MAJOR
op2alma1
schema_voice vactor2 1 reactalarm
schema_voice vpatron2 1 reactalarm
//FOUND BODY
schema op2bod
archetype AI_MORE_MAJOR
op2bod_1 op2bod_2
schema_voice vactor2 1 foundbody
schema_voice vpatron2 1 foundbody
//FOUND SOMETHING MISSING
schema op2mis
archetype AI_MAJOR
op2mis_1
schema_voice vactor2 1 foundmissing
schema_voice vpatron2 1 foundmissing
//FOUND A SMALL ANOMALY
schema op2sma
archetype AI_MINOR
op2sma_1
schema_voice vactor2 1 foundsmall
schema_voice vpatron2 1 foundsmall
//FOUND A LARGE ANOMALY
schema op2lar
archetype AI_MAJOR
op2lar_1
schema_voice vactor2 1 foundlarge
schema_voice vpatron2 1 foundlarge
//FOUND A SECURITY BREACH
schema op2sec
archetype AI_MORE_MAJOR
op2sec_1
schema_voice vactor2 1 foundbreach
schema_voice vpatron2 1 foundbreach
//RECENTLY SAW THE PLAYER +w/co
schema op2rint
archetype AI_INFORM
op2rint1
schema_voice vactor2 1 recentintruder
schema_voice vpatron2 1 recentintruder
//RECENTLY FOUND BODY +w/co
schema op2rbod
archetype AI_INFORM
op2rbod1
schema_voice vactor2 1 recentbody
schema_voice vpatron2 1 recentbody
//RECENTLY FOUND SOMETHING MISSING +w/
schema op2rmis
archetype AI_INFORM
op2rmis1
schema_voice vactor2 1 recentmissing
schema_voice vpatron2 1 recentmissing
//RECENTLY FOUND MISC ANAMOLY +w/co
schema op2roth
archetype AI_INFORM
op2roth1
schema_voice vactor2 1 recentother
schema_voice vpatron2 1 recentother
//HIT BY THE PLAYER
schema op2hlo
archetype AI_MORE_MAJOR
op2hlo_1 op2hlo_2 op2hlo_3
schema_voice vactor2 1 comhitlow
schema_voice vactor2 1 comhithigh
schema_voice vactor2 1 comhitamb
schema_voice vpatron2 1 comhitlow
schema_voice vpatron2 1 comhithigh
schema_voice vpatron2 1 comhitamb
//HIT BY THE PLAYER +w/co
schema op2hlow
archetype AI_MORE_MAJOR
op2hlow1 op2hlow2
schema_voice vactor2 1 comhitlow (NearbyFriends 0 20)
schema_voice vactor2 1 comhithigh (NearbyFriends 0 20)
schema_voice vactor2 1 comhitamb (NearbyFriends 0 20)
schema_voice vpatron2 1 comhitlow (NearbyFriends 0 20)
schema_voice vpatron2 1 comhithigh (NearbyFriends 0 20)
schema_voice vpatron2 1 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema op2diec
archetype AI_COMBAT
op2diec1 op2diec2
schema_voice vactor2 1 comdieloud
schema_voice vpatron2 1 comdieloud
//DEATH (or knocked out) BY AMBUSH -MORE MUFFLED
schema op2diea
archetype AI_MINOR
volume -500
op2diea1 op2diea2
schema_voice vactor2 1 comdiesoft
schema_voice vpatron2 1 comdiesoft

105
schema/OP_CONV.SCH Normal file
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//OPERA CONVERSATIONS
//#124 "[Singing] But wait! Who is this I spy?"
schema op212400
archetype OTHER_CONV
op212400
schema_voice vactor2 1 op_124 (LineNo 1 1)
schema op112401
archetype OTHER_CONV
op112401
schema_voice vactor1 1 op_124 (LineNo 2 2)
schema op212402
archetype OTHER_CONV
op212402
schema_voice vactor2 1 op_124 (LineNo 3 3)
schema op112403
archetype OTHER_CONV
op112403
schema_voice vactor1 1 op_124 (LineNo 4 4)
schema op212404
archetype OTHER_CONV
op212404
schema_voice vactor2 1 op_124 (LineNo 5 5)
schema op112405
archetype OTHER_CONV
op112405
schema_voice vactor1 1 op_124 (LineNo 6 6)
schema op212406
archetype OTHER_CONV
op212406
schema_voice vactor2 1 op_124 (LineNo 7 7)
//#125 "Did you read Cribs latest?"
schema op112500
archetype OTHER_CONV
op112500
schema_voice vactor1 1 op_125 (LineNo 1 1)
schema op212501
archetype OTHER_CONV
op212501
schema_voice vactor2 1 op_125 (LineNo 2 2)
schema op112502
archetype OTHER_CONV
op112502
schema_voice vactor1 1 op_125 (LineNo 3 3)
schema op212503
archetype OTHER_CONV
op212503
schema_voice vactor2 1 op_125 (LineNo 4 4)
schema op112504
archetype OTHER_CONV
op112504
schema_voice vactor1 1 op_125 (LineNo 5 5 )
schema op212505
archetype OTHER_CONV
op212505
schema_voice vactor2 1 op_125 (LineNo 6 6)
//#126 "This latest opera from Valerius and Cribs is a testament..."
schema op112600
archetype OTHER_CONV
op112600
schema_voice vpatron1 1 op_126 (LineNo 1 1)
schema op212601
archetype OTHER_CONV
op212601
schema_voice vpatron2 1 op_126 (LineNo 2 2)
schema op112602
archetype OTHER_CONV
op112602
schema_voice vpatron1 1 op_126 (LineNo 3 3)
schema op212603
archetype OTHER_CONV
op212603
schema_voice vpatron2 1 op_126 (LineNo 4 4)
schema op112604
archetype OTHER_CONV
op112604
schema_voice vpatron1 1 op_126 (LineNo 5 5)

67
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///PRISONER 1 BROADCASTS -Geoff Stewart
//AT ALERT LEVEL 0
schema pr1a0
archetype AI_NONE
mono_loop 8000 20000
volume -500
pr1a0mu1 pr1a0mu2 pr1a0mu3
pr1a0wh1 pr1a0wh2 pr1a0wh3
schema_voice pris1 1 atlevelzero
schema pr1a0hu
archetype AI_NONE
mono_loop 8000 20000
volume -500
pr1a0hu1 pr1a0hu2 pr1a0hu3
pr1a0la1 pr1a0la2 pr1a0la3
schema_voice pris1 1 atlevelzero
schema_voice pris1 1 atlevelone
schema_voice pris1 1 atleveltwo
schema_voice pris1 1 atlevelthree
//TO ALERT LEVEL 1
schema pr1a1
archetype AI_NONE
pr1a1__1 pr1a1__2
schema_voice pris1 1 tolevelone
//TO ALERT LEVEL 2
schema pr1a2
archetype AI_MINOR
pr1a2__1 pr1a2__2
schema_voice pris1 1 toleveltwo
//TO ALERT LEVEL 3 -spotted the player
schema PR1a3
archetype AI_MAJOR
pr1a3__1 pr1a3__2 pr1a3__3
schema_voice pris1 1 spotplayer
schema_voice pris1 1 tolevelthree
//BACK TO ZERO from AL1 or 2
schema pr1bak
archetype AI_NONE
pr1bak_1 pr1bak_2
schema_voice pris1 1 backtozero
schema_voice pris1 1 lostcontact
//Injured yelps
schema PR1hhi
archetype AI_MINOR
pr1hhi_1 pr1hhi_2
schema_voice pris1 1 comhithigh
schema_voice pris1 1 comhitamb
//Injured yelps
schema PR1hlo
archetype AI_MINOR
pr1hlo_1 pr1hlo_2
schema_voice pris1 1 comhitlow
//Death cries
schema PR1die
archetype AI_MAJOR
pr1diea1 pr1diec1
schema_voice pris1 1 comdieloud
schema_voice pris1 1 comdiesoft

62
schema/PR2.SCH Normal file
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//PRISONER 2
//ALERT 0
schema pr2a0co
archetype AI_NONE
mono_loop 3000 15000
pr2a0co1 pr2a0co2 pr2a0co3 pr2a0co4
pr2a0mu1 pr2a0mu2 pr2a0mu3
schema_voice pris2 1 atlevelzero
schema pr2a0mo
archetype AI_NONE
mono_loop 3000 15000
pr2a0mo1 pr2a0mo2 pr2a0mo3
pr2a0so1 pr2a0so2 pr2a0so3
schema_voice pris2 1 atlevelzero
//to Alert Level 1
schema PR2a1
archetype AI_NONE
pr2a1__1 pr2a1__2
schema_voice pris2 1 tolevelone
//to Alert Level 2
schema PR2a2
archetype AI_MINOR
pr2a2__1 pr2a2__2
schema_voice pris2 1 toleveltwo
//to Alert Level 3
schema PR2a3
archetype AI_MAJOR
pr2a3__1 pr2a3__2 pr2a3__3
schema_voice pris2 1 tolevelthree
schema_voice pris2 1 spotplayer
//Back to Alert Level 1
schema PR2bak
archetype AI_NONE
pr2bak_1 pr2bak_2
schema_voice pris2 1 backtozero
//Death cries
schema PR2die
archetype AI_MAJOR
pr2diea1 pr2diec1
schema_voice pris2 1 comdieloud
schema_voice pris2 1 comdiesoft
//Injured yelps
schema PR2hhi
archetype AI_MAJOR
pr2hhi_1 pr2hhi_2
schema_voice pris2 1 comhithigh
schema_voice pris2 1 comhitamb
//Injured yelps
schema PR2hlo
archetype AI_MAJOR
pr2hlo_1 pr2hlo_2
schema_voice pris2 1 comhitlow

176
schema/RAMIREZ.SCH Normal file
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//RAMIREZ -a lout
//AT ALERT 0
schema RMZa0
archetype AI_NONE
volume -500
mono_loop 3000 20000
rmza0wh1 freq 6
rmza0wh2 freq 6
rmza0mu1 freq 1
schema_voice vRamirez 1 atlevelzero
//TO ALERT 1
schema RMZa1
archetype AI_MINOR
rmza1__1
schema_voice vRamirez 1 tolevelone
//TO ALERT 1 +sighted
schema RMZa1v
archetype AI_MINOR
rmza1v_1
schema_voice vRamirez 1 tolevelone (Sense Sight)
//TO ALERT 1 +heard
schema RMZa1h
archetype AI_MINOR
Rmza1h_1
schema_voice vRamirez 2 tolevelone (Sense Sound)
//TO ALERT 1 +w/co
schema RMZa1_w
archetype AI_MINOR
Rmza1_w1
schema_voice vRamirez 2 tolevelone (NearbyFriends 0 10)
//TO ALERT 1 +sighted +w/co
schema RMZa1vw
archetype AI_MINOR
rmza1vw1
schema_voice vRamirez 2 tolevelone (NearbyFriends 0 10) (Sense Sight)
//TO ALERT 1 +heard +w/co
schema RMZa1hw
archetype AI_MINOR
rmza1hw1
schema_voice vRamirez 3 tolevelone (NearbyFriends 0 10) (Sense Sound)
//TO ALERT 2
schema RMZa2
archetype AI_MAJOR
rmza2__1
schema_voice vRamirez 1 toleveltwo
//TO ALERT 2 +sighted
schema RMZa2v
archetype AI_MAJOR
rmza2v_1
schema_voice vRamirez 1 toleveltwo (Sense Sight)
//TO ALERT 2 +heard
schema RMZa2h
archetype AI_MAJOR
rmza2h_1
schema_voice vRamirez 2 toleveltwo (Sense Sound)
//SPOTTED THE PLAYER +startled
schema RMZa3s
archetype AI_MORE_MAJOR
rmza3s_1
schema_voice vRamirez 1 spotplayer
//SPOTTED THE PLAYER
schema RMZa3na
archetype AI_MORE_MAJOR
rmza3na1
schema_voice vRamirez 1 spotplayer
//REACT CHARGE
schema RMZchg
archetype AI_MORE_MAJOR
rmzchg_1
schema_voice vRamirez 1 reactcharge
//REACT RUN AWAY +alone
schema RMZruna
archetype AI_MORE_MAJOR
rmzruna1
schema_voice vRamirez 1 reactrun
//REACT I SOUND THE ALARMS +alone
schema RMZalma
archetype AI_MORE_MAJOR
rmzalma1
schema_voice vRamirez 1 reactalarm
//BACK TO ALERT 0
schema RMZbak
archetype AI_NONE
rmzbak_1
schema_voice vRamirez 1 backtozero
//LOST CONTACT W/PLAYER
schema RMZlos
archetype AI_MAJOR
rmzlos_1
schema_voice vRamirez 1 lostcontact
//FOUND BODY
schema RMZbod
archetype AI_MORE_MAJOR
rmzbod_1
schema_voice vRamirez 1 foundbody
//FOUND SOMETHING MISSING
schema RMZmis
archetype AI_MORE_MAJOR
rmzmis_1
schema_voice vRamirez 1 foundmissing
//FOUND A SMALL ANOMALY
schema RMZsma
archetype AI_MINOR
rmzsma_1
schema_voice vRamirez 1 foundsmall
//FOUND A LARGE ANOMALY
schema RMZlar
archetype AI_MAJOR
rmzlar_1
schema_voice vRamirez 1 foundlarge
//FOUND A SECURITY BREACH
schema RMZsec
archetype AI_MORE_MAJOR
rmzsec_1
schema_voice vRamirez 1 foundbreach
//COMBAT
//HIT BY THE PLAYER W/HI HIT PTS
schema RMZhhi
archetype AI_COMBAT
Rmzhhi_1 Rmzhhi_2 Rmzhhi_3
schema_voice vRamirez 1 comhithigh
schema_voice vRamirez 1 comhitnodam
schema_voice vRamirez 1 comhitamb
//HIT BY THE PLAYER W/HI LO PTS
schema RMZhlo
archetype AI_COMBAT
rmzhlo_1 rmzhlo_2 rmzhlo_3
schema_voice vRamirez 1 comhitlow
//HIT BY THE PLAYER W/HI LO PTS +w/co
schema RMZhlow
archetype AI_COMBAT
rmzhlow1
schema_voice vRamirez 2 comhitlow (NearbyFriends 0 10)
//DEATH BY COMBAT -LOUD
schema RMZdiec
archetype AI_COMBAT
rmzdiec1
schema_voice vRamirez 1 comdieloud
//DEATH (or knocked out) BY AMBUSH -MORE MUFFLED
schema RMZdiea
archetype AI_MINOR
volume -500
rmzdiea1
schema_voice vRamirez 1 comdiesoft

11
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//RENAULT
//"I do not know who thou art..."
schema renthank
archetype OTHER_CONV
renthank
schema_voice vrenault 1 renthank

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//GUARD 1 -Dan
/////////////
//AI SPEECH//
/////////////
//ASLEEP
schema sg1a0sn
archetype AI_NONE
volume -500
mono_loop 2000 3000
sg1a0sn1 sg1a0sn2 sg1a0sn3
schema_voice guard1 1 sleeping
//AT ALERT 0 -HUMMING & WHISTLING (Most Freq)
schema sg1a0hu
archetype AI_NONE
volume -500
mono_loop 2000 20000
sg1a0hu1 sg1a0hu2 sg1a0hu3 sg1a0wh1 sg1a0wh2 sg1a0wh3
schema_voice guard1 3 atlevelzero
// -COUGHING
schema sg1a0co
archetype AI_NONE
volume -500
mono_loop 5000 20000
sg1a0co1 sg1a0co2 sg1a0co3 sg1a0co4 sg1a0th1 sg1a0th2 sg1a0th3
schema_voice guard1 2 atlevelzero
// -MUTTERING (Least freq)
schema sg1a0mu
archetype AI_NONE
volume -500
mono_loop 7500 20000
sg1a0mu1 sg1a0mu2 sg1a0mu3
schema_voice guard1 1 atlevelzero (Mission 1 14)
schema_voice guard1 1 atlevelzero (Mission 16 17)
//TO ALERT 1
schema sg1a1
archetype AI_NONE
sg1a1__1 sg1a1__2 sg1a1__3 sg1a1__4 sg1a1__5 sg1a1__6
schema_voice guard1 1 tolevelone
// +sighted
schema sg1a1v
archetype AI_NONE
sg1a1v_1 sg1a1v_2
schema_voice guard1 2 tolevelone (Sense Sight)
// +heard
schema sg1a1h
archetype AI_NONE
sg1a1h_1 sg1a1h_2 sg1a1h_3
schema_voice guard1 2 tolevelone (Sense Sound)
// +w/co
schema sg1a1_w
archetype AI_MINOR
sg1a1_w1 sg1a1_w2
schema_voice guard1 2 tolevelone (NearbyFriends 0 20)
// +sighted +w/co
schema sg1a1vw
archetype AI_MINOR
sg1a1vw1 sg1a1vw2 sg1a1vw3 sg1a1vw4
schema_voice guard1 3 tolevelone (Sense Sight) (NearbyFriends 0 20)
// +heard +w/co
schema sg1a1hw
archetype AI_MINOR
sg1a1hw1 sg1a1hw2 sg1a1hw3 sg1a1hw4
schema_voice guard1 3 tolevelone (Sense Sound) (NearbyFriends 0 20)
//AT ALERT 1, 2 & 3
schema sg1a1tc
archetype AI_NONE
volume -500
delay 5000
mono_loop 2000 20000
sg1a0tc1 sg1a0tc2 sg1a0tc3 sg1a0cn1 sg1a0cn2 sg1a0cn3
schema_voice guard1 1 atlevelone
schema_voice guard1 1 atleveltwo
schema_voice guard1 1 atlevelthree
//BACK TO ALERT 0
schema sg1bak
archetype AI_NONE
sg1bak_1 sg1bak_2 sg1bak_3 sg1bak_4 sg1bak_5 sg1bak_6 sg1bak_7 sg1bak_8
schema_voice guard1 1 backtozero
//TO ALERT 2
schema sg1a2
archetype AI_MINOR
sg1a2__1 sg1a2__2 sg1a2__3 sg1a2__4 sg1a2__5
schema_voice guard1 1 toleveltwo
// +sighted
schema sg1a2v
archetype AI_MINOR
sg1a2v_1
schema_voice guard1 1 toleveltwo (Sense Sight)
// +heard
schema sg1a2h
archetype AI_MINOR
sg1a2h_1 sg1a2h_2 sg1a2h_3
schema_voice guard1 2 toleveltwo (Sense Sound)
//AT ALERT 2 +Investigating
schema sg1at2
archetype AI_MINOR
delay 3000
no_repeat
mono_loop 10000 20000
sg1a2se1 sg1a2se2 sg1a2se3 sg1a2se4 sg1a3se1 sg1a3se2 sg1a3se3 sg1a3se4
schema_voice guard1 99 atleveltwo (Investigate true)
//TO LEVEL THREE
schema sg1a3
archetype AI_MAJOR
sg1a3__1 sg1a3__2
schema_voice guard1 1 tolevelthree
//SPOTTED THE PLAYER -All except THIEVE's MISSION
schema sg1a3s
archetype AI_MORE_MAJOR
sg1a3s_1 sg1a3s_2 sg1a3s_3 sg1a3s_4
schema_voice guard1 1 spotplayer (Mission 1 14)
schema_voice guard1 1 spotplayer (Mission 16 17)
// -THIEVE's ONLY
schema sg1a3s_m15
archetype AI_MORE_MAJOR
sg1a3na7 sg1a3s_2 sg1a3s_4
schema_voice guard1 1 spotplayer (Mission 15 15)
//(more sp) -All except THIEVE's MISSION
schema sg1a3na
archetype AI_MORE_MAJOR
sg1a3na1 sg1a3na2 sg1a3na3 sg1a3na4 sg1a3na5 sg1a3na6
schema_voice guard1 1 spotplayer (Mission 1 14)
schema_voice guard1 1 spotplayer (Mission 16 17)
// -THIEVE's ONLY
schema sg1a3na_m15
archetype AI_MORE_MAJOR
sg1a3na1 sg1a3na2 sg1a3na3 sg1a3na4 sg1a3na7
schema_voice guard1 1 spotplayer (Mission 15 15)
// -OPERA ONLY
schema sg1a3na_m17
archetype AI_MORE_MAJOR
sg117100 sg117101 sg117102
schema_voice guard1 1 spotplayer (Mission 17 17)
// +carrying a body
schema sg1a3b
archetype AI_MORE_MAJOR
sg1a3b_1
schema_voice guard1 9 spotplayer (CarryBody True)
// +w/co -All except THIEVE's
schema sg1telr
archetype AI_COMBAT
sg1telr1 sg1telr2 sg1telr3 sg1telr4 sg1telr5
schema_voice guard1 3 spotplayer (NearbyFriends 0 20) (Mission 1 14)
schema_voice guard1 3 spotplayer (NearbyFriends 0 20) (Mission 16 17)
// +w/co -THIEVE's ONLY
schema sg1telr_m15
archetype AI_COMBAT
sg1telr4 sg1telr6 sg1telr7
schema_voice guard1 3 spotplayer (NearbyFriends 0 20) (Mission 15 15)
//LOST CONTACT W/PLAYER
schema sg1los
archetype AI_NONE
sg1los_1 sg1los_2 sg1los_3 sg1los_4
schema_voice guard1 1 lostcontact
//AT ALERT 3 +Investigating
schema sg1at3
archetype AI_MAJOR
delay 3000
no_repeat
mono_loop 10000 20000
sg1a2se1 sg1a2se2 sg1a2se3 sg1a2se4 sg1a3se1 sg1a3se2 sg1a3se3 sg1a3se4
schema_voice guard1 99 atlevelthree (Investigate true)
//RE-SPOTTED PLAYER AFTER A SEARCH +w/co -All except THIEVE's
schema sg1telc
archetype AI_COMBAT
sg1telc1 sg1telc2 sg1telc3 sg1telc4 sg1telc5 sg1telc6
schema_voice guard1 3 spotplayer (NearbyFriends 0 20) (Reacquire True) (Mission 1 14)
schema_voice guard1 3 spotplayer (NearbyFriends 0 20) (Reacquire True) (Mission 16 17)
// -THIEVE's ONLY
schema sg1telc_m15
archetype AI_COMBAT
sg1telc3 sg1telc7
schema_voice guard1 5 spotplayer (NearbyFriends 0 20) (Reacquire True) (Mission 15 15)
//REACT 1ST WARNING
schema sg1warn1
archetype AI_NONE
sg1wrn11
schema_voice guard1 1 reactwarn
//REACT 2ND WARNING
schema sg1warn2
archetype AI_MINOR
sg1wrn21
schema_voice guard1 1 reactwarn2
//REACT ATTACK AFTER FINAL WARNING
schema sg1warnf
archetype AI_MAJOR
sg1wrnf1
schema_voice guard1 9 reactcharge (Reiterate 9 9)
//REACT CHARGE
schema sg1chga
archetype AI_MORE_MAJOR
sg1chga1 sg1chga2
schema_voice guard1 1 reactcharge
schema_voice vass1 1 reactcharge
// +w/co
schema sg1chgw
archetype AI_COMBAT
sg1chgw1 sg1chgw2 sg1chgw3
schema_voice guard1 3 reactcharge (NearbyFriends 0 20)
schema_voice vass1 3 reactcharge (NearbyFriends 0 20)
//REACT CHARGE
schema sg1chga_M17
archetype AI_MORE_MAJOR
sg117100 sg117102 sg117103
schema_voice guard1 1 reactcharge (Mission 17 17)
//REACT GET READY TO FIRE YOUR BOW
schema sg1bow
archetype AI_MORE_MAJOR
no_repeat
sg1atb_1 sg1atb_2 sg1atb_3 sg1atn_1
schema_voice guard1 1 reactshoot
//REACT RUN AWAY -All except THIEVE's
schema sg1runa
archetype AI_MAJOR
sg1runa1 sg1runa2 sg1runa3 sg1runa4
schema_voice guard1 1 reactrun (Mission 1 14)
schema_voice guard1 1 reactrun (Mission 16 17)
// -THIEVE's ONLY
schema sg1runa_m15
archetype AI_MAJOR
sg1runa1 sg1runa2 sg1runa3
schema_voice guard1 1 reactrun (Mission 15 15)
//REACT I SOUND THE ALARMS
schema sg1alma
archetype AI_MORE_MAJOR
sg1alma1 sg1alma2 sg1alma3
schema_voice guard1 1 reactalarm
// +w/co
schema sg1almw
archetype AI_COMBAT
sg1almw1 sg1almw2
schema_voice guard1 3 reactalarm (NearbyFriends 0 20)
//FRUSTRATION
schema sg1frust
archetype AI_MAJOR
sg1bkd_1 sg1bkd_2 sg1a2se2 sg1det_1
schema_voice guard1 1 outofreach
//FOUND BODY
schema sg1bod
archetype AI_MORE_MAJOR
sg1bod_1 sg1bod_2 sg1bod_3
schema_voice guard1 1 foundbody
//FOUND SOMETHING MISSING -All except THIEVE's
schema sg1mis
archetype AI_MAJOR
sg1mis_1 sg1mis_2 sg1mis_5 sg1mis_6 sg1lar_2
schema_voice guard1 1 foundmissing (Mission 1 14)
schema_voice guard1 1 foundmissing (Mission 16 17)
// -BAFFORD ONLY
schema sg1mis_miss2
archetype AI_MAJOR
sg1mis_3
schema_voice guard1 1 foundmissing (Mission 2 2)
// -SWORD ONLY
schema sg1mis_m06
archetype AI_MAJOR
sg1mis_4
schema_voice guard1 1 foundmissing (Mission 6 6)
// -THIEVE'S ONLY
schema sg1mis_m15
archetype AI_MAJOR
sg1mis_5 sg1mis_2 sg1mis_6
schema_voice guard1 5 foundmissing (Mission 15 15)
//NOTICED A TORCH BEING DOUSED
schema sg1torch
archetype AI_MINOR
delay 1000
sg1a1__1 sg1a1__2 sg1a1__3 sg1a1__6 sg1sma_4 sg1bak_6
schema_voice guard1 1 noticetorch
schema_voice vass1 1 noticetorch
//FOUND A SMALL ANOMALY
schema sg1sma
archetype AI_MINOR
sg1sma_1 sg1sma_2 sg1sma_3 sg1sma_4
schema_voice guard1 1 foundsmall
//FOUND A LARGE ANOMALY
schema sg1lar
archetype AI_MAJOR
sg1lar_1 sg1lar_3
schema_voice guard1 1 foundlarge
//FOUND A SECURITY BREACH -All except THIEVE's
schema sg1sec
archetype AI_MORE_MAJOR
sg1sec_1 sg1sec_2 sg1sec_3 sg1sec_4
schema_voice guard1 1 foundbreach (Mission 1 14)
schema_voice guard1 1 foundbreach (Mission 16 17)
// -THIEVE's ONLY
schema sg1sec_m15
archetype AI_MORE_MAJOR
sg1sec_1 sg1sec_2 sg1sec_3
schema_voice guard1 1 foundbreach (Mission 15 15)
//RECENTLY SAW THE PLAYER +w/co All except THIEVE's
schema sg1rint
archetype AI_INFORM
sg1rint1 sg1rint2 sg1rint3
schema_voice guard1 1 recentintruder (Mission 1 14)
schema_voice guard1 1 recentintruder (Mission 16 17)
// -THIEVE's ONLY
schema sg1rint_m15
archetype AI_INFORM
sg1rint4 sg1rint2
schema_voice guard1 1 recentintruder (Mission 15 15)
//RECENTLY FOUND BODY +w/co -All except THIEVE's
schema sg1rbod
archetype AI_INFORM
sg1rbod1 sg1rbod2 sg1rbod4
schema_voice guard1 1 recentbody (Mission 1 14)
schema_voice guard1 1 recentbody (Mission 16 17)
//RECENTLY FOUND BODY +w/co -BAFFORD ONLY
schema sg1rbod_miss2
archetype AI_INFORM
sg1rbod3
schema_voice guard1 2 recentbody (Mission 2 2)
//RECENTLY FOUND BODY +w/co -THIEVE's ONLY
schema sg1rbod_m15
archetype AI_INFORM
sg1rbod1 sg1rbod2
schema_voice guard1 1 recentbody (Mission 15 15)
//RECENTLY FOUND SOMETHING MISSING +w/co -All except THIEVE's
schema sg1rmis
archetype AI_INFORM
sg1rmis1 sg1rmis2 sg1rmis7
schema_voice guard1 1 recentmissing (Mission 1 14)
schema_voice guard1 1 recentmissing (Mission 16 17)
// -BAFFORD ONLY
schema sg1rmis_miss2
archetype AI_INFORM
sg1rmis1 sg1rmis3
schema_voice guard1 5 recentmissing (Mission 2 2)
// +w/co -SWORD ONLY
schema sg1rmis_m06
archetype AI_INFORM
sg1rmis4
schema_voice guard1 3 recentmissing (Mission 6 6)
// +w/co -THIEVE'S ONLY
schema sg1rmis_m15
archetype AI_INFORM
sg1rmis5 sg1rmis6 sg1rmis7
schema_voice guard1 5 recentmissing (Mission 15 15)
//RECENTLY FOUND MISC ANAMOLY +w/co -All except THIEVE's
schema sg1roth
archetype AI_INFORM
sg1roth1 sg1roth2 sg1roth3 sg1roth4
schema_voice guard1 1 recentother (Mission 1 14)
schema_voice guard1 1 recentother (Mission 16 17)
// -THIEVE's ONLY
schema sg1roth_m15
archetype AI_INFORM
sg1roth1 sg1roth2 Sg1rint4
schema_voice guard1 1 recentother (Mission 15 15)
//COMBAT
//ATTACKING +not losing
schema sg1atn
archetype AI_COMBAT
sg1atn_1 freq 1
sg1atn_2 freq 1
sg1atn_3 freq 3
sg1atn_4 freq 3
sg1atn_5 freq 3
schema_voice guard1 1 comattack (ComBal Winning Even)
schema_voice vass1 1 comattack (ComBal Winning Even)
// +winning
schema sg1atnw
archetype AI_COMBAT
sg1atw_1 sg1atw_2
schema_voice guard1 2 comattack (ComBal Winning)
schema_voice vass1 2 comattack (ComBal Winning)
// +winning +w/co
schema sg1atww
archetype AI_COMBAT
sg1atww1
schema_voice guard1 3 comattack (ComBal Winning) (NearbyFriends 0 20)
schema_voice vass1 3 comattack (ComBal Winning) (NearbyFriends 0 20)
// +losing
schema sg1atl
archetype AI_COMBAT
sg1atl_1 sg1atl_2 sg1atl_3
schema_voice guard1 2 comattack (ComBal Losing)
schema_voice vass1 2 comattack (ComBal Losing)
//SUCCESSFULLY HIT THE PLAYER +not losing
schema sg1hit
archetype AI_COMBAT
sg1hit_1 sg1hit_2 sg1hit_3 sg1hit_4
schema_voice guard1 1 comsucchit (ComBal Winning Even)
schema_voice vass1 1 comsucchit (ComBal Winning Even)
// +not losing +w/co
schema sg1hitw
archetype AI_COMBAT
sg1hitw1 sg1hitw2
schema_voice guard1 2 comsucchit (ComBal Winning Even) (NearbyFriends 0 20)
schema_voice vass1 2 comsucchit (ComBal Winning Even) (NearbyFriends 0 20)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing
schema sg1blk
archetype AI_COMBAT
sg1blk_1 sg1blk_2 sg1blk_3
schema_voice guard1 1 comsuccblock (ComBal Winning Even)
schema_voice vass1 1 comsuccblock (ComBal Winning Even)
// +not losing +w/co
schema sg1blkw
archetype AI_COMBAT
sg1blkw1
schema_voice guard1 2 comsuccblock (ComBal Winning Even) (NearbyFriends 0 20)
schema_voice vass1 2 comsuccblock (ComBal Winning Even) (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI HIT PTS
schema sg1hhi
archetype AI_MAJOR
sg1hhi_1 sg1hhi_2 sg1hhi_3
schema_voice guard1 1 comhithigh
schema_voice vass1 1 comhithigh
//HIT BY THE PLAYER W/LO PTS
schema sg1hlo
archetype AI_MORE_MAJOR
sg1hlo_1 sg1hlo_2 sg1hlo_3
schema_voice guard1 1 comhitlow
schema_voice vass1 1 comhitlow
// +w/co
schema sg1hlow
archetype AI_COMBAT
sg1hlow1 sg1hlo_1
schema_voice guard1 2 comhitlow (NearbyFriends 0 20)
schema_voice vass1 2 comhitlow (NearbyFriends 0 20)
//HIT BY THE PLAYER NO DAMAGE
schema sg1hnd
archetype AI_MAJOR
sg1hnd_1 sg1hnd_2 sg1hnd_3
schema_voice guard1 1 comhitnodam
schema_voice vass1 1 comhitnodam
//BLOCKED BY THE PLAYER +not losing
schema sg1bkd
archetype AI_COMBAT
sg1bkd_1 sg1bkd_2 sg1bkd_3
schema_voice guard1 1 comblocked (ComBal Winning Even)
schema_voice vass1 1 comblocked (ComBal Winning Even)
// +not losing +w/co
schema sg1bkdw
archetype AI_COMBAT
sg1bkdw1
schema_voice guard1 1 comblocked (ComBal Winning Even) (NearbyFriends 0 20)
schema_voice vass1 1 comblocked (ComBal Winning Even) (NearbyFriends 0 20)
//DETECTED PLAYER TRYING TO BLOCK +not losing
schema sg1det
archetype AI_COMBAT
sg1det_1 sg1det_2 sg1det_3
schema_voice guard1 1 comdetblock(ComBal Winning Even)
schema_voice vass1 1 comdetblock(ComBal Winning Even)
// +not losing +w/co
schema sg1detw
archetype AI_COMBAT
sg1detw1
schema_voice guard1 2 comdetblock (ComBal Winning Even) (NearbyFriends 0 20)
schema_voice vass1 2 comdetblock (ComBal Winning Even) (NearbyFriends 0 20)
//AMBUSHED -HIT BY UNSEEN PLAYER
schema sg1amb
archetype AI_MAJOR
sg1amb_1 sg1amb_2 sg1amb_3 sg1amb_4
schema_voice guard1 1 comhitamb
schema_voice vass1 1 comhitamb
// +w/co
schema sg1ambw
archetype AI_COMBAT
sg1ambw1 sg1ambw2 sg1ambw3
schema_voice guard1 2 comhitamb (NearbyFriends 0 20)
schema_voice vass1 2 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema sg1diec
archetype AI_COMBAT
sg1diec1 sg1diec2 sg1diec3
schema_voice guard1 1 comdieloud
schema_voice vass1 1 comdieloud
//DEATH (or knocked out) BY AMBUSH -MORE MUFFLED
schema sg1diea
archetype AI_MINOR
volume -500
sg1diea1 sg1diea2 sg1diea3
schema_voice guard1 1 comdiesoft
schema_voice vass1 1 comdiesoft
//////////////////////////
//MISSION SPECIFIC STUFF//
//////////////////////////
//MISSION 2
schema sg1m0203
archetype AI_NONE
sg1c3001
schema_voice guard1 1 SG_M0203
//MISSION 5
//ASSASSIN 1 AFTER 'GARRETT' DIES
schema as1m0501
archetype AI_NONE
sg1m0500
//AFTER FINDING RAMIREZ DEAD
schema sg1m0501
archetype AI_MORE_MAJOR
sg1m0506
schema_voice vass1 1 sg_m0502
schema_voice guard1 1 sg_m0502
//ASSASSIN TO ALERT 1
schema as1a1
archetype AI_MINOR
sg1m0503 sg1m0504 sg1m0508
schema_voice vass1 1 tolevelone
//ASSASSIN TO ALERT 2
schema as1a2
archetype AI_MAJOR
sg1m0505 sg1m0510 sg1m0509
schema_voice vass1 1 toleveltwo
schema_voice vass1 1 tolevelthree
//ASSASSIN TO ALERT 3
schema as1a3
archetype AI_MORE_MAJOR
sg1m0507 sg1m0501
schema_voice vass1 1 spotplayer=
//REACT TELL FRIEND BY REVELATION +w/co
schema as1telr
archetype AI_COMBAT
sg1telc3
schema_voice vass1 3 spotplayer (NearbyFriends 0 20)
//REACT TELL FRIEND BY CONFIRMATION +w/co
schema as1telc
archetype AI_COMBAT
sg1telc3
schema_voice vass1 3 spotplayer (NearbyFriends 0 20) (Reacquire True)
//BACK TO ALERT 0
schema as1bak
archetype AI_NONE
sg1bak_1 sg1bak_6 sg1bak_8
schema_voice vass1 1 backtozero

713
schema/SG2.SCH Normal file
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@ -0,0 +1,713 @@
//GUARD 2 BROADCASTS -Geoff Stewart
/////////////
//AI SPEECH//
/////////////
//SLEEPING
schema sg2a0sn
archetype AI_NONE
volume -500
mono_loop 2000 3000
sg2a0sn1 sg2a0sn2 sg2a0sn3 sg2a0sn4
schema_voice guard2 1 sleeping
//AT ALERT 0 -WHISTLING, HUMMING & THROAT CLEARING
schema sg2a0
archetype AI_NONE
volume -500
mono_loop 7500 15000
sg2a0hu1 sg2a0hu2 sg2a0hu3 sg2a0wh1 sg2a0wh2 sg2a0wh3 sg2a0th1 sg2a0th2 sg2a0th3 sg2a0th4
schema_voice guard2 2 atlevelzero
// -COUGHING & SIGHING
schema sg2a0co
archetype AI_NONE
volume -500
mono_loop 7500 15000
sg2a0co1 sg2a0co2 sg2a0co3 sg2a0tc1 sg2a0tc2 sg2a0tc3
schema_voice guard2 2 atlevelzero
// -MUTTERING -All except THIEVE's (less freq)
schema sg2a0ch
archetype AI_NONE
volume -500
mono_loop 7500 15000
sg2a0mu1 sg2a0mu2 sg2a0mu3 sg2a0cn1 sg2a0cn2 sg2a0cn3
schema_voice guard2 1 atlevelzero (Mission 1 14)
schema_voice guard2 1 atlevelzero (Mission 16 17)
//TO ALERT 1
schema sg2a1
archetype AI_NONE
sg2a1__1 sg2a1__2 sg2a1__3 sg2a1__4 sg2a1__5 sg2a1__6
schema_voice guard2 1 tolevelone
// +sighted
schema sg2a1v
archetype AI_NONE
sg2a1v_1 sg2a1v_2
schema_voice guard2 1 tolevelone (Sense Sight)
// +heard
schema sg2a1h
archetype AI_NONE
sg2a1h_1 sg2a1h_2 sg2a1h_3
schema_voice guard2 2 tolevelone (Sense Sound)
// +w/co
schema sg2a1_w
archetype AI_MINOR
sg2a1_w1 sg2a1_w2
schema_voice guard2 2 tolevelone (NearbyFriends 0 20)
// +sighted +w/co
schema sg2a1vw
archetype AI_MINOR
sg2a1vw1 sg2a1vw2 sg2a1vw3 sg2a1vw4
schema_voice guard2 5 tolevelone (Sense Sight) (NearbyFriends 0 20)
// +heard +w/co
schema sg2a1hw
archetype AI_MINOR
sg2a1hw1 sg2a1hw2 sg2a1hw3 sg2a1hw4
schema_voice guard2 5 tolevelone (Sense Sound) (NearbyFriends 0 20)
//AT ALERT 1, 2 & 3
schema sg2at1
archetype AI_NONE
delay 5000
volume -500
mono_loop 5000 20000
Sg2a0tc1 sg2a0tc2 sg2a0tc3
schema_voice guard2 1 atlevelone
schema_voice guard2 1 atleveltwo
schema_voice guard2 1 atlevelthree
//BACK TO ALERT 0
schema sg2bak
archetype AI_NONE
sg2bak_1 sg2bak_2 sg2bak_3 sg2bak_4 sg2bak_5 sg2bak_6 sg2bak_7 sg2bak_8
schema_voice guard2 1 backtozero
//TO ALERT 2
schema sg2a2
archetype AI_MINOR
sg2a2__1 sg2a2__2 sg2a2__3 sg2a2__4 sg2a2__5
schema_voice guard2 1 toleveltwo
// +sighted
schema sg2a2v
archetype AI_MINOR
sg2a2v_1
schema_voice guard2 1 toleveltwo (Sense Sight)
// +heard
schema sg2a2h
archetype AI_MINOR
sg2a2h_1 sg2a2h_2 sg2a2h_3
schema_voice guard2 2 toleveltwo (Sense Sound)
//AT ALERT 2 +Investigating
schema sg2at2se
archetype AI_MINOR
delay 4500
mono_loop 10000 20000
no_repeat
sg2a2se1 sg2a2se2 sg2a2se3 sg2a2se4 sg2a3se2 sg2a3se3 sg2a3se4
schema_voice guard2 99 atleveltwo (Investigate True)
//TO ALERT 3
schema sg2a3
archetype AI_MAJOR
Sg2a3s_2
schema_voice guard2 1 tolevelthree
//SPOTTED THE PLAYER
schema sg2a3s
archetype AI_MORE_MAJOR
sg2a3s_1 sg2a3s_2 sg2a3s_3 sg2a3s_4
schema_voice guard2 1 spotplayer
//(more s.p.)
schema sg2a3na
archetype AI_MORE_MAJOR
sg2a3na1 sg2a3na2 sg2a3na3 sg2a3na4 sg2a3na5 sg2a3na6
schema_voice guard2 1 spotplayer
// +carrying a body
schema sg2a3b
archetype AI_MORE_MAJOR
sg2a3b_1
schema_voice guard2 9 spotplayer (CarryBody True)
// +w/co -All except THIEVE's
schema sg2telr
archetype AI_COMBAT
sg2telr1 sg2telr2 sg2telr3 sg2telr4
schema_voice guard2 3 spotplayer (NearbyFriends 0 20) (Mission 1 14)
schema_voice guard2 3 spotplayer (NearbyFriends 0 20) (Mission 16 17)
// +w/co -THIEVE's ONLY
schema sg2telr_m15
archetype AI_COMBAT
sg2telr1 sg2telr2 sg2telr4
schema_voice guard2 3 spotplayer (NearbyFriends 0 20) (Mission 15 15)
//LOST CONTACT W/PLAYER
schema sg2los
archetype AI_NONE
sg2los_1 sg2los_2 sg2los_3 sg2los_4
schema_voice guard2 1 lostcontact
//AT ALERT 3 +Investigating -All except THIEVES
schema sg2at3
delay 4500
mono_loop 10000 20000
no_repeat
archetype AI_MAJOR
sg2a2se1 sg2a2se2 sg2a2se3 sg2a2se4 sg2a3se1 sg2a3se2 sg2a3se3 sg2a3se4
schema_voice guard2 99 atlevelthree (Investigate True) (Mission 1 14)
schema_voice guard2 99 atlevelthree (Investigate True) (Mission 16 17)
// +Investigating -THIEVE's ONLY
schema sg2at3_m15
delay 4500
mono_loop 15000 25000
no_repeat
archetype AI_MAJOR
sg2a2se2 sg2a2se3 sg2a2se4 sg2a3se2 sg2a3se3 sg2a3se4
schema_voice guard2 99 atlevelthree (Investigate True) (Mission 15 15)
//RE-SPOTTED THE PLAYER +w/co -All except THIEVE's
schema sg2telc
archetype AI_COMBAT
sg2telc1 sg2telc2 sg2telc3 sg2telc4 sg2telc5 sg2telc6
schema_voice guard2 5 spotplayer (NearbyFriends 0 20) (Reacquire True) (Mission 1 14)
schema_voice guard2 5 spotplayer (NearbyFriends 0 20) (Reacquire True) (Mission 16 17)
// +w/co -THIEVE's ONLY
schema sg2telc_m15
archetype AI_COMBAT
sg2telc1 sg2telc2 sg2telc3 sg2telc5
schema_voice guard2 5 spotplayer (NearbyFriends 0 20) (Reacquire True) (Mission 15 15)
//REACT 1ST WARNING
schema sg2warn1
archetype AI_NONE
sg2wrn11
schema_voice guard2 1 reactwarn
//REACT 2ND WARNING
schema sg2warn2
archetype AI_MINOR
sg2wrn21
schema_voice guard2 1 reactwarn2
//REACT ATTACK AFTER FINAL WARNING
schema sg2warnf
archetype AI_MAJOR
sg2wrnf1
schema_voice guard2 9 reactcharge (Reiterate 9 9)
//REACT CHARGE +alone
schema sg2chga
archetype AI_MORE_MAJOR
sg2chga1 sg2chga2 sg2chgw2
schema_voice guard2 1 reactcharge
schema_voice vass2 1 reactcharge
// +w/co -All except THIEVE's
schema sg2chgw
archetype AI_COMBAT
sg2chgw1 sg2chgw2 sg2chgw3 sg2chgw4
schema_voice guard2 2 reactcharge (NearbyFriends 0 20) (Mission 1 14)
schema_voice guard2 2 reactcharge (NearbyFriends 0 20) (Mission 16 17)
schema_voice vass2 2 reactcharge (NearbyFriends 0 20)
// +w/co -THIEVE's ONLY
schema sg2chgw_m15
archetype AI_COMBAT
sg2chgw2 sg2chgw3 sg2chgw4
schema_voice guard2 2 reactcharge (NearbyFriends 0 20) (Mission 15 15)
//REACT GET READY TO FIRE YOUR BOW
schema sg2bow
archetype AI_MORE_MAJOR
no_repeat
sg2atb_1 sg2atb_2 sg2atb_3 Sg2atn_1 Sg2atw_2
schema_voice guard2 1 reactshoot
//REACT RUN AWAY -All except THIEVE's
schema sg2runa
archetype AI_MAJOR
sg2runa1 sg2runa2 sg2runa3 sg2runa4
schema_voice guard2 1 reactrun (Mission 1 14)
schema_voice guard2 1 reactrun (Mission 16 17)
// -THIEVE's ONLY
schema sg2runa_m15
archetype AI_MAJOR
sg2runa1 sg2runa2 sg2runa3
schema_voice guard2 1 reactrun (Mission 15 15)
//REACT SOUND THE ALARMS
schema sg2alma
archetype AI_MORE_MAJOR
sg2alma1 sg2alma2 sg2alma3
schema_voice guard2 1 reactalarm
// +w/co
schema sg2almw
archetype AI_COMBAT
sg2almw1 sg2almw2
schema_voice guard2 3 reactalarm (NearbyFriends 0 20)
//FRUSTRATION
schema sg2frust
archetype AI_MAJOR
Sg2bkd_1 Sg2det_2 sg2runa3 Sg2a3s_3 Sg2a3se3
schema_voice guard2 1 outofreach
//FOUND BODY
schema sg2bod
archetype AI_MORE_MAJOR
sg2bod_1 sg2bod_2 sg2bod_3
schema_voice guard2 1 foundbody
//FOUND SOMETHING MISSING -All except THIEVE's
schema sg2mis
archetype AI_MAJOR
sg2mis_1 sg2mis_3
schema_voice guard2 2 foundmissing (Mission 1 14)
schema_voice guard2 2 foundmissing (Mission 16 17)
// -BAFFORD ONLY
schema sg2mis_miss2
archetype AI_MAJOR
sg2mis_2
schema_voice guard2 1 foundmissing (Mission 2 2)
// -SWORD ONLY
schema sg2mis_m06
archetype AI_MAJOR
sg2mis_4
schema_voice guard2 1 foundmissing (Mission 6 6)
// -THIEVE's ONLY
schema sg2mis_m15
archetype AI_MAJOR
sg2mis_3
schema_voice guard2 1 foundmissing (Mission 15 15)
//NOTICED A TORCH BEING DOUSED
schema sg2torch
archetype AI_MINOR
delay 1000
sg2a1__4 sg2a1__5 sg2a1__6
schema_voice guard2 1 noticetorch
schema_voice vass2 1 noticetorch
//FOUND A SMALL ANOMALY
schema sg2sma
archetype AI_MINOR
sg2sma_1 sg2sma_2 sg2sma_3 sg2sma_4
schema_voice guard2 1 foundsmall
//FOUND A LARGE ANOMALY
schema sg2lar
archetype AI_MAJOR
sg2lar_1 sg2lar_2 sg2lar_3
schema_voice guard2 1 foundlarge
//FOUND A SECURITY BREACH -All except THIEVE's
schema sg2sec
archetype AI_MORE_MAJOR
sg2sec_1 sg2sec_2 sg2sec_3 sg2sec_4
schema_voice guard2 1 foundbreach (Mission 1 14)
schema_voice guard2 1 foundbreach (Mission 16 17)
// -THIEVE's ONLY
schema sg2sec_m15
archetype AI_MORE_MAJOR
sg2sec_1 sg2sec_2 sg2sec_3
schema_voice guard2 1 foundbreach (Mission 15 15)
//RECENTLY SAW THE PLAYER +w/co -All except THIEVE's
schema sg2rint
archetype AI_INFORM
sg2rint1 sg2rint2 sg2rint3
schema_voice guard2 1 recentintruder (Mission 1 14)
schema_voice guard2 1 recentintruder (Mission 16 17)
// -THIEVE's ONLY
schema sg2rint_m15
archetype AI_INFORM
sg2rint1 sg2rint2
schema_voice guard2 1 recentintruder (Mission 15 15)
//RECENTLY FOUND BODY +w/co
schema sg2rbod
archetype AI_INFORM
sg2rbod1 sg2rbod2 sg2rbod3
schema_voice guard2 1 recentbody
//RECENTLY FOUND SOMETHING MISSING +w/co -All except THIEVE's
schema sg2rmis
archetype AI_INFORM
sg2rmis1 sg2rmis2 sg2rmis4
schema_voice guard2 1 recentmissing (mission 1 14)
schema_voice guard2 1 recentmissing (mission 16 17)
// +w/co -BAFF ONLY
schema sg2rmis_miss2
archetype AI_INFORM
sg2rmis3
schema_voice guard2 1 recentmissing (Mission 2 2)
// +w/co -THIEVE's ONLY
schema sg2rmis_m15
archetype AI_INFORM
sg2rmis1
schema_voice guard2 1 recentmissing (Mission 15 15)
//RECENTLY FOUND MISC ANAMOLY +w/co -All except THIEVE's
schema sg2roth
archetype AI_INFORM
sg2roth1 sg2roth2 sg2roth3 sg2roth4 sg2roth5
schema_voice guard2 1 recentother (Mission 1 14)
schema_voice guard2 1 recentother (Mission 16 17)
// +w/co -THIEVE's ONLY
schema sg2roth_m15
archetype AI_INFORM
sg2roth1 sg2roth2 sg2roth3 sg2roth4
schema_voice guard2 1 recentother (Mission 15 15)
//COMBAT
//ATTACKING +not losing
schema sg2atn
archetype AI_COMBAT
sg2atn_1 sg2atn_2 sg2atn_3 sg2atn_4 sg2atn_5 sg2atn_6
schema_voice guard2 1 comattack (ComBal Winning Even)
schema_voice vass2 1 comattack (ComBal Winning Even)
// +winning
schema sg2atw
archetype AI_COMBAT
sg2atw_1 sg2atw_2
schema_voice guard2 3 comattack (ComBal Winning)
// +winning +w/co
schema sg2atww
archetype AI_COMBAT
sg2atww1
schema_voice guard2 3 comattack (ComBal Winning) (NearbyFriends 0 20)
// +losing
schema sg2atl
archetype AI_COMBAT
sg2atl_1 sg2atl_2 sg2atl_3
schema_voice guard2 5 comattack (ComBal Losing)
schema_voice drunk1 1 comattack
schema_voice vass2 5 comattack (ComBal Losing)
//SUCCESSFULLY HIT THE PLAYER +not losing
schema sg2hit
archetype AI_COMBAT
sg2hit_1 sg2hit_2 sg2hit_3 sg2hit_4
schema_voice guard2 1 comsucchit (ComBal Winning Even)
// +not losing +w/co
schema sg2hitw
archetype AI_COMBAT
sg2hitw1 sg2hitw2
schema_voice guard2 2 comsucchit (ComBal Winning Even) (NearbyFriends 0 20)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing
schema sg2blk
archetype AI_COMBAT
sg2blk_1 sg2blk_2 sg2blk_3
schema_voice guard2 1 comsuccblock (ComBal Winning Even)
// +not losing +w/co
schema sg2blkw
archetype AI_COMBAT
sg2blkw1
schema_voice guard2 2 comsuccblock (ComBal Winning Even) (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI HIT PTS
schema sg2hhi
archetype AI_MAJOR
sg2hhi_1 sg2hhi_2 sg2hhi_3
schema_voice guard2 1 comhithigh
schema_voice drunk1 1 comhithigh
schema_voice vass2 1 comhithigh
//HIT BY THE PLAYER W/LO PTS
schema sg2hlo
archetype AI_MORE_MAJOR
sg2hlo_1 sg2hlo_2 sg2hlo_3 sg2hlo_4
schema_voice guard2 1 comhitlow
schema_voice drunk1 1 comhitlow
schema_voice vass2 1 comhitlow
// +w/co
schema sg2hlow
archetype AI_COMBAT
sg2hlow1
schema_voice guard2 2 comhitlow (NearbyFriends 0 20)
schema_voice vass2 2 comhitlow (NearbyFriends 0 20)
//HIT BY THE PLAYER NO DAMAGE
schema sg2hnd
archetype AI_MAJOR
sg2hnd_1 sg2hnd_2 sg2hnd_3
schema_voice guard2 1 comhitnodam
//BLOCKED BY THE PLAYER +not losing
schema sg2bkd
archetype AI_COMBAT
sg2bkd_1 sg2bkd_2 sg2bkd_3
schema_voice guard2 1 comblocked (ComBal Winning Even)
// +not losing +w/co
schema sg2bkdw
archetype AI_COMBAT
sg2bkdw1
schema_voice guard2 5 comblocked (ComBal Winning Even) (NearbyFriends 0 20)
//DETECTED PLAYER TRYING TO BLOCK +not losing
schema sg2det
archetype AI_COMBAT
sg2det_1 sg2det_2 sg2det_3
schema_voice guard2 1 comdetblock (ComBal Winning Even)
// +not losing +w/co
schema sg2detw
archetype AI_COMBAT
sg2detw1
schema_voice guard2 5 comdetblock (ComBal Winning Even) (NearbyFriends 0 20)
//AMBUSHED -HIT BY UNSEEN PLAYER
schema sg2amb
archetype AI_MAJOR
sg2amb_1 sg2amb_2 sg2amb_3 sg2amb_4
schema_voice guard2 1 comhitamb
schema_voice vass2 1 comhitamb
// +w/co
schema sg2ambw
archetype AI_COMBAT
sg2ambw1 sg2ambw2 sg2ambw3
schema_voice guard2 5 comhitamb (NearbyFriends 0 20)
schema_voice vass2 5 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema sg2diec
archetype AI_COMBAT
sg2diec1 sg2diec2 sg2diec3
schema_voice guard2 1 comdieloud
schema_voice drunk1 1 comdieloud
schema_voice vass2 1 comdieloud
//DEATH (or knocked out)BY AMBUSH -MORE MUFFLED
schema sg2diea
archetype AI_MINOR
volume -500
sg2diea1 sg2diea2 sg2diea3
schema_voice guard2 1 comdiesoft
schema_voice drunk1 1 comdiesoft
schema_voice vass2 1 comdieloud
///////////////////////////////////
/DRUNKEN GUARD AT ALERT 0
schema dr2a0
archetype AI_NONE
volume -500
mono_loop 1000 5000
sg2a0dr1 freq 2
sg2a0dr2 freq 2
sg2a0dr3 freq 2
sg2a0dr4 freq 1
sg2a0dr5 freq 1
sg2a0dr6 freq 1
sg2a0dr7 freq 1
schema_voice drunk1 1 atlevelzero
schema_voice drunk1 1 backtozero
//DRUNKEN GUARD TO ALERT 1
schema dr2a1
archetype AI_NONE
volume -500
sg2a1dr1
schema_voice drunk1 1 tolevelone
schema_voice drunk1 1 noticetorch
//DRUNKEN GUARD TO ALERT 2
schema dr2a2
archetype AI_NONE
volume -500
sg2a2dr1
schema_voice drunk1 1 toleveltwo
schema_voice drunk1 1 tolevelthree
schema_voice drunk1 1 comhitamb
schema_voice drunk1 1 noticetorch
//DRUNKEN GUARD TO ALERT 3
schema dr2a3
archetype AI_MINOR
volume -500
sg2a3dr1
schema_voice drunk1 1 spotplayer
//DRUNKEN GUARD AT ALERT 1
schema dr2at1
archetype AI_NONE
mono_loop 4000 10000
volume -500
sg2a0dr4 sg2a0dr5 sg2a0dr6 sg2a0dr7
schema_voice drunk1 1 atlevelone
//DRUNKEN GUARD AT ALERT 2-3
schema dr2at2
archetype AI_NONE
mono_loop 4000 10000
volume -500
sg2a0dr4 freq 2
sg2a0dr5 freq 2
sg2a0dr6 freq 2
sg2a0dr7 freq 2
sg2a2dr2 freq 1
schema_voice drunk1 1 atleveltwo
schema_voice drunk1 1 atlevelthree
//DRUNKEN GUARD LOST CONTACT
schema dr2lost
archetype AI_NONE
volume -500
sg2a2dr2
schema_voice drunk1 1 lostcontact
schema_voice drunk1 1 tolevelthree
//////////////////////////
//MISSION SPECIFIC STUFF//
//////////////////////////
//MISSION 2
schema sg2m0201
archetype AI_NONE
sg2m0201
schema_voice guard2 1 SG_m0201
schema sg2m0202
archetype AI_NONE
sg2m0202
schema_voice guard2 1 SG_m0202
schema sg2m0203
archetype AI_NONE
sg2c3301
schema_voice guard2 1 SG_M0203
schema sg2m02d1
archetype AI_NONE
sg2m02d1
schema_voice drunk1 1 drunka3
//MISSION 5
//SEEING GARRETT EXIT THE BUILDING
schema sg2m0501
archetype AI_MORE_MAJOR
sg2m0502 sg2m0501
schema_voice vass2 1 sg_m0502
schema_voice guard2 1 sg_m0502
//ASSASSIN TO ALERT 1
schema as2a1
archetype AI_NONE
sg2m0503 sg2m0507 sg2m0508
schema_voice vass2 1 tolevelone
//ASSASSIN TO ALERT 2
schema as1a2
archetype AI_MINOR
sg2m0505 sg2m0509 sg2m0510 sg2m0504
schema_voice vass2 1 toleveltwo
schema_voice vass2 1 tolevelthree
//ASSASSIN TO ALERT 3
schema as2a3
archetype AI_MAJOR
sg2m0506
schema_voice vass2 1 spotplayer
//ASSASSIN REACT TELL FRIEND BY REVELATION +w/co
schema as2telr
archetype AI_COMBAT
sg2telr1
schema_voice vass2 3 spotplayer (NearbyFriends 0 20)
//ASSASSIN REACT TELL FRIEND BY CONFIRMATION +w/co
schema as2telc
archetype AI_COMBAT
sg2telc1 sg2telc3 sg2telc5
schema_voice vass2 5 spotplayer (NearbyFriends 0 20) (Reacquire True)
//ASSASSIN BACK TO ALERT 0
schema as2bak
archetype AI_NONE
sg2bak_3 sg2bak_5 sg2bak_8
schema_voice vass2 1 backtozero

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schema/SG3.SCH Normal file
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@ -0,0 +1,604 @@
//GUARD 3 BROADSCASTS -Stephen Russell
/////////////
//AI SPEECH//
/////////////
//SLEEPING
schema sg3a0sn
archetype AI_NONE
volume -500
mono_loop 2000 3000
sg3a0sn1 sg3a0sn2 sg3a0sn3
schema_voice guard3 1 sleeping
//AT ALERT 0
schema sg3a0
archetype AI_NONE
volume -500
mono_loop 7500 15000
sg3a0co1 sg3a0co2 sg3a0co3 sg3a0hu1 sg3a0hu2 sg3a0hu3 sg3a0th1 sg3a0th2 sg3a0th3 sg3a0th4 sg3a0wh1 sg3a0wh2 sg3a0wh3
schema_voice guard3 3 atlevelzero
// -Less freq
schema sg3a0ch
archetype AI_NONE
volume -500
delay 5000
mono_loop 7500 15000
sg3a0mu1 sg3a0mu2 sg3a0mu3 sg3a0tc1 sg3a0tc2 sg3a0tc3
schema_voice guard3 1 atlevelzero
// -SPARRING PARTNER ONLY
schema sg3a0wh
archetype AI_NONE
volume -500
mono_loop 1000 4000
sg3a0wh1 sg3a0wh2 sg3a0wh3
schema_voice vspar 1 atlevelzero
//TO ALERT 1, 2, 3, etc. -SPARRING PARTNER ONLY
schema sg3a0sp
archetype AI_NONE
volume -500
sg3a0wh3
schema_voice vspar 1 spotplayer
schema_voice vspar 1 tolevelone
schema_voice vspar 1 toleveltwo
schema_voice vspar 1 lostcontact
schema_voice vspar 1 backtozero
//TO ALERT 1
schema sg3a1
archetype AI_NONE
sg3a1__1 sg3a1__2 sg3a1__3 sg3a1__4 sg3a1__4 sg3a1__5
schema_voice guard3 1 tolevelone
// +sighted
schema sg3a1v
archetype AI_NONE
sg3a1v_1
schema_voice guard3 1 tolevelone (Sense Sight)
// +heard
schema sg3a1h
archetype AI_NONE
sg3a1h_1 sg3a1h_2
schema_voice guard3 2 tolevelone (Sense Sound)
// +w/co
schema sg3a1_w
archetype AI_MINOR
sg3a1_w1 sg3a1_w2
schema_voice guard3 3 tolevelone (NearbyFriends 0 20)
// +sighted +w/co
schema sg3a1vw
archetype AI_MINOR
sg3a1vw1 sg3a1vw2 sg3a1vw3 sg3a1vw4
schema_voice guard3 5 tolevelone (Sense Sight) (NearbyFriends 0 20)
// +heard +w/co
schema sg3a1hw
archetype AI_MINOR
sg3a1hw1 sg3a1hw2 sg3a1hw3 sg3a1hw4
schema_voice guard3 9 tolevelone (Sense Sound) (NearbyFriends 0 20)
//AT ALERT 1, 2, 3
schema sg3at1
archetype AI_NONE
volume -500
delay 5000
mono_loop 7500 25000
sg3a0tc1 sg3a0tc2 sg3a0tc3
schema_voice guard3 1 atlevelone
schema_voice guard3 1 atleveltwo
schema_voice guard3 1 atlevelthree
//BACK TO ALERT 0
schema sg3bak
archetype AI_NONE
sg3bak_1 sg3bak_2 sg3bak_3 sg3bak_4 sg3bak_5 sg3bak_6 sg3bak_7
schema_voice guard3 1 backtozero
//TO ALERT 2
schema sg3a2
archetype AI_MINOR
sg3a2__1 sg3a2__2 sg3a2__3 sg3a2__4 sg3a2__5
schema_voice guard3 1 toleveltwo
// +sighted
schema sg3a2v
archetype AI_MINOR
sg3a2v_1
schema_voice guard3 2 toleveltwo (Sense Sight)
// +heard
schema sg3a2h
archetype AI_MINOR
sg3a2h_1 sg3a2h_2
schema_voice guard3 5 toleveltwo (Sense Sound)
//AT ALERT 2 + Investigating, Also AT ALERT 3 THIEVE's ONLY
schema sg3at2
archetype AI_MINOR
delay 6000
mono_loop 10000 20000
no_repeat
sg3a2se1 sg3a2se2 sg3a2se3 sg3a2se4 sg3a3se1 sg3a3se2 sg3a3se4
schema_voice guard3 99 atleveltwo (Investigate True)
schema_voice guard3 99 atlevelthree (Investigate True) (Mission 15 15)
//TO ALERT 3
schema sg3a3
archetype AI_MAJOR
Sg3a3s_1 Sg3a3s_3
schema_voice guard3 1 tolevelthree
//SPOTTED THE PLAYER -All except THIEVE's
schema sg3a3s
archetype AI_MORE_MAJOR
sg3a3s_1 sg3a3s_2 sg3a3s_3 sg3a3s_4
schema_voice guard3 1 spotplayer (Mission 1 14)
schema_voice guard3 1 spotplayer (Mission 16 17)
// -THIEVE's ONLY
schema sg3a3s_m15
archetype AI_MORE_MAJOR
sg3a3s_1 sg3a3s_2 sg3a3s_3
schema_voice guard3 1 spotplayer (mission 15 15)
// -more spotted the player
schema sg3a3na
archetype AI_MORE_MAJOR
sg3a3na1 sg3a3na2 sg3a3na3 sg3a3na4
schema_voice guard3 1 spotplayer (Mission 1 14)
schema_voice guard3 1 spotplayer (Mission 16 17)
// -THIEVE's ONLY
schema sg3a3na_m15
archetype AI_MORE_MAJOR
sg3a3na1 sg3a3na2 sg3a3na4
schema_voice guard3 1 spotplayer (mission 15 15)
// +carrying a body
schema sg3a3b
archetype AI_MORE_MAJOR
sg3a3b_1
schema_voice guard3 9 spotplayer (CarryBody True)
// +w/co -All except THIEVE's
schema sg3telr
archetype AI_COMBAT
sg3telr1 sg3telr2 sg3telr3 sg3telr4
schema_voice guard3 3 spotplayer (NearbyFriends 0 20) (Mission 1 14)
schema_voice guard3 3 spotplayer (NearbyFriends 0 20) (Mission 16 17)
// +w/co -THIEVE's ONLY
schema sg3telr_m15
archetype AI_COMBAT
sg3telr1 sg3telr2
schema_voice guard3 3 spotplayer (NearbyFriends 0 20) (Mission 15)
//LOST CONTACT W/PLAYER -All except THIEVE's
schema sg3los
archetype AI_NONE
sg3los_1 sg3los_2 sg3los_3 sg3los_4
schema_voice guard3 1 lostcontact (Mission 1 14)
schema_voice guard3 1 lostcontact (Mission 16 17)
// -THIEVE's ONLY
schema sg3los_m15
archetype AI_NONE
sg3los_1 sg3los_2 sg3los_3
schema_voice guard3 1 lostcontact (mission 15 15)
//AT ALERT 3 +Investigating
schema sg3at3
archetype AI_MAJOR
delay 6000
mono_loop 10000 20000
no_repeat
sg3a2se1 sg3a2se2 sg3a2se3 sg3a2se4 sg3a3se1 sg3a3se2 sg3a3se3 sg3a3se4
schema_voice guard3 99 atlevelthree (Investigate True) (Mission 1 14)
schema_voice guard3 99 atlevelthree (Investigate True) (Mission 16 17)
//RE-SPOTTED THE PLAYER AFTER A SEARCH
schema sg3telc
archetype AI_COMBAT
sg3telc1 sg3telc2 sg3telc3 sg3telc4 sg3telc5
schema_voice guard3 5 spotplayer (NearbyFriends 0 20) (Reacquire true)
//REACT 1ST WARNING
schema sg3warn1
archetype AI_NONE
sg3wrn11
schema_voice guard3 1 reactwarn
//REACT 2ND WARNING
schema sg3warn2
archetype AI_MINOR
sg3wrn21
schema_voice guard3 1 reactwarn2
//REACT ATTACK AFTER FINAL WARNING
schema sg3warnf
archetype AI_MORE_MAJOR
sg3wrnf1
schema_voice guard3 9 reactcharge (Reiterate 9 9)
//REACT CHARGE +alone
schema sg3chga
archetype AI_MORE_MAJOR
sg3chga1 sg3chga2
schema_voice guard3 1 reactcharge
//REACT CHARGE +w/co
schema sg3chgw
archetype AI_MORE_MAJOR
sg3chgw1 sg3chgw2 sg3chgw3
schema_voice guard3 9 reactcharge (NearbyFriends 0 20)
//REACT TAUNT WHILE FIRING THE BOW
schema sg3bow
archetype AI_MORE_MAJOR
no_repeat
Sg3atb_1 Sg3atb_2 Sg3atb_3 Sg3atw_1 Sg3atw_2 Sg3chga1
schema_voice guard3 1 reactshoot
//REACT RUN AWAY
schema sg3runa
archetype AI_MAJOR
sg3runa1 sg3runa2 sg3runa3 sg3runa4
schema_voice guard3 1 reactrun
//REACT SOUND THE ALARMS
schema sg3alma
archetype AI_MORE_MAJOR
sg3alma1 sg3alma2 sg3alma3
schema_voice guard3 1 reactalarm
// +w/co
schema sg3almw
archetype AI_COMBAT
sg3almw1 sg3almw2
schema_voice guard3 5 reactalarm (NearbyFriends 0 20)
//FRUSTRATION
schema sg3frust
archetype AI_MAJOR
Sg3a3se4 Sg3amb_2 Sg3amb_3 Sg3bkd_2 Sg3det_2 Sg3det_3
schema_voice guard3 1 outofreach
//FOUND BODY -All except THIEVE's
schema sg3bod
archetype AI_MORE_MAJOR
sg3bod_1 sg3bod_2
schema_voice guard3 1 foundbody (Mission 1 14)
schema_voice guard3 1 foundbody (Mission 16 17)
// -THIEVE's ONLY
schema sg3bod_m15
archetype AI_MORE_MAJOR
sg3bod_1
schema_voice guard3 1 foundbody (Mission 15 15)
//FOUND SOMETHING MISSING -All except THIEVE's
schema sg3mis
archetype AI_MAJOR
sg3mis_1 sg3mis_3
schema_voice guard3 1 foundmissing (Mission 1 14)
schema_voice guard3 1 foundmissing (Mission 16 17)
// -BAFFORD ONLY
schema sg3mis_miss2
archetype AI_MAJOR
sg3mis_2
schema_voice guard3 1 foundmissing (Mission 2 2)
// -THIEVE's ONLY
schema sg3mis_m15
archetype AI_MAJOR
sg3mis_1
schema_voice guard3 1 foundmissing (Mission 15 15)
//NOTICED A TORCH BEING DOUSED
schema sg3torch
archetype AI_MINOR
delay 1000
sg3sma_2 Sg3a1__1 Sg3a1__2 Sg3a1__3 Sg3a1__4 Sg3a1__5
schema_voice guard3 1 noticetorch
//FOUND A SMALL ANOMALY
schema sg3sma
archetype AI_MINOR
sg3sma_1 sg3sma_2
schema_voice guard3 1 foundsmall
//FOUND A LARGE ANOMALY
schema sg3lar
archetype AI_MAJOR
sg3lar_1 sg3lar_2
schema_voice guard3 1 foundlarge
//FOUND A SECURITY BREACH -All except THIEVE's
schema sg3sec
archetype AI_MORE_MAJOR
sg3sec_1 sg3sec_2 sg3sec_3 sg3sec_4
schema_voice guard3 1 foundbreach (mission 1 14)
schema_voice guard3 1 foundbreach (mission 16 17)
// -THIEVE's ONLY
schema sg3sec_m15
archetype AI_MORE_MAJOR
sg3sec_1 sg3sec_3
schema_voice guard3 1 foundbreach (mission 15 15)
//RECENTLY SAW THE PLAYER +w/co -All except THIEVE's
schema sg3rint
archetype AI_INFORM
sg3rint1 sg3rint2 sg3rint3
schema_voice guard3 1 recentintruder (Mission 1 14)
schema_voice guard3 1 recentintruder (Mission 16 17)
// -THIEVE's ONLY
schema sg3rint_m15
archetype AI_INFORM
sg3rint1 sg3rint2
schema_voice guard3 1 recentintruder (Mission 15 15)
//RECENTLY FOUND BODY +w/co -All except THIEVE's
schema sg3rbod
archetype AI_INFORM
sg3rbod1 sg3rbod2 sg3rbod3
schema_voice guard3 1 recentbody (mission 1 14)
schema_voice guard3 1 recentbody (mission 16 17)
// -THIEVE's ONLY
schema sg3rbod_m15
archetype AI_INFORM
sg3rbod1 sg3rbod2
schema_voice guard3 1 recentbody
//RECENTLY FOUND SOMETHING MISSING +w/co -All except THIEVE's
schema sg3rmis
archetype AI_INFORM
sg3rmis1 sg3rmis2 sg3rmis3
schema_voice guard3 1 recentmissing (mission 1 14)
schema_voice guard3 1 recentmissing (mission 16 17)
// -SWORD ONLY
schema sg3rmis_m06
archetype AI_INFORM
sg3rmis3
schema_voice guard3 1 recentmissing (mission 6 6)
// -THIEVE's ONLY
schema sg3rmis_m15
archetype AI_INFORM
sg3rmis2
schema_voice guard3 1 recentmissing (mission 15 15)
//RECENTLY FOUND MISC ANAMOLY +w/co -All except THIEVE's
schema sg3roth
archetype AI_INFORM
sg3roth1 sg3roth2 sg3roth3 sg3roth4
schema_voice guard3 1 recentother (mission 1 14)
schema_voice guard3 1 recentother (mission 16 17)
// -THIEVE's ONLY
schema sg3roth_m15
archetype AI_INFORM
sg3roth1 sg3roth2 sg3roth3
schema_voice guard3 1 recentother (mission 15 15)
//COMBAT
//ATTACKING +not losing
schema sg3atn
archetype AI_COMBAT
sg3atn_1 freq 1
sg3atn_2 freq 1
sg3atn_3 freq 2
sg3atn_4 freq 2
sg3atn_5 freq 2
sg3atn_6 freq 2
schema_voice guard3 1 comattack (ComBal Winning Even)
schema_voice vspar 1 comattack (ComBal Winning Even)
// +winning
schema sg3atnw
archetype AI_COMBAT
sg3atw_1 sg3atw_2
schema_voice guard3 3 comattack (ComBal Winning)
schema_voice vspar 3 comattack (ComBal Winning)
// +winning +w/co
schema sg3atww
archetype AI_COMBAT
sg3atww1
schema_voice guard3 4 comattack (ComBal Winning) (NearbyFriends 0 20)
// +losing
schema sg3atl
archetype AI_COMBAT
sg3atl_1 sg3atl_2 sg3atl_3 sg3atl_4
schema_voice guard3 3 comattack (ComBal Losing)
schema_voice vspar 3 comattack (ComBal Losing)
//SUCCESSFULLY HIT THE PLAYER +not losing
schema sg3hit
archetype AI_COMBAT
sg3hit_1 sg3hit_2 sg3hit_3 sg3hit_4
schema_voice guard3 1 comsucchit (ComBal Winning Even)
schema_voice vspar 1 comsucchit (ComBal Winning Even)
// +not losing +w/co
schema sg3hitw
archetype AI_COMBAT
sg3hitw1 sg3hitw2
schema_voice guard3 5 comsucchit (ComBal Winning Even) (NearbyFriends 0 20)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing
schema sg3blk
archetype AI_COMBAT
sg3blk_1 sg3blk_2 sg3blk_3
schema_voice guard3 1 comsuccblock (ComBal Winning Even)
schema_voice vspar 1 comsuccblock (ComBal Winning Even)
// +not losing +w/co
schema sg3blkw
archetype AI_COMBAT
sg3blkw1
schema_voice guard3 5 comsuccblock (ComBal Winning Even) (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI HIT PTS
schema sg3hhi
archetype AI_MAJOR
sg3hhi_1 sg3hhi_2 sg3hhi_3
schema_voice guard3 1 comhithigh
schema_voice vspar 1 comhithigh
//HIT BY THE PLAYER W/LO PTS
schema sg3hlo
archetype AI_MORE_MAJOR
sg3hlo_1 sg3hlo_2 sg3hlo_3
schema_voice guard3 1 comhitlow
schema_voice vspar 1 comhitlow
// +w/co
schema sg3hlow
archetype AI_COMBAT
sg3hlow1 sg3ambw3 sg3hlo_2 sg3hlo_3
schema_voice guard3 9 comhitlow (NearbyFriends 0 20)
//HIT BY THE PLAYER NO DAMAGE
schema sg3hnd
archetype AI_MAJOR
sg3hnd_1 sg3hnd_2 sg3hnd_3
schema_voice guard3 1 comhitnodam
schema_voice vspar 1 comhitnodam
//BLOCKED BY THE PLAYER +not losing
schema sg3bkd
archetype AI_COMBAT
sg3bkd_1 sg3bkd_2 sg3bkd_3
schema_voice guard3 1 comblocked (ComBal Winning Even)
schema_voice vspar 1 comblocked (ComBal Winning Even)
// +not losing +w/co
schema sg3bkdw
archetype AI_COMBAT
sg3bkdw1
schema_voice guard3 5 comblocked (ComBal Winning Even) (NearbyFriends 0 20)
//DETECTED PLAYER TRYING TO BLOCK +not losing
schema sg3det
archetype AI_COMBAT
sg3det_1 sg3det_2 sg3det_3
schema_voice guard3 1 comdetblock (ComBal Winning Even)
schema_voice vspar 1 comdetblock (ComBal Winning Even)
// +not losing +w/co
schema sg3detw
archetype AI_COMBAT
sg3detw1
schema_voice guard3 5 comdetblock (ComBal Winning Even) (NearbyFriends 0 20)
//AMBUSHED -HIT BY UNSEEN PLAYER
schema sg3amb
archetype AI_MAJOR
sg3amb_1 sg3amb_2 sg3amb_3 sg3amb_4
schema_voice guard3 1 comhitamb
// +w/co
schema sg3ambw
archetype AI_COMBAT
sg3ambw1 sg3ambw2 sg3ambw3
schema_voice guard3 2 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema sg3diec
archetype AI_COMBAT
sg3diec1 sg3diec2 sg3diec3
schema_voice guard3 1 comdieloud
//DEATH (or knocked out)BY AMBUSH -MORE MUFFLED
schema sg3diea
archetype AI_MINOR
volume -1000
sg3diea1 sg3diea2 sg3diea3
schema_voice guard3 1 comdiesoft
//MISSION 5
schema sg3m0203
archetype AI_NONE
sg3c3601
schema_voice guard3 1 SG_M0203
//SEEING GARRETT EXIT THE BLDG.
schema sg3m0501
archetype AI_COMBAT
Sg3telc3 Sg3runa3
schema_voice guard3 1 sg_m0502

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schema/SG_CONV.SCH Normal file
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@ -0,0 +1,836 @@
//GUARD CONVERSATIONS
//////////////////////////////////
//C01: "They don't make bears...//
//////////////////////////////////
schema sg3c0101
archetype SG_CONV
sg3c0101
schema_voice guard3 1 sg_c01 (LineNo 1 1)
schema sg2c0102
archetype SG_CONV
sg2c0102
schema_voice guard2 1 sg_c01 (LineNo 2 2)
schema sg3c0103
archetype SG_CONV
sg3c0103
schema_voice guard3 1 sg_c01 (LineNo 3 3)
schema sg2c0104
archetype SG_CONV
sg2c0104
schema_voice guard2 1 sg_c01 (LineNo 4 4)
schema sg3c0105
archetype SG_CONV
sg3c0105
schema_voice guard3 1 sg_c01 (LineNo 5 5)
schema sg2c0106
archetype SG_CONV
sg2c0106
schema_voice guard2 1 sg_c01 (LineNo 6 6)
schema sg3c0107
archetype SG_CONV
sg3c0107
schema_voice guard3 1 sg_c01 (LineNo 7 7)
schema sg2c0108
archetype SG_CONV
sg2c0108
schema_voice guard2 1 sg_c01 (LineNo 8 8)
schema sg3c0109
archetype SG_CONV
sg3c0109
schema_voice guard3 1 sg_c01 (LineNo 9 9)
schema sg2c0110
archetype SG_CONV
sg2c0110
schema_voice guard2 1 sg_c01 (LineNo 10 10)
schema sg3c0111
archetype SG_CONV
sg3c0111
schema_voice guard3 1 sg_c01 (LineNo 11 11)
////////////////////////////////////////////
//C07: "Nothing ever happens on this job."//
////////////////////////////////////////////
schema sg1c0701
archetype SG_CONV
sg1c0701
schema_voice guard1 1 sg_c07 (LineNo 1 1)
schema sg2c0702
archetype SG_CONV
sg2c0702
schema_voice guard2 1 sg_c07 (LineNo 2 2)
schema sg1c0703
archetype SG_CONV
sg1c0703
schema_voice guard1 1 sg_c07 (LineNo 3 3)
schema sg2c0704
archetype SG_CONV
sg2c0704
schema_voice guard2 1 sg_c07 (LineNo 4 4)
schema sg1c0705
archetype SG_CONV
sg1c0705
schema_voice guard1 1 sg_c07 (LineNo 5 5)
schema sg2c0706
archetype SG_CONV
sg2c0706
schema_voice guard2 1 sg_c07 (LineNo 6 6)
schema sg1c0707
archetype SG_CONV
sg1c0707
schema_voice guard1 1 sg_c07 (LineNo 7 7)
////////////////////////////////////////
//C08: "You get any pheasant tonight?"//
////////////////////////////////////////
schema sg1c0801
archetype SG_CONV
sg1c0801
schema_voice guard1 1 sg_c08 (LineNo 1 1)
schema sg2c0802
archetype
archetype SG_CONV
sg2c0802
schema_voice guard2 1 sg_c08 (LineNo 2 2)
schema sg1c0803
archetype SG_CONV
sg1c0803
schema_voice guard1 1 sg_c08 (LineNo 3 3)
schema sg2c0804
archetype SG_CONV
sg2c0804
schema_voice guard2 1 sg_c08 (LineNo 4 4)
schema sg1c0805
archetype SG_CONV
sg1c0805
schema_voice guard1 1 sg_c08 (LineNo 5 5)
schema sg2c0806
archetype SG_CONV
sg2c0806
schema_voice guard2 1 sg_c08 (LineNo 6 6)
schema sg1c0807
archetype SG_CONV
sg1c0807
schema_voice guard1 1 sg_c08 (LineNo 7 7)
/////////////////////////////////////
//C09: "I thought Quince & Jaco..."//
/////////////////////////////////////
schema sg1c0901
archetype SG_CONV
sg1c0901
schema_voice guard1 1 sg_c09 (LineNo 1 1)
schema sg2c0902
archetype SG_CONV
sg2c0902
schema_voice guard2 1 sg_c09 (LineNo 2 2)
schema sg1c0903
archetype SG_CONV
sg1c0903
schema_voice guard1 1 sg_c09 (LineNo 3 3)
schema sg2c0904
archetype SG_CONV
sg2c0904
schema_voice guard2 1 sg_c09 (LineNo 4 4)
/////////////////////////////////////////////
//C10: "Say, where are Hal & Joss tonight?"//
/////////////////////////////////////////////
schema sg1c1001
archetype SG_CONV
sg1c1001
schema_voice guard1 1 sg_c10 (LineNo 1 1)
schema sg1c1002
archetype SG_CONV
sg2c1002
schema_voice guard2 1 sg_c10 (LineNo 2 2)
schema sg1c1003
archetype SG_CONV
sg1c1003
schema_voice guard1 1 sg_c10 (LineNo 3 3)
schema sg2c1004
archetype SG_CONV
sg2c1004
schema_voice guard2 1 sg_c10 (LineNo 4 4)
schema sg1c1005
archetype SG_CONV
sg1c1005
schema_voice guard1 1 sg_c10 (LineNo 5 5)
//////////////////////////////////////
//C11: "Hey, go down to the well..."//
//////////////////////////////////////
schema sg2c1101
archetype SG_CONV
sg2c1101
schema_voice guard2 1 sg_c11 (LineNo 1 1)
schema sg3c1102
archetype SG_CONV
sg3c1102
schema_voice guard3 1 sg_c11 (LineNo 2 2)
/////////////////////////////////////////////
//C12: "I hear you're gonna be assigned..."//
/////////////////////////////////////////////
schema sg1c1201
archetype SG_CONV
sg1c1201
schema_voice guard1 1 sg_c12 (LineNo 1 1)
schema sg2c1202
archetype SG_CONV
sg2c1202
schema_voice guard2 1 sg_c12 (LineNo 2 2)
schema sg1c1203
archetype SG_CONV
sg1c1203
schema_voice guard1 1 sg_c12 (LineNo 3 3)
schema sg2c1204
archetype SG_CONV
sg2c1204
schema_voice guard2 1 sg_c12 (LineNo 4 4)
////////////////////////////////////////////
//C13: "You seen the stuff Shemenov's...?"//
////////////////////////////////////////////
schema sg2c1301
archetype SG_CONV
sg2c1301
schema_voice guard2 1 sg_c13 (LineNo 1 1)
schema sg1c1302
archetype SG_CONV
sg1c1302
schema_voice guard1 1 sg_c13 (LineNo 2 2)
schema sg2c1303
archetype SG_CONV
sg2c1303
schema_voice guard2 1 sg_c13 (LineNo 3 3)
schema sg1c1304
archetype SG_CONV
sg1c1304
schema_voice guard1 1 sg_c13 (LineNo 4 4)
////////////////////////////////////////
//C14: "I hear Granmauden is gonna..."//
////////////////////////////////////////
schema sg1c1401
archetype SG_CONV
sg1c1401
schema_voice guard1 1 sg_c14 (LineNo 1 1)
schema sg3c1402
archetype SG_CONV
sg3c1402
schema_voice guard3 1 sg_c14 (LineNo 2 2)
schema sg1c1403
archetype SG_CONV
sg1c1403
schema_voice guard1 1 sg_c14 (LineNo 3 3)
schema sg3c1404
archetype SG_CONV
sg3c1404
schema_voice guard3 1 sg_c14 (LineNo 4 4)
schema sg1c1405
archetype SG_CONV
sg1c1405
schema_voice guard1 1 sg_c14 (LineNo 5 5)
schema sg3c1406
archetype SG_CONV
sg3c1406
schema_voice guard3 1 sg_c14 (LineNo 6 6)
////////////////////////////
//C15: "Jorik tells me..."//
////////////////////////////
schema sg3c1501
archetype SG_CONV
sg3c1501
schema_voice guard3 1 sg_c15 (LineNo 1 1)
schema sg1c1502
archetype SG_CONV
sg1c1502
schema_voice guard1 1 sg_c15 (LineNo 2 2)
schema sg3c1503
archetype SG_CONV
sg3c1503
schema_voice guard3 1 sg_c15 (LineNo 3 3)
schema sg1c1504
archetype SG_CONV
sg1c1504
schema_voice guard1 1 sg_c15 (LineNo 4 4)
///////////////////////////////
//C16: "Hear you got a pool."//
///////////////////////////////
schema sg2c1601
archetype SG_CONV
sg2c1601
schema_voice guard2 1 sg_c16 (LineNo 1 1)
schema sg3c1602
archetype SG_CONV
sg3c1602
schema_voice guard3 1 sg_c16 (LineNo 2 2)
schema sg2c1603
archetype SG_CONV
sg2c1603
schema_voice guard2 1 sg_c16 (LineNo 3 3)
schema sg3c1604
archetype SG_CONV
sg3c1604
schema_voice guard3 1 sg_c16 (LineNo 4 4)
schema sg2c1605
archetype SG_CONV
sg2c1605
schema_voice guard2 1 sg_c16 (LineNo 5 5)
////////////////////////////////////////////////
//C17: "Hey, you remember when the Baron's..?"//
////////////////////////////////////////////////
schema sg3c1701
archetype SG_CONV
sg3c1701
schema_voice guard3 1 sg_c17 (LineNo 1 1)
schema sg2c1702
archetype SG_CONV
sg2c1702
schema_voice guard2 1 sg_c17 (LineNo 2 2)
schema sg3c1703
archetype SG_CONV
sg3c1703
schema_voice guard3 1 sg_c17 (LineNo 3 3)
schema sg2c1074
archetype SG_CONV
sg2c1074
schema_voice guard2 1 sg_c17 (LineNo 4 4)
///////////////////////////////////////////
//C18: "So I hear the guys that clean..."//
///////////////////////////////////////////
schema sg1c1801
archetype SG_CONV
sg1c1801
schema_voice guard1 1 sg_c18 (LineNo 1 1)
schema sg2c1802
archetype SG_CONV
sg2c1802
schema_voice guard2 1 sg_c18 (LineNo 2 2)
schema sg1c1803
archetype SG_CONV
sg1c1803
schema_voice guard1 1 sg_c18 (LineNo 3 3)
schema sg2c1804
archetype SG_CONV
sg2c1804
schema_voice guard2 1 sg_c18 (LineNo 4 4)
schema sg1c1805
archetype SG_CONV
sg1c1805
schema_voice guard1 1 sg_c18 (LineNo 5 5)
/////////////////////////////////////////
//C19: "I've been thinking, the Sir..."//
/////////////////////////////////////////
schema sg1c1901
archetype SG_CONV
sg1c1901
schema_voice guard1 1 sg_c19 (LineNo 1 1)
schema sg3c1902
archetype SG_CONV
sg3c1902
schema_voice guard3 1 sg_c19 (LineNo 2 2)
schema sg1c1903
archetype SG_CONV
sg1c1903
schema_voice guard1 1 sg_c19 (LineNo 3 3)
schema sg3c1904
archetype SG_CONV
sg3c1904
schema_voice guard3 1 sg_c19 (LineNo 4 4)
schema sg1c1905
archetype SG_CONV
sg1c1905
schema_voice guard1 1 sg_c19 (LineNo 5 5)
schema sg3c1906
archetype SG_CONV
sg3c1906
schema_voice guard3 1 sg_c19 (LineNo 6 6)
//////////////////////////////////
//C20: "So I was telling you..."//
//////////////////////////////////
schema sg2c2001
archetype SG_CONV
sg2c2001
schema_voice guard2 1 sg_c20 (LineNo 1 1)
schema sg3c2002
archetype SG_CONV
sg3c2002
schema_voice guard3 1 sg_c20 (LineNo 2 2)
schema sg2c2003
archetype SG_CONV
sg2c2003
schema_voice guard2 1 sg_c20 (LineNo 3 3)
schema sg3c2004
archetype SG_CONV
sg3c2004
schema_voice guard3 1 sg_c20 (LineNo 4 4)
//CON'S GUARDS
//////////////////////////////////
//C21: "Can't stand the food..."//
//////////////////////////////////
schema sg1c2101
archetype SG_CONV
sg1c2101
schema_voice guard1 1 sg_c21 (LineNo 1 1)
schema sg2c2102
archetype SG_CONV
sg2c2102
schema_voice guard2 1 sg_c21 (LineNo 2 2)
schema sg1c2103
archetype SG_CONV
sg1c2103
schema_voice guard1 1 sg_c21 (LineNo 3 3)
////////////////////////////////////
//C22: "Think anything'll happen?"//
////////////////////////////////////
schema sg2c2201
archetype SG_CONV
sg2c2201
schema_voice guard2 1 sg_c22 (LineNo 1 1)
schema sg1c2202
archetype SG_CONV
sg1c2202
schema_voice guard1 1 sg_c22 (LineNo 2 2)
schema sg2c2203
archetype SG_CONV
sg2c2203
schema_voice guard2 1 sg_c22 (LineNo 3 3)
//////////////////////////////////
//C23: "Boss's dangerous today."//
//////////////////////////////////
schema sg1c2301
archetype SG_CONV
sg1c2301
schema_voice guard1 1 sg_c23 (LineNo 1 1)
schema sg3c2302
archetype SG_CONV
sg3c2302
schema_voice guard3 1 sg_c23 (LineNo 2 2)
schema sg1c2303
archetype SG_CONV
sg1c2303
schema_voice guard1 1 sg_c23 (LineNo 3 3)
////////////////////////////////
//C24: "Seen the new room...?"//
////////////////////////////////
schema sg3c2401
archetype SG_CONV
sg3c2401
schema_voice guard3 1 sg_c24 (LineNo 1 1)
schema sg1c2402
archetype SG_CONV
sg1c2402
schema_voice guard1 1 sg_c24 (LineNo 2 2)
schema sg3c2403
archetype SG_CONV
sg3c2403
schema_voice guard3 1 sg_c24 (LineNo 3 3)
//////////////////////////////////
//C25: "I think you're a-sleepy"//
//////////////////////////////////
schema sg2c2501
archetype SG_CONV
sg2c2501
schema_voice guard2 1 sg_c25 (LineNo 1 1)
schema sg3c2502
archetype SG_CONV
sg3c2502
schema_voice guard3 1 sg_c25 (LineNo 2 2)
schema sg2c2503
archetype SG_CONV
sg2c2503
schema_voice guard2 1 sg_c25 (LineNo 3 3)
////////////////////////////////////
//C26: "I can't believe how bad.."//
////////////////////////////////////
schema sg1c2601
archetype SG_CONV
sg1c2601
schema_voice guard1 1 sg_c26 (LineNo 1 1)
schema sg2c2602
archetype SG_CONV
sg2c2602
schema_voice guard2 1 sg_c26 (LineNo 2 2)
schema sg1c2603
archetype SG_CONV
sg1c2603
schema_voice guard1 1 sg_c26 (LineNo 3 3)
schema sg2c2604
archetype SG_CONV
sg2c2604
schema_voice guard2 1 sg_c26 (LineNo 4 4)
//Teeny Conversations
//////////////////////////
//C30: "How's it going?"//
//////////////////////////
schema sg1c3001
archetype SG_CONV
sg1c3001
schema_voice guard1 1 sg_c30 (LineNo 1 1)
schema sg2c3002
archetype SG_CONV
sg2c3002
schema_voice guard2 1 sg_c30 (LineNo 2 2)
//////////////////////
//C31: "Good watch."//
//////////////////////
schema sg1c3101
archetype SG_CONV
sg1c3101
schema_voice guard1 1 sg_c31 (LineNo 1 1)
schema sg2c3102
archetype SG_CONV
sg2c3102
schema_voice guard2 1 sg_c31 (LineNo 2 2)
/////////////////////////
//C32: "Seen anything?"//
/////////////////////////
schema sg2c3201
archetype SG_CONV
sg2c3201
schema_voice guard2 1 sg_c32 (LineNo 1 1)
schema sg1c3202
archetype SG_CONV
sg1c3202
schema_voice guard1 1 sg_c32 (LineNo 2 2)
//////////////////////
//C33: "Nice night."//
//////////////////////
schema sg2c3301
archetype SG_CONV
sg2c3301
schema_voice guard2 1 sg_c33 (LineNo 1 1)
schema sg3c3302
archetype SG_CONV
sg3c3302
schema_voice guard3 1 sg_c33 (LineNo 2 2)
/////////////////////////////
//C34: "All's well my way."//
/////////////////////////////
schema sg2c3401
archetype SG_CONV
sg2c3401
schema_voice guard2 1 sg_c34 (LineNo 1 1)
schema sg3c3402
archetype SG_CONV
sg3c3402
schema_voice guard3 1 sg_c34 (LineNo 2 2)
/////////////////////////////////
//C35: "Hail, brother-in-arms!"//
/////////////////////////////////
schema sg3c3501
archetype SG_CONV
sg3c3501
schema_voice guard3 1 sg_c35 (LineNo 1 1)
schema sg2c3502
archetype SG_CONV
sg2c3502
schema_voice guard2 1 sg_c35 (LineNo 2 2)
/////////////////////
//C36: "What's up?"//
/////////////////////
schema sg3c3601
archetype SG_CONV
sg3c3601
schema_voice guard3 1 sg_c36 (LineNo 1 1)
schema sg1c3602
archetype SG_CONV
sg1c3602
schema_voice guard1 1 sg_c36 (LineNo 2 2)
//////////////////////////////
//C37: "I hate night watch."//
//////////////////////////////
schema sg1c3701
archetype SG_CONV
sg1c3701
schema_voice guard1 1 sg_c37 (LineNo 1 1)
schema sg3c3702
archetype SG_CONV
sg3c3702
schema_voice guard3 1 sg_c37 (LineNo 2 2)
////////////////////////////////
//C38: "Halt, who goes there?"//
////////////////////////////////
schema sg3c3801
archetype SG_CONV
sg3c3801
schema_voice guard3 1 sg_c38 (LineNo 1 1)
schema sg1c3802
archetype SG_CONV
sg1c3802
schema_voice guard1 1 sg_c38 (LineNo 2 2)
///////////////////////////////////////////////////////////
//123: Just so's you're clear, if there's any trouble..."//
///////////////////////////////////////////////////////////
schema sg112300
archetype SG_CONV
sg112300
schema_voice guard1 1 sg_123 (LineNo 1 1)
schema sg312301
archetype SG_CONV
sg312301
schema_voice guard3 1 sg_123 (LineNo 2 2)
schema sg112302
archetype SG_CONV
sg112302
schema_voice guard1 1 sg_123 (LineNo 3 3)
schema sg312303
archetype SG_CONV
sg312303
schema_voice guard3 1 sg_123 (LineNo 4 4)
schema sg112304
archetype SG_CONV
sg112304
schema_voice guard1 1 sg_123 (LineNo 5 5)
schema sg312305
archetype SG_CONV
sg312305
schema_voice guard3 1 sg_123 (LineNo 6 6)
schema sg112306
archetype SG_CONV
sg112306
schema_voice guard1 1 sg_123 (LineNo 7 7)
//////////////////////////////////////////////////////////////
//101: But why are the Hand Mages the only ones allowed in? //
//////////////////////////////////////////////////////////////
schema sg310100
archetype SG_CONV
sg310100
schema_voice guard3 1 sg_101 (LineNo 1 1)
schema sg110101
archetype SG_CONV
sg110101
schema_voice guard1 1 sg_101 (LineNo 2 2)
schema sg310102
archetype SG_CONV
sg310102
schema_voice guard3 1 sg_101 (LineNo 3 3)
schema sg110103
archetype SG_CONV
sg110103
schema_voice guard1 1 sg_101 (LineNo 4 4)
////////////////////////////////////////////////////
//102: These mages aren't ones to be trifled with //
////////////////////////////////////////////////////
schema sg310200
archetype SG_CONV
sg310200
schema_voice guard3 1 sg_102 (LineNo 1 1)
schema sg110201
archetype SG_CONV
sg110201
schema_voice guard1 1 sg_102 (LineNo 2 2)
/////////////////////////////////
//062: These pressure doors... //
/////////////////////////////////
schema sg306200
archetype SG_CONV
sg306200
schema_voice guard3 1 sg_062 (LineNo 1 1)
schema sg106201
archetype SG_CONV
sg106201
schema_voice guard1 1 sg_062 (LineNo 2 2)
schema sg306202
archetype SG_CONV
sg306202
schema_voice guard3 1 sg_062 (LineNo 3 3)
schema sg106203
archetype SG_CONV
sg106203
schema_voice guard1 1 sg_062 (LineNo 4 4)
schema sg306204
archetype SG_CONV
sg306204
schema_voice guard3 1 sg_062 (LineNo 5 5)
////////////////////////////////////////////
//064: Donal & Ruben can kil each other...//
////////////////////////////////////////////
schema sg106400
archetype SG_CONV
sg106400
schema_voice guard1 1 sg_064 (LineNo 1 1)
schema sg306401
archetype SG_CONV
sg306401
schema_voice guard3 1 sg_064 (LineNo 2 2)
schema sg106402
archetype SG_CONV
sg106402
schema_voice guard1 1 sg_064 (LineNo 3 3)
schema sg306403
archetype SG_CONV
sg306403
schema_voice guard3 1 sg_064 (LineNo 4 4)

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////////////
//CONCEPTS//
////////////
//BROADCAST CONCEPTS
concept sleeping 1
concept atlevelzero 1
concept atlevelone 3 //was 1
concept atleveltwo 2 //was 1
concept atlevelthree 1
concept tolevelone 5
concept toleveltwo 5
concept noticetorch 5
concept tolevelthree 5
concept spotplayer 6
concept reactcharge 2 //was 2
concept reactshoot 2 //was 2
concept reactrun 2
concept reactwarn 5 //was 2
concept reactwarn2 5 //was 2
concept reactalarm 2 //was 2
concept reacttellrev 2 //was 2
concept reacttellconf 2 //was 2
concept outofreach 4
concept backtozero 5 //was 2
concept lostcontact 4 //was 3
concept foundbody 5
concept foundmissing 5 //was 3
concept foundbreach 5 //was 3
concept foundsmall 5 //was 3
concept foundlarge 5 //was 3
concept recentintruder 5 //was 3
concept recentbody 5 //was 3
concept recentmissing 5 //was 3
concept recentother 5 //was 3
concept comattack 8
concept comsucchit 8
concept comsuccblock 8
concept comdetblock 8
concept comblocked 8
concept comhitnodam 8
concept comhithigh 9
concept comhitlow 9
concept comhitamb 9
concept comdieloud 10
concept comdiesoft 10
//CONVERSATION CONCEPTS
//GUARD CONVERSATIONS
concept sg_c01 4 //"They don't make bears..."
concept sg_c07 4 //"Nothing ever happens on this job."
concept sg_c08 4 //"You get any pheasant.."
concept sg_c09 4 //"I thought Quince & Jaco..."
concept sg_c10 4 //"Say, where are Hal & Joss..."
concept sg_c11 4 //"Hey, go down to the well..."
concept sg_c12 4 //"I hear you're gonna be assigned..."
concept sg_c13 4 //"You seen the stuff Shemenov's...?"
concept sg_c14 4 //"I hear Granmauden is gonna..."
concept sg_c15 4 //"Jorik tells me..."
concept sg_c16 4 //"Hear you got a pool."
concept sg_c17 4 //"Hey, you remember when the Baron's..?"
concept sg_c18 4 //"So I hear the guys that clean..."
concept sg_c19 4 //"I've been thinking, the Sir..."
concept sg_c20 4 //"So I was telling you..."
concept sg_c21 4 //"Can't stand the food..."
concept sg_c22 4 //"Think anything'll happen?"
concept sg_c23 4 //"Boss's dangerous today."
concept sg_c24 4 //"Seen the new room...?"
concept sg_c25 4 //"I think you're a-sleepy"
concept sg_c26 4 //"I can't believe how bad.."
concept sg_c30 4 //"How's it going?"
concept sg_c31 4 //"Good watch."
concept sg_c32 4 //"Seen anything?"
concept sg_c33 4 //"Nice night."
concept sg_c34 4 //"All's well my way."
concept sg_c35 4 //"Hail, brother-in-arms!"
concept sg_c36 4 //"What's up?"
concept sg_c37 4 //"I hate night watch."
concept sg_c38 4 //"Halt, who goes there?"
concept sg_123 4 //"Just so's you're clear, if there's any trouble..."
concept sg_101 4 //"But why are the Hand Mages the only ones allowed in?"
concept sg_102 4 //"Theses mages are not ones to be trifled with."
concept sg_062 4 //"These pressure doors are a bloody nuisance."
concept sg_064 4 //"Donal and Ruben can kill each other for all I care."
//HAMMER CONVERSATIOINS
concept hm_c06 4 //"Dropping the Clue"
concept hm_c07 4 //"A curse upon this dust!"
concept hm_c08 4 //"Hast thought upon.."
concept hm_c09 4 //"Even the Baron..."
concept hm_c10 4 //"Some do say the Baron.."
concept hm_c11 4 //"Yet another sewer o'er flow..."
concept hm_c12 4 //"Time was, the sinners..."
concept hm_c13 4 //"Heard thou? Tarius..."
concept hm_c14 4 //"Time was, all these halls..."
concept hm_c15 4 //"Dolon hath told me,"
concept hm_c16 4 //"Masterforger Dovetail..."
concept hm_c17 4 //"Builder walk with thee."
concept hm_c18 4 //"Good even."
concept hm_c19 4 //"Praise the Builder!"
concept hm_c20 4 //"May thy hammer swing true."
concept hm_c21 4 //"Hail, brother."
concept hm_c22 4 //"Builder's grace to thee."
concept hm_c23 4 //"Greetings."
concept hm_c24 4 //"Builder guide thy hand."
concept hm_c25 4 //"Be thy carving ready?"
//SERVANT CONVERSATIONS
concept sv_c01 4
concept sv_c02 4
concept sv_c03 4
concept sv_c04 4
concept sv_c05 4
concept sv_c06 4
concept sv_c07 4
concept sv_c08 4
concept sv_c09 4
concept sv_c10 4
concept sv_c11 4
concept sv_c12 4
concept sv_c13 4
concept sv_c14 4
concept sv_c15 4
concept sv_c16 4
concept sv_c17 4
concept sv_c18 4
concept sv_c19 4
concept sv_063 4 //"Hit me."
//OPERA PEOPLE CONVERSATIONS
concept op_124 4 //"[Singing] But wait! Who is this I spy?"
concept op_125 4 //"Did you read Cribs latest?"
concept op_126 4 //"This latest opera from Valerius..."
//THIEVES' CONVERSATIONS
concept th_061 4 //"When partners fight..."
concept th_065 4 //"By the builder I will find you..."
concept th_066 4 //"I hear some independent..."
concept th_067 4 //"Bafford was furious when he got back..."
concept th_068 4 //"Did you here what happened to Gibbson.."
concept th_069 4 //"Y'hear about Sutter's job last night?"
concept th_071 4 //"Password?"
//MAGES' CONVERSATIONS
concept mg_104 4 //"It's true he has returned..."
concept mg_106 4 //"Librarian, hold..."
//MISSION SPECIFIC CONCEPTS
//MISSION 2
concept SV_M0201 4 //the stove is out again
concept DrunkA3 4 //"Crazy Getup"
concept SG_M0201 4
concept SG_M0202 4
concept SG_M0203 4 //1st guard says "hello"
concept sg2m02D1 4
//MISSION 5
concept SV_M0501 4 //Carrying the tray, complaining
concept SV_M0503 8 //Ramirez is missing
concept SG_M0502 9 //Guards seeing Garrett exit bldg.
//MISSION 10
concept m1001 4 //you're discovered to be a spy
concept m1002 4 //you're caught loitering
concept m1003 4 //you're caught in the barracks
concept m1004 4 //fetch me the candlestick
concept m1005 4 //put ze candle bak!
concept m1006 4 //what's your hurry?
concept m1007 4 //Hello novice.
concept m1008 4 //Builder's strength to you too.
concept m1009 4 //Open the gate
concept m1010 4 //Present your credentials, lad
//MISSION 13
concept m1302 4 //"Waste no more time..."
concept m1303 4 //"Wait! Thou art going the wrong way!"
concept m1304 4 //"Thank the Builder! Our High Priest..."
concept m1305 4 //"Tis thee, the Master Thief..."
concept m1306 4 //"The Trickster's beasts hath captured..."
concept m1307 4 //"We lack thy skills of stealth..."
concept m1308 4 //"Take this key and map, and go."
concept m1309 4 //"Also, our enemies hold the Builder's Chisel"
concept m1310 4 //"Thou hast rescued our High Priest"
concept m1311 4 //"Thank thee for not killing this one."
concept m1312 4 //"Thy recovery of the chisel is provident"
concept m1313 4 //"Thank the Builder! Not only hast thou returned..."
//MISSION 14
//CON SPEECH
concept conpom1 4 //"Vine, grow and twine,..."
concept conpom2 4 //"Storm, black and blow,..."
concept conpom3 4 //"Flame, burning heat,..."
concept conpom4 4 //"Tide, rise and fall,..."
concept conpom5 4 //"Stone, grind and quake,..."
concept conpom6 4 //"Night, smother light,..."
concept confin 4 //"Open for me..."
concept condone 4 //"It...is...done!..."
concept confail 4 //"It betrays me!"
concept consee1 5 //"Garrett! My thiefsie fool!..."
concept consee2 5 //"Comes chasing your death,..."
concept consee3 5 //"Come calls your death now!"
concept consee4 5 //"Your part is done."
//THE EYE
concept eye01 4 //"Comes a man to rescue me?..."
concept eye02 4 //"SSSSSo, you've returned with the talismans..."
concept eye03 4 //"I am the Eye, trapped on this altar..."
concept eye04 4 //"Well done, thief!
concept eye05 4 //"Leaving so soon?..."
concept eye06 4 //"Where are you going?..."
concept eye07 4 //"Poor Murus! Still struggling.."
concept eye08 4 //"Now you have your precious eye..."
concept eye09 4 //"Master! Beware! .."
//MURUS
concept murmut 8 //Muttering
concept murint 8 //Intro
concept murdeal 8 //Offering Garrett a deal
concept murros1 8 //Rosary
concept murros2 8 //During Rosary
concept murros3 8 //Post Rosary
concept mursym1 8 //HOLY SYMBOL
concept mursym2 8 //DURING SYMBOL
concept mursym3 8 //Post
concept murbook1 8 //BOOK
concept murbook2 8 //DURING BOOK
concept murbook3 8 //POST BOOK
concept murcand1 8 //CANDLE
concept murcand2 8 //DURING CANDLE
concept murcand3 8 //POST CANDLE
concept murgrav 8 //GRAVE
concept murrit1 8 //RITUAL BEADS
concept murrit2 8 //RITUAL CANDLE
concept murrit3 8 //RITUAL BOOK
concept murrit4 8 //RITUAL SYMBOL
concept murbad 8 //SYMBOL IS BAD
concept murrit5 8 //RITUAL COMPLETE
concept murbur 8 //BURIAL
//concept murren 8 //RENAULT
concept murren1 8 //RENAULT 1
concept murren2 8 //RENAULT 2
concept murmart 8 //MARTELLO
concept murhau1 8 //HAUNTS
concept murhau2 8 //HAUNTS2
concept murfin 8 //FINAL
//RENAULT
concept renthank 4 //THANKYOU
//HERMIT -ONE LONG FILE
concept hmt12200 7 //Reenacts Opera saga
//HERMIT -SAME SPEECH DONE AS A CONVERSATION
concept hmt122 7 //"I spy you little fish..."
////////
//TAGS//
////////
//UNUSED INTEGER TAGS
//tag_int DistanceRating
//tag_int MovementRating
//tag_int LightRating
//tag_int RelativeZPos
//tag_int Size
tag_int Mission
tag_int NearbyFriends
tag_int Reiterate
tag_int LineNo
//UNUSED TAGS
//tag PlayerMedium Water Air
//tag Startled
tag Sense Sight Sound //how does the AI sense the player
tag ComBal Winning Even Losing //how is AI doing in combat
tag CarryBody //does AI see player carrying a a body
tag Reacquire True False //does the AI see for the 2nd+ time?
tag Investigate True False //is the AI looking for the player?
//////////
//VOICES//
//////////
//voice archetype known to be unused, where we can temporarily
//hide voices which are causing problems. Ick.
//voice dummy archetype object
voice fnordvox
//TESTVOICE
voice testvoice
//KEEPER DETECTOR
voice vkeeper2
//GUARDS
voice guards
voice guard3
archetype guards
voice guard2
archetype guards
voice guard1
archetype guards
//DRUNK GUARD
voice drunk1
//SPARRING GUARD in TRAINING MISSION
voice vspar
//ASSASSIN 1 in MISSION 5
voice vass1
//ASSASSIN 2 in MISSION 5
voice vass2
//HAMMERS
voice hammrs
voice hammer3
archetype hammrs
voice hammer2
archetype hammrs
voice hammer1
archetype hammrs
//PRISONERS
voice prisoners
voice pris2
archetype prisoners
voice pris1
archetype prisoners
//SERVANTS
voice normals
voice normal2 //Female
archetype normals
voice normal1 //Male
archetype normals
//RAMIREZ
voice vramirez
//MURUS
voice vmurus
//RENAULT
voice vrenault
//CONSTANTINE
voice vcon
//THE EYE
voice veye
//CRITTERS
voice vfire
voice vburr
voice vhaunt
voice vzomb
voice vcray
voice vspider
voice vbug
voice vappar
voice vfrog
voice vapes
voice vape1
archetype vapes
voice vape2
archetype vapes
//THIEFGOLD VOICES
voice vhermit
voice vactor1 //Male opera actor
voice vactor2 //Female opera actor
voice vpatron1 //Male opera patron
voice vpatron2 //Female opera patron
voice vthieves //Thieve's guild guys
voice vthief1
archetype vthieves
voice vthief2
archetype vthieves
voice vmages //Mage's tower guys
voice vmage1
archetype vmages
voice vmage2
archetype vmages
voice vair //Air Elemental
voice vshrimp //Little guy in outtakes miss18

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//SPIDER SPEECH
//AT ALERT LEVEL ZERO
schema sp1a0
archetype AI_NONE
mono_loop 1000 20000
volume -1500
sp1a0__1 sp1a0__2 sp1a0__3 sp1a0__4
schema_voice vspider 1 atlevelzero
schema_voice vspider 1 atlevelone
schema_voice vspider 1 atleveltwo
//TO ALERT LEVEL ONE & TWO
schema sp1to1
archetype AI_NONE
volume -1000
sp1to1_1
schema_voice vspider 1 tolevelone
schema_voice vspider 1 toleveltwo
//AT ALERT LEVEL ONE & TWO
schema sp1a1
archetype AI_NONE
mono_loop 100 8000
volume -1200
sp1a1__1 sp1a1__2 sp1a1__3 sp1a1__4
schema_voice vspider 9 atlevelone (Investigate True)
schema_voice vspider 9 atleveltwo (Investigate True)
//TO ALERT LEVEL THREE
schema sp1to3
archetype AI_NONE
volume -750
sp1to3_1
schema_voice vspider 1 spotplayer
schema_voice vspider 1 tolevelthree
schema_voice vspider 1 reactcharge
//REACT CHARGE
schema sp1a3
archetype AI_NONE
poly_loop 2 2000 8000
volume -1200
sp1a3__1 sp1a3__2 sp1a3__3
schema_voice vspider 1 atlevelthree
//BACK TO ZERO & LOST CONTACT
schema sp1bak
archetype AI_NONE
volume -1000
sp1bak_1
schema_voice vspider 1 backtozero
schema_voice vspider 1 lostcontact
//COMBAT ATTACK
schema sp1att
archetype AI_NONE
volume -100
sp1att_1 sp1att_2 sp1att_3 sp1att_4
schema_voice vspider 1 comattack
//HIT BY PLAYER W/HI PTS
schema sp1hhi
archetype AI_NONE
volume -100
sp1hhi_1 sp1hhi_2
schema_voice vspider 1 comhithigh
schema_voice vspider 1 comhitamb
//HIT BY PLAYER w/LO PTS
schema sp1hlo
archetype AI_NONE
volume -100
sp1hlo_1
schema_voice vspider 1 comhitlow
//DEATH
schema sp1die
archetype AI_NONE
volume -500
sp1die_1
schema_voice vspider 1 comdieloud
schema_voice vspider 1 comdiesoft

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schema/SV1.SCH Normal file
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//Servant 1
//Unaware (Alert Level 0)
schema sv1a0hu
archetype AI_NONE
no_repeat
mono_loop 3000 15000
volume -500
sv1a0hu1 sv1a0hu2 sv1a0hu3
sv1a0hu4 sv1a0hu5
schema_voice normal1 2 atlevelzero
schema sv1a0wh
archetype AI_NONE
mono_loop 3000 15000
volume -500
sv1a0wh1 sv1a0wh2 sv1a0wh3
sv1a0wh4
schema_voice normal1 1 atlevelzero
//Sleeping
schema sv1a0sn
archetype AI_NONE
mono_loop 1000 2000
sv1a0sn1 freq 3
sv1a0sn2 freq 1
sv1a0sn3 freq 3
sv1a0sn4 freq 1
schema_voice normal1 1 sleeping
//to Alert Level 1
schema sv1a1
archetype AI_NONE
sv1a1__1 sv1a1__2 sv1a1__3 sv1a1__4
schema_voice normal1 1 tolevelone
//to Alert Level 1 +heard
schema sv1a1h
archetype AI_NONE
sv1a1h_1 sv1a1h_2 sv1a1h_3
schema_voice normal1 1 tolevelone (Sense Sound)
//to Alert Level 1 +sighted
schema sv1a1v
archetype AI_NONE
sv1a1v_1 sv1a1v_2 sv1a1v_3
schema_voice normal1 2 tolevelone (Sense Sight)
//to Alert Level 2
schema sv1a2
archetype AI_MINOR
sv1a2__1 sv1a2__2 sv1a2__3 sv1a2__4
schema_voice normal1 1 toleveltwo
//to Alert Level3
schema sv1a3
archetype AI_MAJOR
sv1a3__1
schema_voice normal1 1 tolevelthree
//Spotted the player
schema sv1a3s
archetype AI_MORE_MAJOR
sv1a3s_1 sv1a3s_2 sv1a3s_3 sv1a3s_4
schema_voice normal1 1 spotplayer
//Spotted the player +w/co
schema sv1a3sw
archetype AI_COMBAT
sv1telc1 sv1telc2
schema_voice normal1 5 spotplayer (NearbyFriends 0 20)
//Spotted the player +CarryBody
schema sv1a3b
archetype AI_MORE_MAJOR
sv1a3b_1
schema_voice normal1 9 spotplayer (CarryBody True)
//React run away
schema sv1run
archetype AI_MAJOR
sv1run_1 sv1run_2 sv1run_3 sv1run_4 sv1run_5 sv1run_6
schema_voice normal1 1 reactrun
//React tell friend to sound alarm
schema sv1almw
archetype AI_MORE_MAJOR
sv1almw1
schema_voice normal1 1 reactalarm (NearbyFriends 0 20)
//Back to Alert 0
schema sv1bak
archetype AI_NONE
sv1bak_1 sv1bak_2 sv1bak_3 sv1bak_4 sv1bak_5 sv1bak_6 sv1bak_7
schema_voice normal1 1 backtozero
//Noticed a torch being doused
schema sv1torch
archetype AI_MINOR
delay 1000
Sv1a1__1 Sv1a1__4 Sv1bak_1 Sv1bak_4 Sv1sma_1
schema_voice normal1 1 noticetorch
//Found a body
schema sv1bod
archetype AI_MORE_MAJOR
sv1bod_1 sv1bod_2 sv1bod_3 sv1bod_4
schema_voice normal1 1 foundbody
//Found a small anomaly
schema sv1sma
archetype AI_MINOR
sv1sma_1 sv1sma_2
schema_voice normal1 1 foundsmall
//Found a large anomaly
schema sv1lar
archetype AI_MAJOR
sv1lar_1 sv1lar_2
schema_voice normal1 1 foundlarge
//Found something missing
schema sv1mis
archetype AI_MAJOR
sv1mis_1 sv1mis_2 sv1mis_3
schema_voice normal1 1 foundmissing
//Found security breach
schema sv1sec
archetype AI_MORE_MAJOR
sv1sec_1 sv1sec_2
schema_voice normal1 1 foundbreach
//Recently saw an intruder
schema sv1rint
archetype AI_INFORM
sv1rint1 sv1rint2 sv1rint3
schema_voice normal1 1 recentintruder
//Recently found a body
schema sv1rbod
archetype AI_INFORM
sv1rbod1
schema_voice normal1 1 recentbody
//Recently found something missing
schema sv1rmis
archetype AI_INFORM
sv1rmis1 sv1rmis2
schema_voice normal1 1 recentmissing
//Recent found other
schema sv1roth
archetype AI_INFORM
sv1roth1 sv1roth2
schema_voice normal1 1 recentother
//Hit by the player
schema sv1hit
archetype AI_MAJOR
sv1hlo_1 sv1hlo_3 sv1hlo_3
schema_voice normal1 1 comhitlow
schema_voice normal1 1 comhithigh
//Hit by the player +w/co
schema sv1hitw
archetype AI_MORE_MAJOR
sv1hlow1
schema_voice normal1 2 comhitlow (NearbyFriends 0 20)
schema_voice normal1 2 comhithigh (NearbyFriends 0 20)
//Die in Combat -Loud
schema sv1diec
archetype AI_COMBAT
sv1diec1 sv1diec2 sv1diec3
schema_voice normal1 1 comdieloud
//Die/Knocked out soft
schema sv1diea
archetype AI_MINOR
volume -500
sv1diea1 sv1diea2 sv1diea3
schema_voice normal1 1 comdiesoft
//MISSION SPECIFIC
//Carrying the tray, complaining about Ramirez
schema sv1m0501
archetype AI_NONE
play_once
volume -1
sv1m0501
schema_voice normal1 1 sv_m0501
//Ramirez is missing
schema sv1m0503
archetype AI_NONE
play_once
volume -1
sv1m0503
schema_voice normal1 1 sv_m0503

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//Servant 2
//Unaware (Alert Level 0)
schema sv2a0hu
archetype AI_NONE
no_repeat
mono_loop 3000 15000
volume -500
sv2a0hu1 sv2a0hu2 sv2a0hu3
sv2a0hu4
schema_voice normal2 2 atlevelzero
schema sv2a0wh
archetype AI_NONE
mono_loop 3000 15000
no_repeat
volume -500
sv2a0co1 sv2a0co2 sv2a0co3
sv2a0co4 sv2a0co5 sv2a0co6
schema_voice normal2 1 atlevelzero
//Sleeping
schema sv2a0sn
archetype AI_NONE
mono_loop 1000 2000
sv2a0sn1 sv2a0sn2
schema_voice normal2 1 sleeping
//to Alert Level 1
schema sv2a1
archetype AI_NONE
sv2a1__1 sv2a1__2 sv2a1__3 sv2a1__4
schema_voice normal2 1 tolevelone
//to Alert Level 1 +heard
schema sv2a1h
archetype AI_NONE
sv2a1h_1 sv2a1h_2
schema_voice normal2 2 tolevelone (Sense Sound)
//to Alert Level 1 +sighted
schema sv2a1v
archetype AI_NONE
sv2a1v_1 sv2a1v_2
schema_voice normal2 1 tolevelone (Sense Sight)
//to Alert Level 2
schema sv2a2
archetype AI_MINOR
sv2a2__1 sv2a2__2 sv2a2__3
schema_voice normal2 1 toleveltwo
//to Alert Level3
schema sv2a3
archetype AI_MAJOR
sv2a2__4
schema_voice normal2 1 tolevelthree
//Spotted the player
schema sv2a3s
archetype AI_MORE_MAJOR
sv2a3s_1 sv2a3s_2 sv2a3s_3 sv2a3s_4
schema_voice normal2 1 spotplayer
//Spotted the player +w/co
schema sv2a3sw
archetype AI_COMBAT
sv2telc1 sv2telc2 sv2telc3
schema_voice normal2 3 spotplayer (NearbyFriends 0 20)
//Spotted the player +CarryBody
schema sv2a3b
archetype AI_MORE_MAJOR
sv2a3b_1
schema_voice normal2 9 spotplayer (CarryBody True)
//React run away
schema sv2run
archetype AI_MAJOR
sv2run_1 sv2run_2 sv2run_3 sv2run_4 sv2run_5 sv2run_6
schema_voice normal2 1 reactrun
//React tell friend to sound alarm
schema sv2almw
archetype AI_MORE_MAJOR
sv2almw1
schema_voice normal2 1 reactalarm (NearbyFriends 0 20)
//Back to Alert 0
schema sv2bak
archetype AI_NONE
sv2bak_1 sv2bak_2 sv2bak_3 sv2bak_4 sv2bak_5 sv2bak_6 sv2bak_7
schema_voice normal2 1 backtozero
//Noticed a torch being doused
schema sv2torch
archetype AI_MINOR
delay 1000
Sv2a1__1 Sv2a1__2 Sv2a1__3 Sv2a2__1
schema_voice normal2 1 noticetorch
//Found a body
schema sv2bod
archetype AI_MORE_MAJOR
sv2bod_1 sv2bod_2 sv2bod_3 sv2bod_4
schema_voice normal2 1 foundbody
//Found a large anomaly
schema sv2lar
archetype AI_MAJOR
sv2lar_1 sv2lar_2
schema_voice normal2 1 foundlarge
//Found a small anomaly
schema sv2sma
archetype AI_MINOR
sv2sma_1 sv2sma_2
schema_voice normal2 1 foundsmall
//Found something missing
schema sv2mis
archetype AI_MAJOR
sv2mis_1 sv2mis_2 sv2mis_3
schema_voice normal2 1 foundmissing
//Found security breach
schema sv2sec
archetype AI_MORE_MAJOR
sv2sec_1 sv2sec_2
schema_voice normal2 1 foundbreach
//Recently saw an intruder
schema sv2rint
archetype AI_INFORM
sv2rint1 sv2rint2
schema_voice normal2 1 recentintruder
//Recently found a body
schema sv2rbod
archetype AI_INFORM
sv2rbod1
schema_voice normal2 1 recentbody
//Recently found something missing
schema sv2rmis
archetype AI_INFORM
sv2rmis1 sv2rmis2
schema_voice normal2 1 recentmissing
//Recent found other
schema sv2roth
archetype AI_INFORM
sv2roth1 sv2roth2
schema_voice normal2 1 recentother
//Hit by the player
schema sv2hit
archetype AI_MORE_MAJOR
sv2hlo_1 sv2hlo_3 sv2hlo_3
schema_voice normal2 1 comhitlow
schema_voice normal2 1 comhithigh
//Hit by the player +w/co
schema sv2hitw
archetype AI_MORE_MAJOR
sv2hlow1
schema_voice normal2 2 comhitlow (NearbyFriends 0 20)
schema_voice normal2 2 comhithigh (NearbyFriends 0 20)
//Die in Combat -Loud
schema sv2diec
archetype AI_COMBAT
sv2diec1 sv2diec2 sv2diec3
schema_voice normal2 1 comdieloud
//Die/Knocked out soft
schema sv2diea
archetype AI_MINOR
volume -500
sv2diea1 sv2diea2
schema_voice normal2 1 comdiesoft
//MISSION SPECIFIC
//Carrying the tray, complaining about Ramirez
//schema sv2m0501
//archetype AI_NONE
//play_once
//volume -1
//sv2m0501 sv2m0502
//schema_voice normal2 1 sv_m0501
//Ramirez is missing
schema sv2m0503
archetype AI_NONE
play_once
volume -1
sv2m0503
schema_voice normal2 1 sv_m0503

399
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//SERVANT CONVERSATIONS
//CONV 1 "Peaceful, i'nt it?"
schema sv1c0101
archetype SV_CONV
sv1c0101
schema_voice normal1 1 sv_c01 (LineNo 1 1)
schema sv2c0102
archetype SV_CONV
sv2c0102
schema_voice normal2 1 sv_c01 (LineNo 2 2)
schema sv1c0103
archetype SV_CONV
sv1c0103
schema_voice normal1 1 sv_c01 (LineNo 3 3)
schema sv2c0104
archetype SV_CONV
sv2c0104
schema_voice normal2 2 sv_c01 (LineNo 4 4)
//CONV 2, missions 2,5 "I swear, I've never seen...
schema sv2c0201
archetype SV_CONV
sv2c0201
schema_voice normal2 1 sv_c02 (LineNo 1 1)
schema sv1c0202
archetype SV_CONV
sv1c0202
schema_voice normal1 1 sv_c02 (LineNo 2 2)
schema sv2c0203
archetype SV_CONV
sv2c0203
schema_voice normal2 1 sv_c02 (LineNo 3 3)
schema sv1c0204
archetype SV_CONV
sv1c0204
schema_voice normal1 1 sv_c02 (LineNo 4 4)
//CONV 3, missions 2,5 -"You'd never believe..."
schema sv1c0301
archetype SV_CONV
sv1c0301
schema_voice normal1 1 sv_c03 (LineNo 1 1)
schema sv2c0302
archetype SV_CONV
sv2c0302
schema_voice normal2 1 sv_c03 (LineNo 2 2)
schema sv1c0303
archetype SV_CONV
sv1c0303
schema_voice normal1 1 sv_c03 (LineNo 3 3)
schema sv2c0304
archetype SV_CONV
sv2c0304
schema_voice normal2 1 sv_c03 (LineNo 4 4)
//CONV 4, missions 2,5 "Cook says the Sir's...
schema sv2c0401
archetype SV_CONV
sv2c0401
schema_voice normal2 1 sv_c04 (LineNo 1 1)
schema sv1c0402
archetype SV_CONV
sv1c0402
schema_voice normal1 1 sv_c04 (LineNo 2 2)
schema sv2c0403
archetype SV_CONV
sv2c0403
schema_voice normal2 1 sv_c04 (LineNo 3 3)
//CONV 5, missions 2,5 "I don't think the garden mint...
schema sv1c0501
archetype SV_CONV
sv1c0501
schema_voice normal1 1 sv_c05 (LineNo 1 1)
schema sv2c0502
archetype SV_CONV
sv2c0502
schema_voice normal2 1 sv_c05 (LineNo 2 2)
schema sv1c0503
archetype SV_CONV
sv1c0503
schema_voice normal1 1 sv_c05 (LineNo 3 3)
schema sv2c0504
archetype SV_CONV
sv2c0504
schema_voice normal2 1 sv_c05 (LineNo 4 4)
//CONV 6, missions 2,5 "Remember back when..."
schema sv2c0601
archetype SV_CONV
sv2c0601
schema_voice normal2 1 sv_c06 (LineNo 1 1)
schema sv1c0602
archetype SV_CONV
sv1c0602
schema_voice normal1 1 sv_c06 (LineNo 2 2)
schema sv2c0603
archetype SV_CONV
sv2c0603
schema_voice normal2 1 sv_c06 (LineNo 3 3)
schema sv1c0604
archetype SV_CONV
sv1c0604
schema_voice normal1 1 sv_c06 (LineNo 4 4)
schema sv2c0605
archetype SV_CONV
sv2c0605
schema_voice normal2 1 sv_c06 (LineNo 5 5)
schema sv1c0606
archetype SV_CONV
sv1c0606
schema_voice normal1 1 sv_c06 (LineNo 6 6)
//CONV 7, missions 2,5 "Coming from market..."
schema sv1c0701
archetype SV_CONV
sv1c0701
schema_voice normal1 1 sv_c07 (LineNo 1 1)
schema sv2c0702
archetype SV_CONV
sv2c0702
schema_voice normal2 1 sv_c07 (LineNo 2 2)
schema sv1c0703
archetype SV_CONV
sv1c0703
schema_voice normal1 1 sv_c07 (LineNo 3 3)
schema sv2c0704
archetype SV_CONV
sv2c0704
schema_voice normal2 1 sv_c07 (LineNo 4 4)
schema sv1c0705
archetype SV_CONV
sv1c0705
schema_voice normal1 1 sv_c07 (LineNo 5 5)
//CONV 8, missions 2,5 "[long sigh].." "What's wrong"
schema sv2c0801
archetype SV_CONV
sv2c0801
schema_voice normal2 1 sv_c08 (LineNo 1 1)
schema sv1c0802
archetype SV_CONV
sv1c0802
schema_voice normal1 1 sv_c08 (LineNo 2 2)
schema sv2c0803
archetype SV_CONV
sv2c0803
schema_voice normal2 1 sv_c08 (LineNo 3 3)
schema sv1c0804
archetype SV_CONV
sv1c0804
schema_voice normal1 1 sv_c08 (LineNo 4 4)
schema sv2c0805
archetype SV_CONV
sv2c0805
schema_voice normal2 1 sv_c08 (LineNo 5 5)
//CONV 9, missions 2,5 "Do you ever feel like..."
schema sv1c0901
archetype SV_CONV
sv1c0901
schema_voice normal1 1 sv_c09 (LineNo 1 1)
schema sv2c0902
archetype SV_CONV
sv2c0902
schema_voice normal2 1 sv_c09 (LineNo 2 2)
schema sv1c0903
archetype SV_CONV
sv1c0903
schema_voice normal1 1 sv_c09 (LineNo 3 3)
schema sv2c0904
archetype SV_CONV
sv2c0904
schema_voice normal2 1 sv_c09 (LineNo 4 4)
//CONV 10, missions 2,5 " You ever go down by… you know… "
schema sv2c1001
archetype SV_CONV
sv2c1001
schema_voice normal2 1 sv_c10 (LineNo 1 1)
schema sv1c1002
archetype SV_CONV
sv1c1002
schema_voice normal1 1 sv_c10 (LineNo 2 2)
schema sv2c1003
archetype SV_CONV
sv2c1003
schema_voice normal2 1 sv_c10 (LineNo 3 3)
schema sv1c1004
archetype SV_CONV
sv1c1004
schema_voice normal1 1 sv_c10 (LineNo 4 4)
schema sv2c1005
archetype SV_CONV
sv2c1005
schema_voice normal2 1 sv_c10 (LineNo 5 5)
schema sv1c1006
archetype SV_CONV
sv1c1006
schema_voice normal1 1 sv_c10 (LineNo 6 6)
//CONV 11, missions 2,5 "Everything okay?"
schema sv1c1101
archetype SV_CONV
sv1c1101
schema_voice normal1 1 sv_c11 (LineNo 1 1)
schema sv2c1102
archetype SV_CONV
sv2c1102
schema_voice normal2 1 sv_c11 (LineNo 2 2)
//CONV 12, missions 2,5 "How's your day?"
schema sv1c1201
archetype SV_CONV
sv1c1201
schema_voice normal1 1 sv_c12 (LineNo 1 1)
schema sv2c1202
archetype SV_CONV
sv2c1202
schema_voice normal2 1 sv_c12 (LineNo 2 2)
//CONV 13, missions 2,5 "Seen Cook around?"
schema sv1c1301
archetype SV_CONV
sv1c1301
schema_voice normal1 1 sv_c13 (LineNo 1 1)
schema sv2c1302
archetype SV_CONV
sv2c1302
schema_voice normal2 1 sv_c13 (LineNo 2 2)
//CONV 14, missions 2,5 "You still up?"
schema sv1c1401
archetype SV_CONV
sv1c1401
schema_voice normal1 1 sv_c14 (LineNo 1 1)
schema sv2c1402
archetype SV_CONV
sv2c1402
schema_voice normal2 1 sv_c14 (LineNo 2 2)
//CONV 15, missions 2,5
schema sv2c1501
archetype SV_CONV
sv2c1501
schema_voice normal2 1 sv_c15 (LineNo 1 1)
schema sv1c1502
archetype SV_CONV
sv1c1502
schema_voice normal1 1 sv_c15 (LineNo 2 2)
//CONV 16, missions 2,5 "I am so tired of muddy boots!"
schema sv2c1601
archetype SV_CONV
sv2c1601
schema_voice normal2 1 sv_c16 (LineNo 1 1)
schema sv1c1602
archetype SV_CONV
sv1c1602
schema_voice normal1 1 sv_c16 (LineNo 2 2)
//CONV 17, missions 2,5 "You hear? The Sir.."
schema sv2c1701
archetype SV_CONV
sv2c1701
schema_voice normal2 1 sv_c17 (LineNo 1 1)
schema sv1c1702
archetype SV_CONV
sv1c1702
schema_voice normal1 1 sv_c17 (LineNo 2 2)
//CONV 18, missions 2,5 "You lose a button?"
schema sv2c1801
archetype SV_CONV
sv2c1801
schema_voice normal2 1 sv_c18 (LineNo 1 1)
schema sv1c1802
archetype SV_CONV
sv1c1802
schema_voice normal1 1 sv_c18 (LineNo 2 2)
//CONV 19, mission 5 "What happened to young Brennan?"
schema sv1c1901
archetype SV_CONV
sv1c1901
schema_voice normal1 1 sv_c19 (LineNo 1 1)
schema sv2c1902
archetype SV_CONV
sv2c1902
schema_voice normal2 1 sv_c19 (LineNo 2 2)
schema sv1c1903
archetype SV_CONV
sv1c1903
schema_voice normal1 1 sv_c19 (LineNo 3 3)
//THIEF GOLD///////////////////////////////////
//CONV 19, "Hit me."
schema sv106300
archetype SV_CONV
sv106300
schema_voice normal1 1 sv_063 (LineNo 1 1)
schema sv206301
archetype SV_CONV
sv206301
schema_voice normal2 1 sv_063 (LineNo 2 2)
schema sv106302
archetype SV_CONV
sv106302
schema_voice normal1 1 sv_063 (LineNo 3 3)
schema sv206303
archetype SV_CONV
sv206303
schema_voice normal2 1 sv_063 (LineNo 4 4)
schema sv106304
archetype SV_CONV
sv106304
schema_voice normal1 1 sv_063 (LineNo 5 5)
schema sv206305
archetype SV_CONV
sv206305
schema_voice normal2 1 sv_063 (LineNo 6 6)
schema sv106306
archetype SV_CONV
sv106306
schema_voice normal1 1 sv_063 (LineNo 7 7)

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//TEST VOICE
//TEST
schema AATEST
volume -1
mono_loop 0 0
caveamb
schema PAN_LEFT
volume -500
mono_loop 0 0
pan -2000
waterlp1
schema Pan_vary
volume -1
poly_loop 2 2000 2000
pan_range 2500
hstosto
//ASLEEP
schema t1asleep
archetype AI_NONE
volume -500
mono_loop 2000 3000
t1asleep
schema_voice testvoice 1 sleeping
//AT ALERT 0
schema t1at0
archetype AI_NONE
volume -1
mono_loop 1000 1000
t1at0
schema_voice testvoice 1 atlevelzero
//TO ALERT 1
schema t1to1
archetype AI_MINOR
t1to1
schema_voice testvoice 1 tolevelone
//TO ALERT 1 +heard
schema t1to1h
archetype AI_MINOR
t1to1h
schema_voice testvoice 3 tolevelone (Sense Sound)
//TO ALERT 1 +sighted
schema t1to1v
archetype AI_MINOR
t1to1v
schema_voice testvoice 1 tolevelone (Sense Sight)
//TO ALERT 1 +w/co
schema t1to1_w
archetype AI_MINOR
t1to1_w
schema_voice testvoice 3 tolevelone (NearbyFriends 0 20)
//TO ALERT 1 +heard +w/co
schema t1to1hw
archetype AI_MINOR
t1to1hw
schema_voice testvoice 3 tolevelone (Sense Sound) (NearbyFriends 0 20)
//TO ALERT 1 +sighted +w/co
schema t1to1vw
archetype AI_MINOR
t1to1vw
schema_voice testvoice 3 tolevelone (Sense Sight) (NearbyFriends 0 20)
//AT ALERT 1
schema t1at1inv
archetype AI_MINOR
delay 5000
mono_loop 10000 20000
t1at1inv
schema_voice testvoice 9 atlevelone (Investigate True)
//AT ALERT 1
schema t1at1
archetype AI_MINOR
delay 5000
mono_loop 5000 20000
t1at1
schema_voice testvoice 1 atlevelone
//TO ALERT 2
schema t1to2
archetype AI_MAJOR
t1to2
schema_voice testvoice 1 toleveltwo
//TO ALERT 2 +heard
schema t1to2h
archetype AI_MAJOR
t1to2h
schema_voice testvoice 2 toleveltwo (Sense Sound)
//TO ALERT 2 +sighted
schema t1to2v
archetype AI_MAJOR
t1to2v
schema_voice testvoice 1 toleveltwo (Sense Sight)
//AT ALERT 2 INVESTIGATING
schema t1at2inv
archetype AI_MAJOR
delay 5000
mono_loop 10000 20000
t1at2inv
schema_voice testvoice 9 atleveltwo (Investigate True)
//AT ALERT 2
schema t1at2
archetype AI_MAJOR
delay 5000
mono_loop 20000 30000
t1at2
schema_voice testvoice 1 atleveltwo
//TO ALERT 3
schema t1to3
archetype AI_MORE_MAJOR
t1to3
schema_voice testvoice 1 tolevelthree
//AT ALERT 3 INVESTIGATING
schema t1at3inv
archetype AI_MAJOR
delay 5000
mono_loop 10000 20000
t1at3inv
schema_voice testvoice 9 atlevelthree (Investigate True)
//AT ALERT 3
schema t1at3
archetype AI_MAJOR
delay 5000
mono_loop 5000 20000
t1at3
schema_voice testvoice 1 atlevelthree
//SPOTTED THE PLAYER
schema t1spot
archetype AI_MORE_MAJOR
t1spot
schema_voice testvoice 1 spotplayer
//SPOTTED THE PLAYER +body
schema t1spotb
archetype AI_MORE_MAJOR
t1spotb
schema_voice testvoice 9 spotplayer (CarryBody)
//REACT 1ST WARNING
schema t1rwarn
archetype AI_MINOR
t1rwarn
schema_voice testvoice 1 reactwarn
//REACT 2ND WARNING
schema t1rwarn2
archetype AI_MAJOR
t1rwarn2
schema_voice testvoice 1 reactwarn2
//REACT CHARGE
schema t1rchg
archetype AI_MORE_MAJOR
t1rchg
schema_voice testvoice 1 reactcharge
//REACT CHARGE +w/co
schema t1rchgw
archetype AI_MORE_MAJOR
t1rchgw
schema_voice testvoice 2 reactcharge (NearbyFriends 0 20)
//REACT SHOOT
schema t1rshoot
archetype AI_MORE_MAJOR
t1rshoot
schema_voice testvoice 1 reactshoot
//REACT FRUSTRATION
schema t1rfrust
archetype AI_MORE_MAJOR
t1rfrust
schema_voice testvoice 1 outofreach
//REACT RUN AWAY
schema t1rrun
archetype AI_MAJOR
t1rrun
schema_voice testvoice 1 reactrun
//REACT I SOUND THE ALARM
schema t1ralarm
archetype AI_MAJOR
t1ralarm
schema_voice testvoice 1 reactalarm
//REACT YOU GO SOUND THE ALARM +w/co
schema t1ralarw
archetype AI_MORE_MAJOR
t1ralarw
schema_voice testvoice 5 reactalarm (NearbyFriends 0 20)
//REACT TELL FRIEND BY REVELATION +w/co
schema t1spotw
archetype AI_MORE_MAJOR
t1spotw
schema_voice testvoice 3 spotplayer (NearbyFriends 0 20)
//REACT TELL FRIEND BY CONFIRMATION
schema t1spotwr
archetype AI_MORE_MAJOR
t1spotwr
schema_voice testvoice 4 spotplayer (NearbyFriends 0 20) (Reacquire true)
//BACK TO ALERT 0
schema t1back
archetype AI_NONE
t1back
schema_voice testvoice 1 backtozero
//LOST CONTACT W/PLAYER
schema t1lost
archetype AI_MINOR
t1lost
schema_voice testvoice 1 lostcontact
//FOUND BODY
schema t1foubod
archetype AI_MORE_MAJOR
t1foubod
schema_voice testvoice 1 foundbody
//FOUND SOMETHING MISSING
schema t1foumis
archetype AI_MAJOR
t1foumis
schema_voice testvoice 1 foundmissing
//FOUND A SMALL ANOMALY
schema t1fousma
archetype AI_MINOR
t1fousma
schema_voice testvoice 1 foundsmall
//FOUND A LARGE ANOMALY
schema t1foular
archetype AI_MAJOR
t1Foular
schema_voice testvoice 1 foundlarge
//FOUND A SECURITY BREACH
schema t1foubre
archetype AI_MORE_MAJOR
t1foubre
schema_voice testvoice 1 foundbreach
//RECENTLY SAW THE PLAYER
schema t1recint
archetype AI_INFORM
t1recint
schema_voice testvoice 1 recentintruder
//RECENTLY FOUND BODY
schema t1recbod
archetype AI_INFORM
t1recbod
schema_voice testvoice 1 recentbody
//RECENTLY FOUND SOMETHING MISSING
schema t1recmis
archetype AI_INFORM
t1recmis
schema_voice testvoice 1 recentmissing
//RECENTLY FOUND MISC ANAMOLY
schema t1recoth
archetype AI_INFORM
t1recoth
schema_voice testvoice 1 recentother
//COMBAT
//ATTACKING +not losing
schema t1att
archetype AI_COMBAT
t1att
schema_voice testvoice 1 comattack (ComBal Winning Even)
//ATTACKING +not losing +w/co
schema t1att_w
archetype AI_COMBAT
t1att_w
schema_voice testvoice 2 comattack (ComBal Winning Even) (NearbyFriends 0 20)
//ATTACKING +winning
schema t1attw
archetype AI_COMBAT
t1attw
schema_voice testvoice 2 comattack (ComBal Winning)
//ATTACKING +winning +w/co
schema t1attw
archetype AI_COMBAT
t1attw
schema_voice testvoice 2 comattack (ComBal Winning) (NearbyFriends 0 20)
//ATTACKING +losing
schema t1attl
archetype AI_COMBAT
t1attl
schema_voice testvoice 1 comattack (ComBal Losing)
//ATTACKING +losing +w/co
schema t1attlw
archetype AI_COMBAT
t1attlw
schema_voice testvoice 2 comattack (ComBal Losing) (NearbyFriends 0 20)
//SUCCESSFULLY HIT THE PLAYER
schema t1suchit
archetype AI_COMBAT
t1suchit
schema_voice testvoice 1 comsucchit
//SUCCESSFULLY HIT THE PLAYER +w/co
schema t1suchiw
archetype AI_COMBAT
t1suchiw
schema_voice testvoice 2 comsucchit (NearbyFriends 0 20)
//SUCCESSFULLY BLOCKED THE PLAYER
schema t1sucblo
archetype AI_COMBAT
t1sucblo
schema_voice testvoice 1 comsuccblock
//SUCCESSFULLY BLOCKED THE PLAYER +w/co
schema t1sucblw
archetype AI_COMBAT
t1sucblw
schema_voice testvoice 2 comsuccblock (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI HIT PTS
schema t1hhi
archetype AI_COMBAT
t1hhi
schema_voice testvoice 1 comhithigh
//HIT BY THE PLAYER W/HI HIT PTS
schema t1hhiw
archetype AI_COMBAT
t1hhiw
schema_voice testvoice 2 comhithigh (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI LO PTS
schema t1hlo
archetype AI_COMBAT
t1hlo
schema_voice testvoice 1 comhitlow
//HIT BY THE PLAYER W/HI LO PTS +w/co
schema t1hlow
archetype AI_COMBAT
t1hlow
schema_voice testvoice 2 comhitlow (NearbyFriends 0 20)
//HIT BY THE PLAYER NO DAMAGE
schema t1hnodam
archetype AI_COMBAT
t1hnodam
schema_voice testvoice 1 comhitnodam
//BLOCKED BY THE PLAYER
schema t1blkd
archetype AI_COMBAT
t1blkd
schema_voice testvoice 1 comblocked
//BLOCKED BY THE PLAYER +w/co
schema t1blkdw
archetype AI_COMBAT
t1blkdw
schema_voice testvoice 2 comblocked (NearbyFriends 0 20)
//DETECTED PLAYER TRYING TO BLOCK +not losing
schema t1detblo
archetype AI_COMBAT
t1detblo
schema_voice testvoice 1 comdetblock (Combal Winning Even)
//DETECTED PLAYER TRYING TO BLOCK +not losing +w/co
schema t1detblw
archetype AI_COMBAT
t1detblw
schema_voice testvoice 2 comdetblock (Combal Winning Even) (NearbyFriends 0 20)
//AMBUSHED -HIT BY UNSEEN PLAYER
schema t1hamb
archetype AI_COMBAT
t1hamb
schema_voice testvoice 1 comhitamb
//AMBUSHED -HIT BY UNSEEN PLAYER +w/co
schema t1hambw
archetype AI_COMBAT
t1hambw
schema_voice testvoice 2 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema t1diec
archetype AI_COMBAT
t1diec
schema_voice testvoice 1 comdieloud
//DEATH (or knocked out) BY AMBUSH -MORE MUFFLED
schema t1diea
archetype AI_MINOR
volume -500
t1diea
schema_voice testvoice 1 comdiesoft
//SWING LEFT
//schema sw_left
//sw_left
//env_tag (Event Motion) (PlyrSwordSwing 1) (Direction 1)
//SWING RIGHT
//schema sw_right
//sw_right
//env_tag (Event Motion) (PlyrSwordSwing 1) (Direction 2)
//SWING OVERHEAD
//schema sw_over
//sw_over
//env_tag (Event Motion) (PlyrSwordSwing 2)

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//THIEF1 -Mike Romatelli
/////////////
//AI SPEECH//
/////////////
//ASLEEP
schema th1a0sn
archetype AI_NONE
volume -500
mono_loop 2000 3000
sg2a0sn1 sg2a0sn2 sg2a0sn3
schema_voice vthief1 1 sleeping
//AT ALERT 0
schema th1a0hu
archetype AI_NONE
volume -500
mono_loop 2000 20000
th1a0hu1 th1a0hu2 th1a0hu3 th1a0wh1 th1a0wh2 th1a0wh3 th1a0br1 th1a0br2 th1a0br3 th1a0br4 th1a0co1 th1a0co2 th1a0co3 th1a0co4
schema_voice vthief1 3 atlevelzero
//TO ALERT 1
schema th1a1
archetype AI_NONE
th1a1__1 th1a1__2 th1a1__3 th1a1__4
schema_voice vthief1 1 tolevelone
// +sighted
schema th1a1v
archetype AI_NONE
th1a1v_1 th1a1v_2
schema_voice vthief1 2 tolevelone (Sense Sight)
// +heard
schema th1a1h
archetype AI_NONE
th1a1h_1 th1a1h_2
schema_voice vthief1 2 tolevelone (Sense Sound)
// +w/co
schema th1a1_w
archetype AI_MINOR
th1a1_w1 th1a1_w2
schema_voice vthief1 2 tolevelone (NearbyFriends 0 20)
// +sighted +w/co
schema th1a1vw
archetype AI_MINOR
th1a1vw1 th1a1vw2 th1a1vw3 th1a1vw4
schema_voice vthief1 3 tolevelone (Sense Sight) (NearbyFriends 0 20)
// +heard +w/co
schema th1a1hw
archetype AI_MINOR
th1a1hw1 th1a1hw2 th1a1hw3 th1a1hw4
schema_voice vthief1 3 tolevelone (Sense Sound) (NearbyFriends 0 20)
//AT ALERT 1, 2 & 3
schema th1at1
archetype AI_NONE
volume -500
delay 5000
mono_loop 2000 20000
th1a0tk1 th1a0tk2 th1a0tk3 th1a0mu1 th1a0mu2 th1a0mu3
schema_voice vthief1 1 atlevelone
schema_voice vthief1 1 atleveltwo
schema_voice vthief1 1 atlevelthree
//BACK TO ALERT 0
schema th1bak
archetype AI_NONE
th1bak_1 th1bak_2 th1bak_3 th1bak_4
schema_voice vthief1 1 backtozero
//TO ALERT 2
schema th1a2
archetype AI_MINOR
th1a2__1 th1a2__2 th1a2__3 th1a2__4
schema_voice vthief1 1 toleveltwo
// +sighted
schema th1a2v
archetype AI_MINOR
th1a2v_1
schema_voice vthief1 1 toleveltwo (Sense Sight)
// +heard
schema th1a2h
archetype AI_MINOR
th1a2h_1 th1a2h_2 th1a2h_3
schema_voice vthief1 2 toleveltwo (Sense Sound)
//AT ALERT 2 +Investigating
schema th1at2inv
archetype AI_MINOR
delay 3000
no_repeat
mono_loop 10000 20000
th1a2se1 th1a2se2 th1a2se3 th1a2se4 th1a3se1 th1a3se2 th1a3se3 th1a3se4
schema_voice vthief1 99 atleveltwo (Investigate true)
schema_voice vthief1 99 atlevelthree (Investigate true)
//TO ALERT 3
schema th1a3
archetype AI_MORE_MAJOR
th1a3s_1 th1a3s_2 th1a3s_3 th1a3s_4 th1a3na1 th1a3na2 th1a3na3 th1a3na4
schema_voice vthief1 1 tolevelthree
schema_voice vthief1 1 spotplayer
// +w/co
schema th1telr
archetype AI_COMBAT
th1telr1 th1telr2 th1telr3 th1telr4 th1telr5
schema_voice vthief1 3 spotplayer (NearbyFriends 0 20)
// +carrying a body
schema th1a3b
archetype AI_MORE_MAJOR
th1a3b_1
schema_voice vthief1 9 spotplayer (CarryBody True)
//LOST CONTACT W/PLAYER
schema th1los
archetype AI_NONE
th1los_1 th1los_2 th1los_3
schema_voice vthief1 1 lostcontact
//RE-SPOTTED PLAYER AFTER A SEARCH +w/co
schema th1telc
archetype AI_COMBAT
th1telc1 th1telc2 th1telc3
schema_voice vthief1 3 spotplayer (NearbyFriends 0 20) (Reacquire True)
//REACT CHARGE
schema th1chga
archetype AI_MORE_MAJOR
th1chga1 th1chga2
schema_voice vthief1 1 reactcharge
// +w/co
schema th1chgw
archetype AI_COMBAT
th1chgw1 th1chgw2 th1chgw3
schema_voice vthief1 3 reactcharge (NearbyFriends 0 20)
//REACT GET READY TO FIRE YOUR BOW
schema th1bow
archetype AI_MORE_MAJOR
no_repeat
th1atb_1 th1atb_2 th1atb_3
schema_voice vthief1 1 reactshoot
//REACT RUN AWAY
schema th1runa
archetype AI_MAJOR
th1runa1 th1runa2 th1runa3
schema_voice vthief1 1 reactrun
//REACT I SOUND THE ALARMS
schema th1alma
archetype AI_MORE_MAJOR
th1alma1
schema_voice vthief1 1 reactalarm
// +w/co
schema th1almw
archetype AI_COMBAT
th1almw1 th1almw2
schema_voice vthief1 3 reactalarm (NearbyFriends 0 20)
//FRUSTRATION
schema th1frust
archetype AI_MAJOR
th1det_2
schema_voice vthief1 1 outofreach
//FOUND BODY
schema th1bod
archetype AI_MORE_MAJOR
th1bod_1 th1bod_2 th1bod_3
schema_voice vthief1 1 foundbody
//FOUND SOMETHING MISSING
schema th1mis
archetype AI_MAJOR
th1mis_1 th1mis_2
schema_voice vthief1 1 foundmissing
//NOTICED A TORCH BEING DOUSED
//schema th1torch
//archetype AI_MINOR
//delay 1000
// ????
//schema_voice vthief1 1 noticetorch
//FOUND A SMALL ANOMALY
schema th1sma
archetype AI_MINOR
th1sma_1 th1sma_2 th1sma_3
schema_voice vthief1 1 foundsmall
//FOUND A LARGE ANOMALY
schema th1lar
archetype AI_MAJOR
th1lar_1 th1lar_2
schema_voice vthief1 1 foundlarge
//FOUND A SECURITY BREACH
schema th1sec
archetype AI_MORE_MAJOR
th1sec_1 th1sec_2
schema_voice vthief1 1 foundbreach
//RECENTLY SAW THE PLAYER +w/co
schema th1rint
archetype AI_INFORM
th1rint1 th1rint2 th1rint3
schema_voice vthief1 1 recentintruder
//RECENTLY FOUND BODY +w/co
schema th1rbod
archetype AI_INFORM
th1rbod1 th1rbod2 th1rbod3
schema_voice vthief1 1 recentbody
//RECENTLY FOUND SOMETHING MISSING +w/co
schema th1rmis
archetype AI_INFORM
th1rmis1 th1rmis2 th1rmis3
schema_voice vthief1 1 recentmissing
//RECENTLY FOUND MISC ANAMOLY +w/co
schema th1roth
archetype AI_INFORM
th1roth1 th1roth2
schema_voice vthief1 1 recentother
//COMBAT
//ATTACKING +not losing
schema th1atn
archetype AI_COMBAT
th1atn_1 freq 1
th1atn_2 freq 1
th1atn_3 freq 2
th1atn_4 freq 2
th1atn_5 freq 2
schema_voice vthief1 1 comattack (ComBal Winning Even)
// +winning
schema th1atnw
archetype AI_COMBAT
th1atw_1
schema_voice vthief1 2 comattack (ComBal Winning)
// +winning +w/co
schema th1atww
archetype AI_COMBAT
th1atww1
schema_voice vthief1 3 comattack (ComBal Winning) (NearbyFriends 0 20)
// +losing
schema th1atl
archetype AI_COMBAT
th1atl_1 th1atl_2 th1atl_3 th1atl_4
schema_voice vthief1 2 comattack (ComBal Losing)
//SUCCESSFULLY HIT THE PLAYER +not losing
schema th1hit
archetype AI_COMBAT
th1hit_1 th1hit_2 th1hit_3
schema_voice vthief1 1 comsucchit (ComBal Winning Even)
// +not losing +w/co
schema th1hitw
archetype AI_COMBAT
th1hitw1 th1hitw2
schema_voice vthief1 2 comsucchit (ComBal Winning Even) (NearbyFriends 0 20)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing
schema th1blk
archetype AI_COMBAT
th1blk_1 th1blk_2
schema_voice vthief1 1 comsuccblock (ComBal Winning Even)
// +not losing +w/co
schema th1blkw
archetype AI_COMBAT
th1blkw1
schema_voice vthief1 2 comsuccblock (ComBal Winning Even) (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI HIT PTS
schema th1hhi
archetype AI_MAJOR
th1hhi_1 th1hhi_2 th1hhi_3
schema_voice vthief1 1 comhithigh
//HIT BY THE PLAYER W/LO PTS
schema th1hlo
archetype AI_MORE_MAJOR
th1hlo_1 th1hlo_2 th1hlo_3
schema_voice vthief1 1 comhitlow
schema_voice vass1 1 comhitlow
// +w/co
schema th1hlow
archetype AI_COMBAT
th1hlow1
schema_voice vthief1 2 comhitlow (NearbyFriends 0 20)
//HIT BY THE PLAYER NO DAMAGE
schema th1hnd
archetype AI_MAJOR
th1hnd_1 th1hnd_2 th1hnd_3
schema_voice vthief1 1 comhitnodam
//BLOCKED BY THE PLAYER +not losing
schema th1bkd
archetype AI_COMBAT
th1bkd_1 th1bkd_2
schema_voice vthief1 1 comblocked (ComBal Winning Even)
// +not losing +w/co
schema th1bkdw
archetype AI_COMBAT
th1bkdw1
schema_voice vthief1 1 comblocked (ComBal Winning Even) (NearbyFriends 0 20)
//DETECTED PLAYER TRYING TO BLOCK +not losing
schema th1det
archetype AI_COMBAT
th1det_1 th1det_2
schema_voice vthief1 1 comdetblock(ComBal Winning Even)
// +not losing +w/co
schema th1detw
archetype AI_COMBAT
th1detw1
schema_voice vthief1 2 comdetblock (ComBal Winning Even) (NearbyFriends 0 20)
//AMBUSHED -HIT BY UNSEEN PLAYER
schema th1amb
archetype AI_MAJOR
th1amb_1 th1amb_2
schema_voice vthief1 1 comhitamb
// +w/co
schema th1ambw
archetype AI_COMBAT
th1ambw1 th1ambw2
schema_voice vthief1 2 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema th1diec
archetype AI_COMBAT
th1diec1 th1diec2 th1diec3
schema_voice vthief1 1 comdieloud
//DEATH (or knocked out) BY AMBUSH -MORE MUFFLED
schema th1diea
archetype AI_MINOR
volume -500
th1diea1 th1diea2 th1diea3
schema_voice vthief1 1 comdiesoft

398
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//THIEF2 -Mike Chrzanowski
/////////////
//AI SPEECH//
/////////////
//ASLEEP
schema th2a0sn
archetype AI_NONE
volume -500
mono_loop 2000 3000
sg3a0sn1 sg3a0sn2 sg3a0sn3
schema_voice vthief2 1 sleeping
//AT ALERT 0 -HUMMING & WHISTLING
schema th2a0co
archetype AI_NONE
volume -500
mono_loop 2000 20000
th2a0co1 th2a0co2 th2a0co3 th2a0co4 th2a0hu1 th2a0hu2 th2a0hu3 th2a0wh1 th2a0wh2 th2a0wh3 th2a0wh4 th2a0wh5 th2a0tc1 th2a0tc2 th2a0tc3
schema_voice vthief2 3 atlevelzero
//AT ALERT 0 -MUTTERING (less freq)
schema th2a0mu
archetype AI_NONE
volume -500
mono_loop 2000 20000
th2a0co1 th2a0co2 th2a0co3 th2a0co4 th2a0mu1 th2a0mu2 th2a0mu3 th2a0tc1 th2a0tc2 th2a0tc3 th2a0__1
schema_voice vthief2 1 atlevelzero
//TO ALERT 1
schema th2a1
archetype AI_NONE
th2a1__1 th2a1__2 th2a1__3 th2a1__4
schema_voice vthief2 1 tolevelone
// +sighted
schema th2a1v
archetype AI_NONE
th2a1v_1 th2a1v_2
schema_voice vthief2 2 tolevelone (Sense Sight)
// +heard
schema th2a1h
archetype AI_NONE
th2a1h_1 th2a1h_2
schema_voice vthief2 2 tolevelone (Sense Sound)
// +w/co
schema th2a1_w
archetype AI_MINOR
th2a1_w1 th2a1_w2
schema_voice vthief2 2 tolevelone (NearbyFriends 0 20)
// +sighted +w/co
schema th2a1vw
archetype AI_MINOR
th2a1vw1 th2a1vw2 th2a1vw3
schema_voice vthief2 3 tolevelone (Sense Sight) (NearbyFriends 0 20)
// +heard +w/co
schema th2a1hw
archetype AI_MINOR
th2a1hw1 th2a1hw2 th2a1hw3 th2a1hw4
schema_voice vthief2 3 tolevelone (Sense Sound) (NearbyFriends 0 20)
//AT ALERT 1, 2 & 3
schema th2at1
archetype AI_NONE
volume -500
delay 5000
mono_loop 100 20000
th2a0tc1 th2a0tc2 th2a0tc3 th2a0__1 th2a0co1 th2a0co2
schema_voice vthief2 1 atlevelone
schema_voice vthief2 1 atleveltwo
schema_voice vthief2 1 atlevelthree
//BACK TO ALERT 0
schema th2bak
archetype AI_NONE
th2bak_1 th2bak_2 th2bak_3 th2bak_4
schema_voice vthief2 1 backtozero
//TO ALERT 2
schema th2a2
archetype AI_MINOR
th2a2__1 th2a2__2 th2a2__3 th2a2__4
schema_voice vthief2 1 toleveltwo
// +sighted
schema th2a2v
archetype AI_MINOR
th2a2v_1
schema_voice vthief2 1 toleveltwo (Sense Sight)
// +heard
schema th2a2h
archetype AI_MINOR
th2a2h_1 th2a2h_2 th2a2h_3
schema_voice vthief2 2 toleveltwo (Sense Sound)
//AT ALERT 2 & 3 +Investigating
schema th2at2inv
archetype AI_MINOR
delay 3000
no_repeat
mono_loop 10000 20000
th2a2se1 th2a2se2 th2a2se3 th2a3se1 th2a3se2 th2a3se3
schema_voice vthief2 99 atleveltwo (Investigate true)
schema_voice vthief2 99 atlevelthree (Investigate true)
//TO ALERT 3
schema th2a3
archetype AI_MORE_MAJOR
th2a3s_1 th2a3s_2 th2a3s_3 th2a3s_4 th2a3na1 th2a3na3 th2a3na4 //th2a3na2
schema_voice vthief2 1 tolevelthree
schema_voice vthief2 1 spotplayer
// +w/co
schema th2telr
archetype AI_COMBAT
th2telr1 th2telr2 th2telr3 th2telr4 th2telr5
schema_voice vthief2 3 spotplayer (NearbyFriends 0 20)
// +carrying a body
schema th2a3b
archetype AI_MORE_MAJOR
th2a3b_1
schema_voice vthief2 9 spotplayer (CarryBody True)
//LOST CONTACT W/PLAYER
schema th2los
archetype AI_NONE
th2los_1 th2los_2 th2los_3
schema_voice vthief2 1 lostcontact
//RE-SPOTTED PLAYER AFTER A SEARCH +w/co
schema th2telc
archetype AI_COMBAT
th2telc1 th2telc2 th2telc3
schema_voice vthief2 3 spotplayer (NearbyFriends 0 20) (Reacquire True)
//REACT CHARGE
schema th2chga
archetype AI_MORE_MAJOR
th2chga1 th2chga2
schema_voice vthief2 1 reactcharge
// +w/co
schema th2chgw
archetype AI_COMBAT
th2chgw1 th2chgw2 th2chgw3
schema_voice vthief2 3 reactcharge (NearbyFriends 0 20)
//REACT GET READY TO FIRE YOUR BOW
//schema th2bow
//archetype AI_MORE_MAJOR
//no_repeat
//th2atb_1 th2atb_2 th2atb_3
//schema_voice vthief2 1 reactshoot
//REACT RUN AWAY
schema th2runa
archetype AI_MAJOR
th2runa1 th2runa2 th2runa3
schema_voice vthief2 1 reactrun
//REACT I SOUND THE ALARMS
schema th2alma
archetype AI_MORE_MAJOR
th2alma1
schema_voice vthief2 1 reactalarm
// +w/co
schema th2almw
archetype AI_COMBAT
th2almw1 th2almw2
schema_voice vthief2 3 reactalarm (NearbyFriends 0 20)
//FRUSTRATION
//schema th2frust
//archetype AI_MAJOR
// ?
//schema_voice vthief2 1 outofreach
//FOUND BODY
schema th2bod
archetype AI_MORE_MAJOR
th2bod_1 th2bod_2
schema_voice vthief2 1 foundbody
//FOUND SOMETHING MISSING
schema th2mis
archetype AI_MAJOR
th2mis_1 th2mis_2
schema_voice vthief2 1 foundmissing
//NOTICED A TORCH BEING DOUSED
//schema th2torch
//archetype AI_MINOR
//delay 1000
// ????
//schema_voice vthief2 1 noticetorch
//FOUND A SMALL ANOMALY
schema th2sma
archetype AI_MINOR
th2sma_1 th2sma_2 th2sma_3
schema_voice vthief2 1 foundsmall
//FOUND A LARGE ANOMALY
schema th2lar
archetype AI_MAJOR
th2lar_1 th2lar_2
schema_voice vthief2 1 foundlarge
//FOUND A SECURITY BREACH
schema th2sec
archetype AI_MORE_MAJOR
th2sec_1 th2sec_2
schema_voice vthief2 1 foundbreach
//RECENTLY SAW THE PLAYER +w/co
schema th2rint
archetype AI_INFORM
th2rint1 th2rint2 th2rint3
schema_voice vthief2 1 recentintruder
//RECENTLY FOUND BODY +w/co
schema th2rbod
archetype AI_INFORM
th2rbod1 th2rbod2
schema_voice vthief2 1 recentbody
//RECENTLY FOUND SOMETHING MISSING +w/co
schema th2rmis
archetype AI_INFORM
th2rmis1 th2rmis2 th2rmis3
schema_voice vthief2 1 recentmissing
//RECENTLY FOUND MISC ANAMOLY +w/co
schema th2roth
archetype AI_INFORM
th2roth2 th2roth2
schema_voice vthief2 1 recentother
//COMBAT
//ATTACKING +not losing
schema th2atn
archetype AI_COMBAT
th2atn_1 freq 1
th2atn_2 freq 2
th2atn_3 freq 2
th2atn_4 freq 2
schema_voice vthief2 1 comattack (ComBal Winning Even)
// +winning
schema th2atnw
archetype AI_COMBAT
th2atw_1
schema_voice vthief2 2 comattack (ComBal Winning)
// +winning +w/co
schema th2atww
archetype AI_COMBAT
th2atww1
schema_voice vthief2 3 comattack (ComBal Winning) (NearbyFriends 0 20)
// +losing
schema th2atl
archetype AI_COMBAT
th2atl_1 th2atl_2 th2atl_3
schema_voice vthief2 2 comattack (ComBal Losing)
//SUCCESSFULLY HIT THE PLAYER +not losing
schema th2hit
archetype AI_COMBAT
th2hit_1 th2hit_2 th2hit_3
schema_voice vthief2 1 comsucchit (ComBal Winning Even)
// +not losing +w/co
schema th2hitw
archetype AI_COMBAT
th2hitw1 th2hitw2
schema_voice vthief2 2 comsucchit (ComBal Winning Even) (NearbyFriends 0 20)
//SUCCESSFULLY BLOCKED THE PLAYER +not losing
schema th2blk
archetype AI_COMBAT
th2blk_1 th2blk_2
schema_voice vthief2 1 comsuccblock (ComBal Winning Even)
// +not losing +w/co
schema th2blkw
archetype AI_COMBAT
th2blkw1
schema_voice vthief2 2 comsuccblock (ComBal Winning Even) (NearbyFriends 0 20)
//HIT BY THE PLAYER W/HI HIT PTS
schema th2hhi
archetype AI_MAJOR
th2hhi_1 th2hhi_2 th2hhi_3
schema_voice vthief2 1 comhithigh
//HIT BY THE PLAYER W/LO PTS
schema th2hlo
archetype AI_MORE_MAJOR
th2hlo_1 th2hlo_2 //th2hlo_3 <--MISSING SAMPLE!
schema_voice vthief2 1 comhitlow
// +w/co
schema th2hlow
archetype AI_COMBAT
th2hlow1
schema_voice vthief2 2 comhitlow (NearbyFriends 0 20)
//HIT BY THE PLAYER NO DAMAGE
schema th2hnd
archetype AI_MAJOR
th2hnd_1 th2hnd_2
schema_voice vthief2 1 comhitnodam
//BLOCKED BY THE PLAYER +not losing
schema th2bkd
archetype AI_COMBAT
th2bkd_1 th2bkd_2
schema_voice vthief2 1 comblocked (ComBal Winning Even)
// +not losing +w/co
schema th2bkdw
archetype AI_COMBAT
th2bkdw1
schema_voice vthief2 1 comblocked (ComBal Winning Even) (NearbyFriends 0 20)
//DETECTED PLAYER TRYING TO BLOCK +not losing
schema th2det
archetype AI_COMBAT
th2det_1 th2det_2
schema_voice vthief2 1 comdetblock(ComBal Winning Even)
// +not losing +w/co
schema th2detw
archetype AI_COMBAT
th2detw1
schema_voice vthief2 2 comdetblock (ComBal Winning Even) (NearbyFriends 0 20)
//AMBUSHED -HIT BY UNSEEN PLAYER
schema th2amb
archetype AI_MAJOR
th2amb_1
schema_voice vthief2 1 comhitamb
// +w/co
schema th2ambw
archetype AI_COMBAT
th2ambw1 th2ambw2
schema_voice vthief2 2 comhitamb (NearbyFriends 0 20)
//DEATH BY COMBAT -LOUD
schema th2diec
archetype AI_COMBAT
th2diec1 th2diec2
schema_voice vthief2 1 comdieloud
//DEATH (or knocked out) BY AMBUSH -MORE MUFFLED
schema th2diea
archetype AI_MINOR
volume -500
th2diea1 th2diea2
schema_voice vthief2 1 comdiesoft

256
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//THIEF CONVERSATIONS
//#061 "When partners fight, it's never good."
schema th106100
archetype OTHER_CONV
th106100
schema_voice vthief1 1 th_061 (LineNo 1 1)
schema th206101
archetype OTHER_CONV
th206101
schema_voice vthief2 1 th_061 (LineNo 2 2)
schema th106102
archetype OTHER_CONV
th106102
schema_voice vthief1 1 th_061 (LineNo 3 3)
schema th206103
archetype OTHER_CONV
th206103
schema_voice vthief2 1 th_061 (LineNo 4 4)
//#065 [HAMMER & THIEF] "By the builder I will find you..."
schema hm106500
archetype OTHER_CONV
hm106500
schema_voice hammer1 1 th_065 (LineNo 1 1)
schema th106501
archetype OTHER_CONV
th106501
schema_voice vthief2 1 th_065 (LineNo 2 2)
//#066 "I hear some independent is doing
schema th106600
archetype OTHER_CONV
th106600
schema_voice vthief1 1 th_066 (LineNo 1 1)
schema th206601
archetype OTHER_CONV
th206601
schema_voice vthief2 1 th_066 (LineNo 2 2)
schema th106602
archetype OTHER_CONV
th106602
schema_voice vthief1 1 th_066 (LineNo 3 3)
//#067 "Bafford was furious when he got back..."
schema th106700
archetype OTHER_CONV
th106700
schema_voice vthief1 1 th_067 (LineNo 1 1)
schema th206701
archetype OTHER_CONV
th206701
schema_voice vthief2 1 th_067 (LineNo 2 2)
schema th106702
archetype OTHER_CONV
th106702
schema_voice vthief1 1 th_067 (LineNo 3 3)
schema th206703
archetype OTHER_CONV
th206703
schema_voice vthief2 1 th_067 (LineNo 4 4)
schema th106704
archetype OTHER_CONV
th106704
schema_voice vthief1 1 th_067 (LineNo 5 5)
//#068 "Did you here what happened to Gibbson.."
schema th106800
archetype OTHER_CONV
th106800
schema_voice vthief1 1 th_068 (LineNo 1 1)
schema th206801
archetype OTHER_CONV
th206801
schema_voice vthief2 1 th_068 (LineNo 2 2)
schema th106802
archetype OTHER_CONV
th106802
schema_voice vthief1 1 th_068 (LineNo 3 3)
schema th206803
archetype OTHER_CONV
th206803
schema_voice vthief2 1 th_068 (LineNo 4 4)
schema th106804
archetype OTHER_CONV
th106804
schema_voice vthief1 1 th_068 (LineNo 5 5)
schema th206805
archetype OTHER_CONV
th206805
schema_voice vthief2 1 th_068 (LineNo 6 6)
schema th106806
archetype OTHER_CONV
th106806
schema_voice vthief1 1 th_068 (LineNo 7 7)
schema th206807
archetype OTHER_CONV
th206807
schema_voice vthief2 1 th_068 (LineNo 8 8)
schema th106808
archetype OTHER_CONV
th106808
schema_voice vthief1 1 th_068 (LineNo 9 9)
schema th206809
archetype OTHER_CONV
th206809
schema_voice vthief2 1 th_068 (LineNo 10 10)
schema th106810
archetype OTHER_CONV
th106810
schema_voice vthief1 1 th_068 (LineNo 11 11)
schema th206811
archetype OTHER_CONV
th206811
schema_voice vthief2 1 th_068 (LineNo 12 12)
schema th106812
archetype OTHER_CONV
th106812
schema_voice vthief1 1 th_068 (LineNo 13 13)
//#069 "Y'hear about Sutter's job last night?"
schema th106900
archetype OTHER_CONV
th106900
schema_voice vthief1 1 th_069 (LineNo 1 1)
schema th206901
archetype OTHER_CONV
th206901
schema_voice vthief2 1 th_069 (LineNo 2 2)
schema th106902
archetype OTHER_CONV
th106902
schema_voice vthief1 1 th_069 (LineNo 3 3)
schema th206903
archetype OTHER_CONV
th206903
schema_voice vthief2 1 th_069 (LineNo 4 4)
schema th106904
archetype OTHER_CONV
th106904
schema_voice vthief1 1 th_069 (LineNo 5 5)
schema th106905
archetype OTHER_CONV
th106905
schema_voice vthief1 1 th_069 (LineNo 6 6)
schema th206906
archetype OTHER_CONV
th206906
schema_voice vthief2 1 th_069 (LineNo 7 7)
schema th106907
archetype OTHER_CONV
th106907
schema_voice vthief1 1 th_069 (LineNo 8 8)
schema th206908
archetype OTHER_CONV
th206908
schema_voice vthief2 1 th_069 (LineNo 9 9)
schema th106909
archetype OTHER_CONV
th106909
schema_voice vthief1 1 th_069 (LineNo 10 10)
//#071 [GUARD & 2 THIEVES] "Password"
schema sg107100
archetype OTHER_CONV
sg107100
schema_voice guard1 1 th_071 (LineNo 1 1)
schema th107101
archetype OTHER_CONV
th107101
schema_voice vthief1 1 th_071 (LineNo 2 2)
schema sg107102
archetype OTHER_CONV
sg107102
schema_voice guard1 1 th_071 (LineNo 3 3)
schema th107103
archetype OTHER_CONV
th107103
schema_voice vthief1 1 th_071 (LineNo 4 4)
schema sg107104
archetype OTHER_CONV
sg107104
schema_voice guard1 1 th_071 (LineNo 5 5)
schema th207105
archetype OTHER_CONV
th207105
schema_voice vthief2 1 th_071 (LineNo 6 6)
schema sg107106
archetype OTHER_CONV
sg107106
schema_voice guard1 1 th_071 (LineNo 7 7)
schema th207107
archetype OTHER_CONV
th207107
schema_voice vthief2 1 th_071 (LineNo 8 8)
schema th107108
archetype OTHER_CONV
th107108
schema_voice vthief1 1 th_071 (LineNo 9 9)

92
schema/ZOMBIE.SCH Normal file
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//ZOMBIE SPEECH
//AT ALERT 0
schema zm1a0
archetype AI_NONE
mono_loop 10 12000
volume -500
zm2a0__1 zm2a0__2 zm2a0__3 zm2a0__4
schema_voice vzomb 3 atlevelzero
schema_voice vzomb 1 backtozero
//TO ALERT 1, 2, & 3
schema zm1to1
archetype AI_NONE
volume -300
zm2att_2 zm2att_1
schema_voice vzomb 1 tolevelone
schema_voice vzomb 1 toleveltwo
schema_voice vzomb 1 tolevelthree
//AT ALERT 1, 2, & 3
schema zm1a1
archetype AI_NONE
mono_loop 10 1000
volume -250
zm2a1__1 zm2a1__2 zm2a1__3 zm2a1__4
schema_voice vzomb 1 atlevelone
schema_voice vzomb 1 atleveltwo
schema_voice vzomb 1 atlevelthree
schema_voice vzomb 1 lostcontact
//TO ALERT 3
schema zm1to3
archetype AI_NONE
volume -100
zm2att_2 zm2att_4
schema_voice vzomb 1 spotplayer
schema_voice vzomb 1 reactcharge
//COMBAT
//ATTACKING
schema zm1att
archetype AI_NONE
delay 500
volume -1
zm2atk_1 zm2akt_2 zm2atk_3 zm2atk_4
schema_voice vzomb 1 comattack
//HIT BY THE PLAYER W/HI HIT PTS
schema zm1hhi
archetype AI_NONE
volume -1
zm2att_7 zm2att_8 zm2att_9
schema_voice vzomb 1 comhithigh
schema_voice vzomb 1 comhitamb
//HIT BY THE PLAYER W/LO HIT PTS
schema zm1hlo
archetype AI_NONE
volume -1
zm2att_6 zm2att_5
schema_voice vzomb 1 comhitlow
//DEATH
schema zm1die
archetype AI_NONE
volume -1
zm2die_1 zm2die_2
schema_voice vzomb 1 comdieloud
//ZOMBIE PART SPLATS
schema zombie_splat
archetype COLLISIONS
volume -1
stabbody splat1 splat2 splat3
env_tag (Event Collision) (Material2 ZombiePart)
//ZOMBIE EXPLODES
schema exp_zombie
archetype COLLISIONS
volume -1
expzom1 expzom2
env_tag (Event Death) (CreatureType Zombie) (DamageType Fire Holy)

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What is this?
SPEECH.SPC and ENVSOUND.SPC are two schema files that were not included in
SCHEMAS.ZIP on the Thief Gold CD.
Unzip SCHEMAS.ZIP to a folder called "schema" under Thief, and add these
two files. (The folder is unimportant if you only want to browse them for
info, but it is important for running DromEd commands that access these
files.)
There is currently no documentation for these files (or the ones in
SCHEMAS.ZIP for that matter) but here's what I know:
When you run the DromEd command "reload_schemas", DromEd processes schema
files in this order.
schemas\*.spc
schemas\*.arc
schemas\*.sch
These are all the same format, but the different extensions indicates what
order they should be loaded. In other words, stuff in *.sch (schemas)
depends on stuff defined in *.arc (archetypes) which may depend on stuff
in *.spc (speech? just guessing.)
Without these two files "reload_schemas" crashes DromEd with an error about
a non-existent voice.
Thanks to Tim Stellmach (EvilSpirit) of LGS for providing these files.
Here's his reply to my question about distributing these files:
[Datoyminaytah]
>> May I assume these are OK to distribute to other Thief editors? If so
>> I'll get them to Digital Nightfall.
[EvilSpirit]
>Really, we meant to include all that in the Thief Gold dromed release and
>I believe those files just accidentally didn't get in because of the
>different extension. I can't imagine anyone will mind.
Wes Morrison
(Datoyminaytah)

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