diff --git a/zg_bg_voices/english/setup.tra b/zg_bg_voices/english/setup.tra new file mode 100644 index 0000000..af1f7fc --- /dev/null +++ b/zg_bg_voices/english/setup.tra @@ -0,0 +1,424 @@ + @0 = ~Baldur's Gate Voice Pack for EE 2.6+~ + +@1000 = ~BG: Female Confident~ +@1001 = ~Indeed.~ [zgbgf0i] // i +@1002 = ~It is done.~ [zgbgf0j] // j +@1003 = ~Certainly.~ [zgbgf0k] // k +@1016 = ~To battle!~ [zgbgf0a] // a +@1021 = ~Oh, I should not just stand about.~ [zgbgf0d] // d +@1025 = ~I am here.~ [zgbgf0f] // f +@1026 = ~Your concern?~ [zgbgf0g] // g +@1027 = ~Yes?~ [zgbgf0h] // h +@1034 = ~Aaah!~ [zgbgf0l] // l +@1040 = ~Eiigh... aaah...~ [zgbgf0m] // m +@1046 = ~I must have aid.~ [zgbgf0e] // e +@1050 = ~This is where I SHOULD be.~ [zgbgf0b] // b +@1065 = ~I grow weary.~ [zgbgf0c] // c + +@1100 = ~BG: Female Aggressive~ +@1101 = ~Simpler done than said.~ [zgbgf1i] // i +@1102 = ~Certainly.~ [zgbgf1j] // j +@1103 = ~Surely.~ [zgbgf1k] // k +@1116 = ~All will die!~ [zgbgf1a] // a +@1121 = ~I find this inactivity extremely frustrating.~ [zgbgf1d] // d +@1125 = ~What?~ [zgbgf1f] // f +@1126 = ~Yes?~ [zgbgf1g] // g +@1127 = ~Hmm?~ [zgbgf1h] // h +@1134 = ~Gack!~ [zgbgf1l] // l +@1140 = ~Aaagh... egh...~ [zgbgf1m] // m +@1146 = ~I really must get proper treatment for my wounds.~ [zgbgf1e] // e +@1150 = ~None other than me should be in this place.~ [zgbgf1b] // b +@1165 = ~I shall be asleep on my feet if I do not rest soon.~ [zgbgf1c] // c + +@1200 = ~BG: Female Streetwise~ +@1201 = ~Fine!~ [zgbgf2i] // i +@1202 = ~Such menial tasks.~ [zgbgf2j] // j +@1203 = ~A simple matter.~ [zgbgf2k] // k +@1216 = ~Your life shall be mine!~ [zgbgf2a] // a +@1221 = ~This is so utterly boring.~ [zgbgf2d] // d +@1225 = ~What?!~ [zgbgf2f] // f +@1226 = ~Yes?~ [zgbgf2g] // g +@1227 = ~What is it?!~ [zgbgf2h] // h +@1234 = ~Augh!~ [zgbgf2l] // l +@1240 = ~Nnaagh... agh...~ [zgbgf2m] // m +@1246 = ~I... I am wounded.~ [zgbgf2e] // e +@1250 = ~I deserve to be leader.~ [zgbgf2b] // b +@1265 = ~We should rest now. I need sleep.~ [zgbgf2c] // c + +@1300 = ~BG: Female Elderly~ +@1301 = ~A simple task.~ [zgbgf3i] // i +@1302 = ~Consider it done.~ [zgbgf3j] // j +@1303 = ~No trouble at all.~ [zgbgf3k] // k +@1316 = ~Death will come swiftly for you!~ [zgbgf3a] // a +@1321 = ~Must we stand about? I have much to do.~ [zgbgf3d] // d +@1325 = ~And now what?~ [zgbgf3f] // f +@1326 = ~What must I do?~ [zgbgf3g] // g +@1327 = ~Hmm?!~ [zgbgf3h] // h +@1334 = ~Errgh!~ [zgbgf3l] // l +@1340 = ~Auuugh...~ [zgbgf3m] // m +@1346 = ~I must... get proper treatment for my injuries.~ [zgbgf3e] // e +@1350 = ~There are none more capable for this position!~ [zgbgf3b] // b +@1365 = ~I grow tired. We will rest soon.~ [zgbgf3c] // c + +@1400 = ~BG: Female Commanding~ +@1401 = ~Don't worry about me.~ [zgbgf4i] // i +@1402 = ~Argh!~ [zgbgf4j] // j +@1403 = ~Hoaghh... augh...~ [zgbgf4k] // k +@1416 = ~Go! Go! Go!~ [zgbgf4a] // a +@1421 = ~Let's do something...~ [zgbgf4d] // d +@1425 = ~What do you need?~ [zgbgf4f] // f +@1426 = ~Tell me.~ [zgbgf4g] // g +@1427 = ~Give it to me straight.~ [zgbgf4h] // h +@1434 = ~You want it, you got it.~ [zgbgf4l] // l +@1440 = ~I've got this.~ [zgbgf4m] // m +@1446 = ~Healer...! Healer needed, right here!~ [zgbgf4e] // e +@1450 = ~Everybody listen to me now.~ [zgbgf4b] // b +@1465 = ~That, *yawn* was a full day's work.~ [zgbgf4c] // c + +@1500 = ~BG: Female Jester~ +@1501 = ~I'm on it like ugly on an orc.~ [zgbgf5i] // i +@1502 = ~It's in the bag.~ [zgbgf5j] // j +@1503 = ~If you're sure that's what you want.~ [zgbgf5k] // k +@1516 = ~Now you're going to be sorry!~ [zgbgf5a] // a +@1521 = ~Are we loitering now...? Are we loiterers?!~ [zgbgf5d] // d +@1525 = ~Now what?~ [zgbgf5f] // f +@1526 = ~Uh huh?~ [zgbgf5g] // g +@1527 = ~You need something?~ [zgbgf5h] // h +@1534 = ~Agh!~ [zgbgf5l] // l +@1540 = ~Eugh... not like this...~ [zgbgf5m] // m +@1546 = ~I've got the world's biggest ouchie!~ [zgbgf5e] // e +@1550 = ~I've always been leadership material.~ [zgbgf5b] // b +@1565 = ~Sleepytime can't come soon enough!~ [zgbgf5c] // c + +@1600 = ~BG: Female Tough~ +@1601 = ~Right. It's on me, is it?~ [zgbgf6i] // i +@1602 = ~I'll get it in a minute, guv.~ [zgbgf6j] // j +@1603 = ~I may as well.~ [zgbgf6k] // k +@1616 = ~Who's in for it now?!~ [zgbgf6a] // a +@1621 = ~Is there nothing else we should be doing?~ [zgbgf6d] // d +@1625 = ~Haven't you got nothin' better to do?~ [zgbgf6f] // f +@1626 = ~I'm not bothered.~ [zgbgf6g] // g +@1627 = ~What do you want?~ [zgbgf6h] // h +@1634 = ~Yeagh!~ [zgbgf6l] // l +@1640 = ~Ogh...~ [zgbgf6m] // m +@1646 = ~Oy! That smarted.~ [zgbgf6e] // e +@1650 = ~It's about time you recognized my superior qualities.~ [zgbgf6b] // b +@1665 = ~A little nap about now wouldn't hurt none.~ [zgbgf6c] // c + +@1700 = ~BG: Female Relaxed~ +@1701 = ~You bet.~ [zgbgf7i] /// cd_action1 #i +@1702 = ~Yep!~ [zgbgf7j] /// cd_action2 #j +@1703 = ~Right.~ [zgbgf7k] /// cd_action3 #k +@1704 = ~Okey doke!~ [zgbgf7s] /// cd_action4 #s +@1705 = ~Gotcha.~ [zgbgf7t] /// cd_action5 #t +@1706 = ~Not a problem.~ [zgbgf7u] /// cd_action6 #u +@1707 = ~Fine and dandy.~ [zgbgf7v] /// cd_action7 #v +@1708 = ~You're like family to me. I mean it.~ [zgbgf7x] /// cd_action_rare1 #w_ +@1709 = ~The unadventurous life is not worth living.~ [zgbgf7y] /// cd_action_rare2 #x_ +@1710 = ~Heya heya heya HEYA!~ [zgbgf7a_] /// cd_action_rare3 #y_ +@1711 = ~One of my greatest fears is having an evil wizard perform horrible experiments on me. I guess that's true for a lot of people.~ [zgbgf7b_] /// cd_action_rare4 #z_ +@1716 = ~You don't stand a chance!~ [zgbgf7a] /// cd_battlecry1 #a +@1717 = ~Comin' atcha.~ [zgbgf78] /// cd_battlecry2 #8 +@1718 = ~You're catchin' a bad case of death.~ [zgbgf79] /// cd_battlecry3 #9 +@1719 = ~Time's run out on you, pal.~ [zgbgf7g_] /// cd_battlecry4 #g_ +@1720 = ~I'm unstoppable!~ [zgbgf7h_] /// cd_battlecry5 #h_ +@1721 = ~What are we just standing around for? Gold and glory aren't going to rain from the sky, you know.~ [zgbgf7d] /// cd_bored #d +@1723 = ~I gave you the benefit of the doubt, but I can't look away any longer. We're done. I'm sorry.~ [zgbgf7j_] /// cd_breaking_pt #j_ +@1724 = ~A city's just a whole lot of friends you haven't made yet. Probably cutpurses and cultists too, though, so don't get TOO relaxed.~ [zgbgf7o] /// cd_city #o +@1725 = ~Uh-huh?~ [zgbgf7f] /// cd_common1 #f +@1726 = ~Need me?~ [zgbgf7g] /// cd_common2 #g +@1727 = ~Hm?~ [zgbgf7h] /// cd_common3 #h +@1728 = ~What's the story?~ [zgbgf70] /// cd_common4 #0 +@1729 = ~Tell me.~ [zgbgf7k_] /// cd_common5 #k_ +@1730 = ~Heya!~ [zgbgf7l_] /// cd_common6 #l_ +@1732 = ~Didn't see that coming, didja?~ [zgbgf7z] /// cd_criticalhit #z +@1733 = ~That was just for practice!~ [zgbgf71] /// cd_criticalmiss #1 (number) +@1734 = ~Ouch!~ [zgbgf7l] /// cd_damage #l (letter) +@1737 = ~Sunshine! Everything feels possible on a beautiful, bright day.~ [zgbgf7q] /// cd_day #q +@1738 = ~I hate it when I lose my spell!~ [zgbgf76] /// cd_disrupted #6 +@1739 = ~With a good scrubbing and some bright new tapestries, this place wouldn't be so bad...~ [zgbgf7p] /// cd_dungeon #p +@1740 = ~I'm going, I'm... gone.~ [zgbgf7m] /// cd_dying #m +@1742 = ~I love these wild, unmapped areas. Who knows what we'll stumble across?~ [zgbgf7n] /// cd_forest #n +@1743 = ~~ [zgbgf7w] /// cd_gen_death #w +@1745 = ~I'm having a good time with you. No, I'm having a GREAT time.~ [zgbgf7r_] /// cd_happy #r_ +@1746 = ~Ugh! I'm hurt!~ [zgbgf7e] /// cd_hurt #e +@1748 = ~This isn't working at ALL. I need to take a new tack.~ [zgbgf72] /// cd_immune #2 +@1749 = ~Oooof. I dropped something—could you pick it up for me?~ [zgbgf73] /// cd_inventory #3 +@1750 = ~This is such an honor. I don't know what to say. Wait, yes I do! Follow me!~ [zgbgf7b] /// cd_leader #b +@1752 = ~No, no, NO! I'll—I've got to—gaah!~ [zgbgf7u_] /// cd_morale_break #u_ +@1754 = ~I love to watch the stars come out, one by one. They wink at you and set to twinklin'.~ [zgbgf7r] /// cd_night #r +@1755 = ~I'm just gonna borrow this. Forever.~ [zgbgf74] /// cd_pickpocket #4 +@1756 = ~You're like family to me. I mean it.~ [zgbgf7w_] /// cd_select_rare1 #w_ +@1757 = ~The unadventurous life is not worth living.~ [zgbgf7x_] /// cd_select_rare2 #x_ +@1758 = ~Heya heya heya HEYA!~ [zgbgf7y_] /// cd_select_rare3 #y_ +@1759 = ~One of my greatest fears is having an evil wizard perform horrible experiments on me. I guess that's true for a lot of people.~ [zgbgf7z_] /// cd_select_rare4 #z_ +@1764 = ~Can you see me? Heh. Didn't think so.~ [zgbgf75] /// cd_shadows #5 +@1765 = ~*yawn* We've done soooo much today. Maybe it's time for a quick nap?~ [zgbgf7c] /// cd_tired #c +@1767 = ~Steer clear of my trap.~ [zgbgf77] /// cd_trap #7 +@1768 = ~I know you probably don't realize it, but you've been making some not-good choices lately. If you ever want to talk, I could help get us back on track.~ [zgbgf75_] /// cd_unhappy_1 #5_ +@1769 = ~This isn't funny. You're taking us in a bad direction, and I don't like it. You might want to think about what's really important.~ [zgbgf76_] /// cd_unhappy_2 #6_ + +@1800 = ~BG: Female Scholarly~ +@1801 = ~Agreed.~ [zgbgf8i] /// cd_action1 #i +@1802 = ~I shall.~ [zgbgf8j] /// cd_action2 #j +@1803 = ~Worry not.~ [zgbgf8k] /// cd_action3 #k +@1804 = ~Yes.~ [zgbgf8s] /// cd_action4 #s +@1805 = ~It is in my hands.~ [zgbgf8t] /// cd_action5 #t +@1806 = ~Tis done.~ [zgbgf8u] /// cd_action6 #u +@1807 = ~At once.~ [zgbgf8v] /// cd_action7 #v +@1808 = ~Yes, yes, I'm here. There's no need to shout.~ [zgbgf8x] /// cd_select_rare1 #w_ +@1809 = ~You're agitated. Breathe deeply and calm yourself.~ [zgbgf8y] /// cd_select_rare2 #x_ +@1810 = ~I take it from your incessant pestering that you are incapable of making decisions without me. I'm not surprised.~ [zgbgf8a_] /// cd_select_rare3 #y_ +@1811 = ~Why don't you relax and let me take over? I've never been very good at following orders.~ [zgbgf8b_] /// cd_select_rare4 #z_ +@1816 = ~Your doom approaches.~ [zgbgf8a] /// cd_battlecry1 #a +@1817 = ~I shall prevail.~ [zgbgf88] /// cd_battlecry2 #8 +@1818 = ~The slaughter is nigh.~ [zgbgf89] /// cd_battlecry3 #9 +@1819 = ~My power overwhelms.~ [zgbgf8g_] /// cd_battlecry4 #g_ +@1820 = ~Let misery's reign commence.~ [zgbgf8h_] /// cd_battlecry5 #h_ +@1821 = ~This idle time does not suit me. I prefer action.~ [zgbgf8d] /// cd_bored #d +@1823 = ~Your stupidity's cost you a valuable ally. We'll not meet again.~ [zgbgf8j_] /// cd_breaking_pt #j_ +@1824 = ~So much takes place behind shuttered windows.~ [zgbgf8o] /// cd_city #o +@1825 = ~What is needed?~ [zgbgf8f] /// cd_common1 #f +@1826 = ~Hmmm?~ [zgbgf8g] /// cd_common2 #g +@1827 = ~You look troubled.~ [zgbgf8h] /// cd_common3 #h +@1828 = ~I listen.~ [zgbgf80] /// cd_common4 #0 +@1829 = ~Is there danger?~ [zgbgf8k_] /// cd_common5 #k_ +@1830 = ~Yes?~ [zgbgf8l_] /// cd_common6 #l_ +@1832 = ~Suffer in my storm!~ [zgbgf8z] /// cd_criticalhit #z +@1833 = ~This may prove difficult.~ [zgbgf81] /// cd_criticalmiss #1 (number) +@1834 = ~Ugh!~ [zgbgf8l] /// cd_damage #l (letter) +@1837 = ~The sun rises once more to cast our shadows on the land.~ [zgbgf8q] /// cd_day #q +@1838 = ~Ah! My magic fails me.~ [zgbgf86] /// cd_disrupted #6 +@1839 = ~Tread carefully. Creatures of fearsome power lurk in such places as this.~ [zgbgf8p] /// cd_dungeon #p +@1840 = ~My breath... leaves me...~ [zgbgf8m] /// cd_dying #m +@1842 = ~These ancient places hold their secrets well.~ [zgbgf8n] /// cd_forest #n +@1843 = ~Another soul is loosed from its vessel. So shall we all end.~ [zgbgf8w] /// cd_gen_death #w +@1845 = ~Things go well for us, in no small part due to my efforts.~ [zgbgf8r_] /// cd_happy #r_ +@1846 = ~Ugh... restore me...!~ [zgbgf8e] /// cd_hurt #e +@1848 = ~My efforts fail. I must change my approach.~ [zgbgf82] /// cd_immune #2 +@1849 = ~I can carry no more. I've started dropping things.~ [zgbgf83] /// cd_inventory #3 +@1850 = ~Do as I say and we will thrive.~ [zgbgf8b] /// cd_leader #b +@1852 = ~It cannot end like this! I will not let it happen!~ [zgbgf8u_] /// cd_morale_break #u_ +@1854 = ~Darkness sometimes reveals more than light.~ [zgbgf8r] /// cd_night #r +@1855 = ~I lay claim to this.~ [zgbgf84] /// cd_pickpocket #4 +@1856 = ~Yes, yes, I'm here. There's no need to shout.~ [zgbgf8w_] /// cd_select_rare1 #w_ +@1857 = ~You're agitated. Breathe deeply and calm yourself.~ [zgbgf8x_] /// cd_select_rare2 #x_ +@1858 = ~I take it from your incessant pestering that you are incapable of making decisions without me. I'm not surprised.~ [zgbgf8y_] /// cd_select_rare3 #y_ +@1859 = ~Why don't you relax and let me take over? I've never been very good at following orders.~ [zgbgf8z_] /// cd_select_rare4 #z_ +@1864 = ~The shadows shroud me.~ [zgbgf85] /// cd_shadows #5 +@1865 = ~I must rest, lest fatigue cobweb my senses.~ [zgbgf8c] /// cd_tired #c +@1867 = ~The trap is set and baited.~ [zgbgf87] /// cd_trap #7 +@1868 = ~I take issue with your actions, and strongly suggest you choose another course.~ [zgbgf85_] /// cd_unhappy_1 #5_ +@1869 = ~I warned you once already. Change your approach or suffer the consequences.~ [zgbgf86_] /// cd_unhappy_2 #6_ + + +@2000 = ~BG: Male Relaxed~ +@2001 = ~It will be done.~ [zgbgm0i] // i +@2002 = ~Not a problem.~ [zgbgm0j] // j +@2003 = ~With ease.~ [zgbgm0k] // k +@2016 = ~Onward!~ [zgbgm0a] // a +@2021 = ~I should be more productive with my time.~ [zgbgm0d] // d +@2025 = ~Hmm?~ [zgbgm0f] // f +@2026 = ~Yes?~ [zgbgm0g] // g +@2027 = ~I stand ready.~ [zgbgm0h] // h +@2034 = ~Ugh!~ [zgbgm0l] // l +@2040 = ~Hrrngh... uuu-uuuuh...~ [zgbgm0m] // m +@2046 = ~I am not well at all.~ [zgbgm0e] // e +@2050 = ~I feel this is my rightful place.~ [zgbgm0b] // b +@2065 = ~I will require rest soon.~ [zgbgm0c] // c + +@2100 = ~BG: Male Impatient~ +@2101 = ~A waste of my talents.~ [zgbgm1i] // i +@2102 = ~Of course.~ [zgbgm1j] // j +@2103 = ~No sooner said than done.~ [zgbgm1k] // k +@2116 = ~Death to you all!~ [zgbgm1a] // a +@2121 = ~Such a waste of time this is!~ [zgbgm1d] // d +@2125 = ~What?~ [zgbgm1f] // f +@2126 = ~Make it quick.~ [zgbgm1g] // g +@2127 = ~Yes?!~ [zgbgm1h] // h +@2134 = ~Eugh!~ [zgbgm1l] // l +@2140 = ~Haagh... uhn... ugh...~ [zgbgm1m] // m +@2146 = ~I... I am surely close to death.~ [zgbgm1e] // e +@2150 = ~As it should be.~ [zgbgm1b] // b +@2165 = ~I must rest my eyes awhile.~ [zgbgm1c] // c + +@2200 = ~BG: Male Earnest~ +@2201 = ~If you insist.~ [zgbgm2i] // i +@2202 = ~Very well.~ [zgbgm2j] // j +@2203 = ~All right, all right!~ [zgbgm2k] // k +@2216 = ~Your life ends here.~ [zgbgm2a] // a +@2221 = ~I grow tired of wasting time.~ [zgbgm2d] // d +@2225 = ~What would you have me do?~ [zgbgm2f] // f +@2226 = ~Your wish?~ [zgbgm2g] // g +@2227 = ~Hurry up!~ [zgbgm2h] // h +@2234 = ~Oof!~ [zgbgm2l] // l +@2240 = ~Hagh... ahh...~ [zgbgm2m] // m +@2246 = ~I am certain to die without immediate aid.~ [zgbgm2e] // e +@2250 = ~I alone belong here.~ [zgbgm2b] // b +@2265 = ~I am so very weary.~ [zgbgm2c] // c + +@2300 = ~BG: Male Streetwise~ +@2301 = ~Of course, heh!~ [zgbgm3i] // i +@2302 = ~Done and done!~ [zgbgm3j] // j +@2303 = ~A simple task.~ [zgbgm3k] // k +@2316 = ~Heh! Time for a bit of the rough and tumble!~ [zgbgm3a] // a +@2321 = ~I should get moving before the whole day is a waste.~ [zgbgm3d] // d +@2325 = ~Yes?~ [zgbgm3f] // f +@2326 = ~What now, I wonder?~ [zgbgm3g] // g +@2327 = ~Where to now?~ [zgbgm3h] // h +@2334 = ~Eugh!~ [zgbgm3l] // l +@2340 = ~Hooargh... ugh...~ [zgbgm3m] // m +@2346 = ~Huh... perhaps I'm a... bit more hurt than... than I thought.~ [zgbgm3e] // e +@2350 = ~Ha hah! I'll lead 'em well!~ [zgbgm3b] // b +@2365 = ~I'll need to be resting soon.~ [zgbgm3c] // c + +@2400 = ~BG: Male Aggressive~ +@2401 = ~Yeah, I'll get right on that.~ [zgbgm4i] // i +@2402 = ~Top of my to-do list.~ [zgbgm4j] // j +@2403 = ~Way ahead of ya, boss!~ [zgbgm4k] // k +@2416 = ~You got this coming!~ [zgbgm4a] // a +@2421 = ~What's it gonna take to get a little action around here?~ [zgbgm4d] // d +@2425 = ~Yeah? What do you want?~ [zgbgm4f] // f +@2426 = ~Huh?~ [zgbgm4g] // g +@2427 = ~Whatcha got for me this time?~ [zgbgm4h] // h +@2434 = ~Aagh!~ [zgbgm4l] // l +@2440 = ~Haagh... ohh...~ [zgbgm4m] // m +@2446 = ~Augh... that one's going to leave a mark!~ [zgbgm4e] // e +@2450 = ~If nobody else is gonna step up, why not?~ [zgbgm4b] // b +@2465 = ~eady for that nap anytime now.~ [zgbgm4c] // c + +@2500 = ~BG: Male Scholarly~ +@2501 = ~I shall attend to it in a trice.~ [zgbgm5i] // i +@2502 = ~It shall be as you wish.~ [zgbgm5j] // j +@2503 = ~You have but to ask.~ [zgbgm5k] // k +@2516 = ~Let's give them a right thrashing!~ [zgbgm5a] // a +@2521 = ~Egh... how tedious all this becomes.~ [zgbgm5d] // d +@2525 = ~How may I be of assistance?~ [zgbgm5f] // f +@2526 = ~What is it this time?~ [zgbgm5g] // g +@2527 = ~Yes?~ [zgbgm5h] // h +@2534 = ~Eugh!~ [zgbgm5l] // l +@2540 = ~Hagh... ack... ohh...~ [zgbgm5m] // m +@2546 = ~My spleen...! Alas, my life's blood seeps out...~ [zgbgm5e] // e +@2550 = ~Well, of course! I AM the obvious choice...~ [zgbgm5b] // b +@2565 = ~*yawn* I grow torpid and require slumber.~ [zgbgm5c] // c + +@2600 = ~BG: Male Brute~ +@2601 = ~Right. What's this, then?~ [zgbgm6i] // i +@2602 = ~Sorted.~ [zgbgm6j] // j +@2603 = ~I'm on it.~ [zgbgm6k] // k +@2616 = ~Get over 'ere!~ [zgbgm6a] // a +@2621 = ~You don't want my hands getting idle.~ [zgbgm6d] // d +@2625 = ~Spit it out.~ [zgbgm6f] // f +@2626 = ~You rang?~ [zgbgm6g] // g +@2627 = ~Go on, then.~ [zgbgm6h] // h +@2634 = ~Oof!~ [zgbgm6l] // l +@2640 = ~Gack... grarrhh...~ [zgbgm6m] // m +@2646 = ~I could use a little patching up!~ [zgbgm6e] // e +@2650 = ~Right then, I'm in charge.~ [zgbgm6b] // b +@2665 = ~That's about enough, *yawn* for one day.~ [zgbgm6c] // c + +@2700 = ~BG: Male Commanding~ +@2701 = ~With caution.~ [zgbgm7i] /// cd_action1 #i +@2702 = ~Yes.~ [zgbgm7j] /// cd_action2 #j +@2703 = ~Think carefully.~ [zgbgm7k] /// cd_action3 #k +@2704 = ~At any cost.~ [zgbgm7s] /// cd_action4 #s +@2705 = ~As needed.~ [zgbgm7t] /// cd_action5 #t +@2706 = ~Agreed.~ [zgbgm7u] /// cd_action6 #u +@2707 = ~For now.~ [zgbgm7v] /// cd_action7 #v +@2708 = ~A cunning plan that cannot fail.~ [zgbgm7x] /// cd_action_rare1 #x +@2709 = ~Consider carefully, execute ruthlessly.~ [zgbgm7y] /// cd_action_rare2 #y +@2710 = ~Have I mentioned how much I value power?~ [zgbgm7a_] /// cd_action_rare3 #a_ +@2711 = ~Life... is strength.~ [zgbgm7b_] /// cd_action_rare4 #b_ +@2716 = ~Feel my power!~ [zgbgm7a] /// cd_battlecry1 #a +@2717 = ~Fall! FALL!~ [zgbgm78] /// cd_battlecry2 #8 +@2718 = ~You're already dead.~ [zgbgm79] /// cd_battlecry3 #9 +@2719 = ~None stand against me!~ [zgbgm7g_] /// cd_battlecry4 #g_ +@2720 = ~Resist and die.~ [zgbgm7h_] /// cd_battlecry5 #h_ +@2721 = ~This is excruciatingly dull.~ [zgbgm7d] /// cd_bored #d +@2723 = ~I'll not stand for this any longer.~ [zgbgm7j_] /// cd_breaking_pt #j_ +@2724 = ~Be on guard. Cities are full of people, and people cannot be trusted.~ [zgbgm7o] /// cd_city #o +@2725 = ~Yes?~ [zgbgm7f] /// cd_common1 #f +@2726 = ~Again?~ [zgbgm7g] /// cd_common2 #g +@2727 = ~Ahhh.~ [zgbgm7h] /// cd_common3 #h +@2728 = ~What is the plan?~ [zgbgm70] /// cd_common4 #0 +@2729 = ~You require aid?~ [zgbgm7k_] /// cd_common5 #k_ +@2730 = ~Hm?~ [zgbgm7l_] /// cd_common6 #l_ +@2732 = ~Bleed!~ [zgbgm7z] /// cd_criticalhit #z +@2733 = ~Damn.~ [zgbgm71] /// cd_criticalmiss #1 (number) +@2734 = ~Aaargh!~ [zgbgm7l] /// cd_damage #l (letter) +@2737 = ~Hide away that which should not see the sun's light.~ [zgbgm7q] /// cd_day #q +@2738 = ~Blast! My spell is gone.~ [zgbgm76] /// cd_disrupted #6 +@2739 = ~So many secrets lie buried beneath the ground.~ [zgbgm7p] /// cd_dungeon #p +@2740 = ~Death... is not... the end.~ [zgbgm7m] /// cd_dying #m +@2742 = ~Away from civilization, one has time to order one's thoughts.~ [zgbgm7n] /// cd_forest #n +@2743 = ~All life ends for those who do not seek another way.~ [zgbgm7w] /// cd_gen_death #w +@2745 = ~I always come out on top.~ [zgbgm7r_] /// cd_happy #r_ +@2746 = ~I will not fall here! Healing, now!~ [zgbgm7e] /// cd_hurt #e +@2748 = ~You are stronger than anticipated. Perhaps another weapon will prove more effective...~ [zgbgm72] /// cd_immune #2 +@2749 = ~I can carry no more.~ [zgbgm73] /// cd_inventory #3 +@2750 = ~Do as I say and I'll see you through the trials that await.~ [zgbgm7b] /// cd_leader #b +@2752 = ~Live to fight another day!~ [zgbgm7u_] /// cd_morale_break #u_ +@2754 = ~A cloak of shadows descends over the land.~ [zgbgm7r] /// cd_night #r +@2755 = ~I own what I claim.~ [zgbgm74] /// cd_pickpocket #4 +@2756 = ~A cunning plan that cannot fail.~ [zgbgm7w_] /// cd_action_rare1 #x +@2757 = ~Consider carefully, execute ruthlessly.~ [zgbgm7x_] /// cd_action_rare2 #y +@2758 = ~Have I mentioned how much I value power?~ [zgbgm7y_] /// cd_action_rare3 #a_ +@2759 = ~Life... is strength.~ [zgbgm7z_] /// cd_action_rare4 #b_ +@2764 = ~I hide away from prying eyes.~ [zgbgm75] /// cd_shadows #5 +@2765 = ~Rest when we can. Fight when we must.~ [zgbgm7c] /// cd_tired #c +@2767 = ~A savage trap is laid.~ [zgbgm77] /// cd_trap #7 +@2768 = ~You don't want to make me angry.~ [zgbgm75_] /// cd_unhappy_1 #5_ +@2769 = ~This is intolerable.~ [zgbgm76_] /// cd_unhappy_2 #6_ + +@2800 = ~BG: Male Jovial~ +@2801 = ~I'm here to help!~ [zgbgm8i] /// cd_action1 #i +@2802 = ~Haha!~ [zgbgm8j] /// cd_action2 #j +@2803 = ~At once!~ [zgbgm8k] /// cd_action3 #k +@2804 = ~The hero is on the job.~ [zgbgm8s] /// cd_action4 #s +@2805 = ~It's already done.~ [zgbgm8t] /// cd_action5 #t +@2806 = ~Tis a job for me!~ [zgbgm8u] /// cd_action6 #u +@2807 = ~Enthusiastically!~ [zgbgm8v] /// cd_action7 #v +@2808 = ~I am here, so have no fear! Unless you are evil. Then have MUCH fear. All the fear!~ [zgbgm8x] /// cd_action_rare1 #x +@2809 = ~There is always more for a hero to do. I should make a list.~ [zgbgm8y] /// cd_action_rare2 #y +@2810 = ~I don't hear YOU making any witty comments. No, it is always on me to bring the levity! Very well. I shall rise to this challenge.~ [zgbgm8a_] /// cd_action_rare3 #a_ +@2811 = ~Go for the vulnerable areas! Eyes, possibly, but groins do in a pinch.~ [zgbgm8b_] /// cd_action_rare4 #b_ +@2816 = ~For justice!~ [zgbgm8a] /// cd_battlecry1 #a +@2817 = ~Chaaaarge!~ [zgbgm88] /// cd_battlecry2 #8 +@2818 = ~Run if you wish, you'll not get far!~ [zgbgm89] /// cd_battlecry3 #9 +@2819 = ~Right and might!~ [zgbgm8g_] /// cd_battlecry4 #g_ +@2820 = ~The bell is tolling for YOU! The bell of death!~ [zgbgm8h_] /// cd_battlecry5 #h_ +@2821 = ~Can we move on? Now? Soon? Too soon.~ [zgbgm8d] /// cd_bored #d +@2823 = ~There have been many straws given, and that was the last one. I will go now.~ [zgbgm8j_] /// cd_breaking_pt #j_ +@2824 = ~Everyone in a city is either hustling or bustling.~ [zgbgm8o] /// cd_city #o +@2825 = ~You need me?~ [zgbgm8f] /// cd_common1 #f +@2826 = ~Hm?~ [zgbgm8g] /// cd_common2 #g +@2827 = ~Yes?~ [zgbgm8h] /// cd_common3 #h +@2828 = ~What can I do to help?~ [zgbgm80] /// cd_common4 #0 +@2829 = ~It is I.~ [zgbgm8k_] /// cd_common5 #k_ +@2830 = ~What concerns you?~ [zgbgm8l_] /// cd_common6 #l_ +@2832 = ~Only what you deserve!~ [zgbgm8z] /// cd_criticalhit #z +@2833 = ~Get back here!~ [zgbgm81] /// cd_criticalmiss #1 (number) +@2834 = ~Aaaah, no!~ [zgbgm8l] /// cd_damage #l (letter) +@2837 = ~Early to rise, so we can be wealthy and wise! Healthy too.~ [zgbgm8q] /// cd_day #q +@2838 = ~My magic fizzles.~ [zgbgm86] /// cd_disrupted #6 +@2839 = ~There is death and danger here. Possibly destruction too. Maybe even... drama?~ [zgbgm8p] /// cd_dungeon #p +@2840 = ~All grows cold... and then... silence.~ [zgbgm8m] /// cd_dying #m +@2842 = ~We must protect the tiny, furry creatures of the wilderness. But not the big ones with fangs and anger issues.~ [zgbgm8n] /// cd_forest #n +@2843 = ~Heroes never die, for their stories live on.~ [zgbgm8w] /// cd_gen_death #w +@2845 = ~Respected and admired everywhere. That is us.~ [zgbgm8r_] /// cd_happy #r_ +@2846 = ~I am wounded, but look at how I fight on!~ [zgbgm8e] /// cd_hurt #e +@2848 = ~I know when to fold them. Time to try something else.~ [zgbgm82] /// cd_immune #2 +@2849 = ~I have no more room for that. Dropped it.~ [zgbgm83] /// cd_inventory #3 +@2850 = ~Follow me and we will surely be victorious!~ [zgbgm8b] /// cd_leader #b +@2852 = ~I... will... RETURN!~ [zgbgm8u_] /// cd_morale_break #u_ +@2854 = ~Goodnight, sun. Goodnight, daytime creatures. Goodnight, sword.~ [zgbgm8r] /// cd_night #r +@2855 = ~I need this more than you do.~ [zgbgm84] /// cd_pickpocket #4 +@2856 = ~I am here, so have no fear! Unless you are evil. Then have MUCH fear. All the fear!~ [zgbgm8w_] /// cd_select_rare1 #w_ +@2857 = ~There is always more for a hero to do. I should make a list.~ [zgbgm8x_] /// cd_select_rare2 #x_ +@2858 = ~I don't hear YOU making any witty comments. No, it is always on me to bring the levity! Very well. I shall rise to this challenge.~ [zgbgm8y_] /// cd_select_rare3 #y_ +@2859 = ~Go for the vulnerable areas! Eyes, possibly, but groins do in a pinch.~ [zgbgm8z_] /// cd_select_rare4 #z_ +@2864 = ~Like the wind, I am gone.~ [zgbgm85] /// cd_shadows #5 +@2865 = ~Being a hero is hard work. Time to rest.~ [zgbgm8c] /// cd_tired #c +@2867 = ~The trap is set. Now, for the bait.~ [zgbgm87] /// cd_trap #7 +@2868 = ~You may think my patience is as great as the rest of me, but it is NOT.~ [zgbgm85_] /// cd_unhappy_1 #5_ +@2869 = ~Did I misspeak before? I meant to indicate my displeasure with your actions. 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--- /dev/null +++ b/zg_bg_voices/tph/cd_add_soundset.tph @@ -0,0 +1,118 @@ +DEFINE_ACTION_FUNCTION cd_add_soundset + INT_VAR + cd_action1 = "-1" // i + cd_action2 = "-1" // j + cd_action3 = "-1" // k + cd_action4 = "-1" // s + cd_action5 = "-1" // t + cd_action6 = "-1" // u + cd_action7 = "-1" // v + cd_action_rare1 = "-1" // x + cd_action_rare2 = "-1" // y + cd_action_rare3 = "-1" // a_ (unofficial) + cd_action_rare4 = "-1" // b_ (unofficial) + cd_attack1 = "-1" // c_ (unofficial) + cd_attack2 = "-1" // d_ (unofficial) + cd_attack3 = "-1" // e_ (unofficial) + cd_attack4 = "-1" // f_ (unofficial) + cd_battlecry1 = "-1" // a + cd_battlecry2 = "-1" // 8 + cd_battlecry3 = "-1" // 9 + cd_battlecry4 = "-1" // g_ (unofficial) + cd_battlecry5 = "-1" // h_ (unofficial) + cd_bored1 = "-1" // d + cd_bored2 = "-1" // i_ (unofficial) + cd_breaking_pt = "-1" // j_ (unofficial) + cd_city = "-1" // o + cd_common1 = "-1" // f + cd_common2 = "-1" // g + cd_common3 = "-1" // h + cd_common4 = "-1" // 0 + cd_common5 = "-1" // k_ (unofficial) + cd_common6 = "-1" // l_ (unofficial, letter) + cd_common7 = "-1" // m_ (unofficial) + cd_criticalhit = "-1" // z + cd_criticalmiss = "-1" // 1 (number) + cd_damage1 = "-1" // l (letter) + cd_damage2 = "-1" // n_ (unofficial) + cd_damage3 = "-1" // o_ (unofficial) + cd_day = "-1" // q + cd_disrupted = "-1" // 6 + cd_dungeon = "-1" // p + cd_dying1 = "-1" // m + cd_dying2 = "-1" // p_ + cd_forest = "-1" // n + cd_gen_death1 = "-1" // w + cd_gen_death2 = "-1" // q_ + cd_happy = "-1" // r_ (unofficial) + cd_hurt1 = "-1" // e + cd_hurt2 = "-1" // s_ + cd_immune = "-1" // 2 + cd_inventory = "-1" // 3 + cd_leader1 = "-1" // b + cd_leader2 = "-1" // t_ (unofficial) + cd_morale_break1 = "-1" // u_ (unofficial) + cd_morale_break2 = "-1" // v_ (unofficial) + cd_night = "-1" // r + cd_pickpocket = "-1" // 4 + cd_select_rare1 = "-1" // w_ (unofficial) + cd_select_rare2 = "-1" // x_ (unofficial) + cd_select_rare3 = "-1" // y_ (unofficial) + cd_select_rare4 = "-1" // z_ (unofficial) + cd_select_rare5 = "-1" // 0_ (unofficial) + cd_select_rare6 = "-1" // 1_ (unofficial, number) + cd_select_rare7 = "-1" // 2_ (unofficial) + cd_select_rare8 = "-1" // 3_ (unofficial) + cd_shadows = "-1" // 5 + cd_tired1 = "-1" // c + cd_tired2 = "-1" // 4_ (unofficial) + cd_trap = "-1" // 7 + cd_unhappy_1 = "-1" // 5_ (unofficial) + cd_unhappy_2 = "-1" // 6_ (unofficial) +/// Added in 2.6 but only used by NPCs. + cd_interaction1 = "-1" + cd_interaction2 = "-1" + cd_interaction3 = "-1" + cd_interaction4 = "-1" + cd_interaction5 = "-1" + cd_special1 = "-1" + cd_special2 = "-1" + cd_special3 = "-1" + cd_specific_death = "-1" + cd_complimented1 = "-1" + cd_complimented2 = "-1" + cd_complimented3 = "-1" + cd_insulted1 = "-1" + cd_insulted2 = "-1" + cd_insulted3 = "-1" + cd_dialog_hostile = "-1" + cd_dialog_default = "-1" +/// Added to pad missing and/or completely bugged IDS index. + cd_padding = "-1" + STR_VAR cd_name = "" + +BEGIN + + ACTION_IF GAME_IS ~bgee~ BEGIN + <<<<<<<<./inlined/cd_add_soundset.tph + APPEND_COL ~charsnd.2da~ ~$ $ %cd_name% %cd_morale_break1% %cd_happy% %cd_unhappy_1% %cd_unhappy_2% %cd_breaking_pt% %cd_leader1% %cd_tired1% %cd_bored1% %cd_battlecry1% %cd_battlecry2% %cd_battlecry3% %cd_battlecry4% %cd_battlecry5% %cd_attack1% %cd_attack2% %cd_attack3% %cd_attack4% %cd_damage1% %cd_dying1% %cd_hurt1% %cd_forest% %cd_city% %cd_dungeon% %cd_day% %cd_night% %cd_common1% %cd_common2% %cd_common3% %cd_common4% %cd_common5% %cd_common6% %cd_action1% %cd_action2% %cd_action3% %cd_select_rare1% %cd_select_rare2% %cd_select_rare3% %cd_select_rare4% %cd_interaction1% %cd_interaction2% %cd_interaction3% %cd_interaction4% %cd_interaction5% %cd_action_rare1% %cd_action_rare2% %cd_action_rare3% %cd_action_rare4% %cd_padding% %cd_padding% %cd_special1% %cd_special2% %cd_special3% %cd_gen_death1% %cd_specific_death% %cd_complimented1% %cd_complimented2% %cd_complimented3% %cd_insulted1% %cd_insulted2% %cd_insulted3% %cd_dialog_hostile% %cd_dialog_default% %cd_select_rare5% %cd_select_rare6% %cd_criticalhit% %cd_criticalmiss% %cd_immune% %cd_inventory% %cd_pickpocket% %cd_shadows% %cd_disrupted% %cd_trap% %cd_padding% %cd_padding% %cd_select_rare5% %cd_select_rare6% %cd_select_rare7% %cd_select_rare8% %cd_action4% %cd_action5% %cd_action6% %cd_action7% %cd_morale_break2% %cd_leader2% %cd_tired2% %cd_bored2% %cd_hurt2% %cd_common7% %cd_damage2% %cd_damage3% %cd_dying2% %cd_gen_death2% %cd_padding% %cd_padding% %cd_padding% %cd_padding% %cd_padding% %cd_padding% %cd_padding%~ + >>>>>>>> + END + ACTION_IF GAME_IS ~bg2ee eet~ BEGIN + <<<<<<<<./inlined/cd_add_soundset.tph + APPEND_COL ~charsnd.2da~ ~$ $ %cd_name% %cd_morale_break1% %cd_happy% %cd_unhappy_1% %cd_unhappy_2% %cd_breaking_pt% %cd_leader1% %cd_tired1% %cd_bored1% %cd_battlecry1% %cd_battlecry2% %cd_battlecry3% %cd_battlecry4% %cd_battlecry5% %cd_attack1% %cd_attack2% %cd_attack3% %cd_attack4% %cd_damage1% %cd_dying1% %cd_hurt1% %cd_forest% %cd_city% %cd_dungeon% %cd_day% %cd_night% %cd_common1% %cd_common2% %cd_common3% %cd_common4% %cd_common5% %cd_common6% %cd_action1% %cd_action2% %cd_action3% %cd_select_rare5% %cd_select_rare6% %cd_select_rare7% %cd_select_rare8% %cd_interaction1% %cd_interaction2% %cd_interaction3% %cd_interaction4% %cd_interaction5% %cd_action_rare1% %cd_action_rare2% %cd_action_rare3% %cd_action_rare4% %cd_padding% %cd_padding% %cd_special1% %cd_special2% %cd_special3% %cd_gen_death1% %cd_specific_death% %cd_complimented1% %cd_complimented2% %cd_complimented3% %cd_insulted1% %cd_insulted2% %cd_insulted3% %cd_dialog_hostile% %cd_dialog_default% %cd_select_rare5% %cd_select_rare6% %cd_criticalhit% %cd_criticalmiss% %cd_immune% %cd_inventory% %cd_pickpocket% %cd_shadows% %cd_disrupted% %cd_trap% %cd_padding% %cd_padding% %cd_select_rare1% %cd_select_rare2% %cd_select_rare3% %cd_select_rare4% %cd_action4% %cd_action5% %cd_action6% %cd_action7% %cd_morale_break2% %cd_leader2% %cd_tired2% %cd_bored2% %cd_hurt2% %cd_common7% %cd_damage2% %cd_damage3% %cd_dying2% %cd_gen_death2% %cd_padding% %cd_padding% %cd_padding% %cd_padding% %cd_padding% %cd_padding% %cd_padding%~ + >>>>>>>> + END + ACTION_IF GAME_IS ~iwdee~ BEGIN + <<<<<<<<./inlined/cd_add_soundset.tph + APPEND_COL ~charsnd.2da~ ~$ $ %cd_name% %cd_morale_break1% %cd_happy% %cd_unhappy_1% %cd_unhappy_2% %cd_breaking_pt% %cd_leader1% %cd_tired1% %cd_bored1% %cd_battlecry1% %cd_battlecry2% %cd_battlecry3% %cd_battlecry4% %cd_battlecry5% %cd_attack1% %cd_attack2% %cd_attack3% %cd_attack4% %cd_damage1% %cd_dying1% %cd_hurt1% %cd_forest% %cd_city% %cd_dungeon% %cd_day% %cd_night% %cd_common1% %cd_common2% %cd_common3% %cd_common4% %cd_common5% %cd_common6% %cd_action1% %cd_action2% %cd_action3% %cd_select_rare1% %cd_select_rare2% %cd_select_rare3% %cd_select_rare4% %cd_interaction1% %cd_interaction2% %cd_interaction3% %cd_interaction4% %cd_interaction5% %cd_action_rare1% %cd_action_rare2% %cd_action_rare3% %cd_action_rare4% %cd_padding% %cd_padding% %cd_special1% %cd_special2% %cd_special3% %cd_gen_death1% %cd_specific_death% %cd_complimented1% %cd_complimented2% %cd_complimented3% %cd_insulted1% %cd_insulted2% %cd_insulted3% %cd_dialog_hostile% %cd_dialog_default% %cd_padding% %cd_padding% %cd_criticalhit% %cd_criticalmiss% %cd_immune% %cd_inventory% %cd_pickpocket% %cd_shadows% %cd_disrupted% %cd_trap% %cd_padding% %cd_padding% %cd_select_rare5% %cd_select_rare6% %cd_select_rare7% %cd_select_rare8% %cd_action4% %cd_action5% %cd_action6% %cd_action7% %cd_morale_break2% %cd_leader2% %cd_tired2% %cd_bored2% %cd_hurt2% %cd_common7% %cd_damage2% %cd_damage3% %cd_dying2% %cd_gen_death2% %cd_padding% %cd_padding% %cd_padding% %cd_padding% %cd_padding% %cd_padding% %cd_padding%~ + >>>>>>>> + END + + COPY ~./inlined/cd_add_soundset.tph~ ~./inlined/cd_add_soundset.tph~ EVALUATE_BUFFER + REINCLUDE ~./inlined/cd_add_soundset.tph~ + + COPY_EXISTING ~charsnd.2da~ ~override~ + PRETTY_PRINT_2DA + +END \ No newline at end of file diff --git a/zg_bg_voices/zg_bg_voices.tp2 b/zg_bg_voices/zg_bg_voices.tp2 new file mode 100644 index 0000000..6269b24 --- /dev/null +++ b/zg_bg_voices/zg_bg_voices.tp2 @@ -0,0 +1,640 @@ +BACKUP ~zg_bg_voices/backup~ // location to store files for uninstall purposes +SUPPORT "https://forums.beamdog.com/discussion/82008" +VERSION ~1.0.0~ + + +LANGUAGE ~English~ ~english~ ~%MOD_FOLDER%/english/setup.tra~ + +/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\ +/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\ +///// \\\\\ +///// Begin core component \\\\\ +///// \\\\\ +/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\ +/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\ + +BEGIN @0 +LABEL ZG-VOICE-BG + +INCLUDE ~%MOD_FOLDER%/tph/cd_add_soundset.tph~ // includes the macro that does the work + +COPY ~%MOD_FOLDER%/sounds~ ~lang/en_us/sounds~ // change en_us to the appropriate language folder +COPY ~%MOD_FOLDER%/override~ ~override~ + +DEFINE_ACTION_FUNCTION zg_add_name_to_soundset + INT_VAR zg_prettyname = "-1" + STR_VAR zg_filename = "" +BEGIN + APPEND ~M_zgbg.lua~ ~filenames_stringrefs['%zg_filename%'] = {%zg_prettyname%, 2}~ +END +/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\ +/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\ +///// \\\\\ +///// Individual sets \\\\\ +///// \\\\\ +/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\ +/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\/////\\\\\ + +// Female Confident + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@1001) // i + cd_action2 = RESOLVE_STR_REF(@1002) // j + cd_action3 = RESOLVE_STR_REF(@1003) // k + cd_battlecry1 = RESOLVE_STR_REF(@1016) // a + cd_bored1 = RESOLVE_STR_REF(@1021) // d + cd_common1 = RESOLVE_STR_REF(@1025) // f + cd_common2 = RESOLVE_STR_REF(@1026) // g + cd_common3 = RESOLVE_STR_REF(@1027) // h + cd_damage1 = RESOLVE_STR_REF(@1034) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@1040) // m + cd_hurt1 = RESOLVE_STR_REF(@1046) // e + cd_leader1 = RESOLVE_STR_REF(@1050) // b + cd_tired1 = RESOLVE_STR_REF(@1065) // c + STR_VAR cd_name = "ZGBGF0" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@1000) + STR_VAR zg_filename = "ZGBGF0" +END + + +// Female Aggressive + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@1101) // i + cd_action2 = RESOLVE_STR_REF(@1102) // j + cd_action3 = RESOLVE_STR_REF(@1103) // k + cd_battlecry1 = RESOLVE_STR_REF(@1116) // a + cd_bored1 = RESOLVE_STR_REF(@1121) // d + cd_common1 = RESOLVE_STR_REF(@1125) // f + cd_common2 = RESOLVE_STR_REF(@1126) // g + cd_common3 = RESOLVE_STR_REF(@1127) // h + cd_damage1 = RESOLVE_STR_REF(@1134) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@1140) // m + cd_hurt1 = RESOLVE_STR_REF(@1146) // e + cd_leader1 = RESOLVE_STR_REF(@1150) // b + cd_tired1 = RESOLVE_STR_REF(@1165) // c + STR_VAR cd_name = "ZGBGF1" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@1100) + STR_VAR zg_filename = "ZGBGF1" +END + +// Female Streetwise + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@1201) // i + cd_action2 = RESOLVE_STR_REF(@1202) // j + cd_action3 = RESOLVE_STR_REF(@1203) // k + cd_battlecry1 = RESOLVE_STR_REF(@1216) // a + cd_bored1 = RESOLVE_STR_REF(@1221) // d + cd_common1 = RESOLVE_STR_REF(@1225) // f + cd_common2 = RESOLVE_STR_REF(@1226) // g + cd_common3 = RESOLVE_STR_REF(@1227) // h + cd_damage1 = RESOLVE_STR_REF(@1234) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@1240) // m + cd_hurt1 = RESOLVE_STR_REF(@1246) // e + cd_leader1 = RESOLVE_STR_REF(@1250) // b + cd_tired1 = RESOLVE_STR_REF(@1265) // c + STR_VAR cd_name = "ZGBGF2" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@1200) + STR_VAR zg_filename = "ZGBGF2" +END + +// Female Elderly + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@1301) // i + cd_action2 = RESOLVE_STR_REF(@1302) // j + cd_action3 = RESOLVE_STR_REF(@1303) // k + cd_battlecry1 = RESOLVE_STR_REF(@1316) // a + cd_bored1 = RESOLVE_STR_REF(@1321) // d + cd_common1 = RESOLVE_STR_REF(@1325) // f + cd_common2 = RESOLVE_STR_REF(@1326) // g + cd_common3 = RESOLVE_STR_REF(@1327) // h + cd_damage1 = RESOLVE_STR_REF(@1334) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@1340) // m + cd_hurt1 = RESOLVE_STR_REF(@1346) // e + cd_leader1 = RESOLVE_STR_REF(@1350) // b + cd_tired1 = RESOLVE_STR_REF(@1365) // c + STR_VAR cd_name = "ZGBGF3" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@1300) + STR_VAR zg_filename = "ZGBGF3" +END + +// Female Commanding + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@1401) // i + cd_action2 = RESOLVE_STR_REF(@1402) // j + cd_action3 = RESOLVE_STR_REF(@1403) // k + cd_battlecry1 = RESOLVE_STR_REF(@1416) // a + cd_bored1 = RESOLVE_STR_REF(@1421) // d + cd_common1 = RESOLVE_STR_REF(@1425) // f + cd_common2 = RESOLVE_STR_REF(@1426) // g + cd_common3 = RESOLVE_STR_REF(@1427) // h + cd_damage1 = RESOLVE_STR_REF(@1434) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@1440) // m + cd_hurt1 = RESOLVE_STR_REF(@1446) // e + cd_leader1 = RESOLVE_STR_REF(@1450) // b + cd_tired1 = RESOLVE_STR_REF(@1465) // c + STR_VAR cd_name = "ZGBGF4" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@1400) + STR_VAR zg_filename = "ZGBGF4" +END + +// Female Jester + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@1501) // i + cd_action2 = RESOLVE_STR_REF(@1502) // j + cd_action3 = RESOLVE_STR_REF(@1503) // k + cd_battlecry1 = RESOLVE_STR_REF(@1516) // a + cd_bored1 = RESOLVE_STR_REF(@1521) // d + cd_common1 = RESOLVE_STR_REF(@1525) // f + cd_common2 = RESOLVE_STR_REF(@1526) // g + cd_common3 = RESOLVE_STR_REF(@1527) // h + cd_damage1 = RESOLVE_STR_REF(@1534) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@1540) // m + cd_hurt1 = RESOLVE_STR_REF(@1546) // e + cd_leader1 = RESOLVE_STR_REF(@1550) // b + cd_tired1 = RESOLVE_STR_REF(@1565) // c + STR_VAR cd_name = "ZGBGF5" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@1500) + STR_VAR zg_filename = "ZGBGF5" +END + +// Female Tough + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@1601) // i + cd_action2 = RESOLVE_STR_REF(@1602) // j + cd_action3 = RESOLVE_STR_REF(@1603) // k + cd_battlecry1 = RESOLVE_STR_REF(@1616) // a + cd_bored1 = RESOLVE_STR_REF(@1621) // d + cd_common1 = RESOLVE_STR_REF(@1625) // f + cd_common2 = RESOLVE_STR_REF(@1626) // g + cd_common3 = RESOLVE_STR_REF(@1627) // h + cd_damage1 = RESOLVE_STR_REF(@1634) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@1640) // m + cd_hurt1 = RESOLVE_STR_REF(@1646) // e + cd_leader1 = RESOLVE_STR_REF(@1650) // b + cd_tired1 = RESOLVE_STR_REF(@1665) // c + STR_VAR cd_name = "ZGBGF6" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@1600) + STR_VAR zg_filename = "ZGBGF6" +END + +// Female Relaxed + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@1701) // i + cd_action2 = RESOLVE_STR_REF(@1702) // j + cd_action3 = RESOLVE_STR_REF(@1703) // k + cd_action4 = RESOLVE_STR_REF(@1704) // s + cd_action5 = RESOLVE_STR_REF(@1705) // t + cd_action6 = RESOLVE_STR_REF(@1706) // u + cd_action7 = RESOLVE_STR_REF(@1707) // v + cd_action_rare1 = RESOLVE_STR_REF(@1708) // x + cd_action_rare2 = RESOLVE_STR_REF(@1709) // y + cd_action_rare3 = RESOLVE_STR_REF(@1710) // a_ (unofficial) + cd_action_rare4 = RESOLVE_STR_REF(@1711) // b_ (unofficial) + cd_battlecry1 = RESOLVE_STR_REF(@1716) // a + cd_battlecry2 = RESOLVE_STR_REF(@1717) // 8 + cd_battlecry3 = RESOLVE_STR_REF(@1718) // 9 + cd_battlecry4 = RESOLVE_STR_REF(@1719) // g_ (unofficial) + cd_battlecry5 = RESOLVE_STR_REF(@1720) // h_ (unofficial) + cd_bored1 = RESOLVE_STR_REF(@1721) // d + cd_breaking_pt = RESOLVE_STR_REF(@1723) // j_ (unofficial) + cd_city = RESOLVE_STR_REF(@1724) // o + cd_common1 = RESOLVE_STR_REF(@1725) // f + cd_common2 = RESOLVE_STR_REF(@1726) // g + cd_common3 = RESOLVE_STR_REF(@1727) // h + cd_common4 = RESOLVE_STR_REF(@1728) // 0 + cd_common5 = RESOLVE_STR_REF(@1729) // k_ (unofficial) + cd_common6 = RESOLVE_STR_REF(@1730) // l_ (unofficial, letter) + cd_criticalhit = RESOLVE_STR_REF(@1732) // z + cd_criticalmiss = RESOLVE_STR_REF(@1733) // 1 (number) + cd_damage1 = RESOLVE_STR_REF(@1734) // l (letter) + cd_day = RESOLVE_STR_REF(@1737) // q + cd_disrupted = RESOLVE_STR_REF(@1738) // 6 + cd_dungeon = RESOLVE_STR_REF(@1739) // p + cd_dying1 = RESOLVE_STR_REF(@1740) // m + cd_forest = RESOLVE_STR_REF(@1742) // n + cd_gen_death1 = RESOLVE_STR_REF(@1743) // w + cd_happy = RESOLVE_STR_REF(@1745) // r_ (unofficial) + cd_hurt1 = RESOLVE_STR_REF(@1746) // e + cd_immune = RESOLVE_STR_REF(@1748) // 2 + cd_inventory = RESOLVE_STR_REF(@1749) // 3 + cd_leader1 = RESOLVE_STR_REF(@1750) // b + cd_morale_break1 = RESOLVE_STR_REF(@1752) // u_ (unofficial) + cd_night = RESOLVE_STR_REF(@1754) // r + cd_pickpocket = RESOLVE_STR_REF(@1755) // 4 + cd_select_rare1 = RESOLVE_STR_REF(@1756) // w_ (unofficial) + cd_select_rare2 = RESOLVE_STR_REF(@1757) // x_ (unofficial) + cd_select_rare3 = RESOLVE_STR_REF(@1758) // y_ (unofficial) + cd_select_rare4 = RESOLVE_STR_REF(@1759) // z_ (unofficial) + cd_shadows = RESOLVE_STR_REF(@1764) // 5 + cd_tired1 = RESOLVE_STR_REF(@1765) // c + cd_trap = RESOLVE_STR_REF(@1767) // 7 + cd_unhappy_1 = RESOLVE_STR_REF(@1768) // 5_ (unofficial) + cd_unhappy_2 = RESOLVE_STR_REF(@1769) // 6_ (unofficial) + STR_VAR cd_name = "ZGBGF7" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@1700) + STR_VAR zg_filename = "ZGBGF7" +END + +// Female Scholarly + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@1801) // i + cd_action2 = RESOLVE_STR_REF(@1802) // j + cd_action3 = RESOLVE_STR_REF(@1803) // k + cd_action4 = RESOLVE_STR_REF(@1804) // s + cd_action5 = RESOLVE_STR_REF(@1805) // t + cd_action6 = RESOLVE_STR_REF(@1806) // u + cd_action7 = RESOLVE_STR_REF(@1807) // v + cd_action_rare1 = RESOLVE_STR_REF(@1808) // x + cd_action_rare2 = RESOLVE_STR_REF(@1809) // y + cd_action_rare3 = RESOLVE_STR_REF(@1810) // a_ (unofficial) + cd_action_rare4 = RESOLVE_STR_REF(@1811) // b_ (unofficial) + cd_battlecry1 = RESOLVE_STR_REF(@1816) // a + cd_battlecry2 = RESOLVE_STR_REF(@1817) // 8 + cd_battlecry3 = RESOLVE_STR_REF(@1818) // 9 + cd_battlecry4 = RESOLVE_STR_REF(@1819) // g_ (unofficial) + cd_battlecry5 = RESOLVE_STR_REF(@1820) // h_ (unofficial) + cd_bored1 = RESOLVE_STR_REF(@1821) // d + cd_breaking_pt = RESOLVE_STR_REF(@1823) // j_ (unofficial) + cd_city = RESOLVE_STR_REF(@1824) // o + cd_common1 = RESOLVE_STR_REF(@1825) // f + cd_common2 = RESOLVE_STR_REF(@1826) // g + cd_common3 = RESOLVE_STR_REF(@1827) // h + cd_common4 = RESOLVE_STR_REF(@1828) // 0 + cd_common5 = RESOLVE_STR_REF(@1829) // k_ (unofficial) + cd_common6 = RESOLVE_STR_REF(@1830) // l_ (unofficial, letter) + cd_criticalhit = RESOLVE_STR_REF(@1832) // z + cd_criticalmiss = RESOLVE_STR_REF(@1833) // 1 (number) + cd_damage1 = RESOLVE_STR_REF(@1834) // l (letter) + cd_day = RESOLVE_STR_REF(@1837) // q + cd_disrupted = RESOLVE_STR_REF(@1838) // 6 + cd_dungeon = RESOLVE_STR_REF(@1839) // p + cd_dying1 = RESOLVE_STR_REF(@1840) // m + cd_forest = RESOLVE_STR_REF(@1842) // n + cd_gen_death1 = RESOLVE_STR_REF(@1843) // w + cd_happy = RESOLVE_STR_REF(@1845) // r_ (unofficial) + cd_hurt1 = RESOLVE_STR_REF(@1846) // e + cd_immune = RESOLVE_STR_REF(@1848) // 2 + cd_inventory = RESOLVE_STR_REF(@1849) // 3 + cd_leader1 = RESOLVE_STR_REF(@1850) // b + cd_morale_break1 = RESOLVE_STR_REF(@1852) // u_ (unofficial) + cd_night = RESOLVE_STR_REF(@1854) // r + cd_pickpocket = RESOLVE_STR_REF(@1855) // 4 + cd_select_rare1 = RESOLVE_STR_REF(@1856) // w_ (unofficial) + cd_select_rare2 = RESOLVE_STR_REF(@1857) // x_ (unofficial) + cd_select_rare3 = RESOLVE_STR_REF(@1858) // y_ (unofficial) + cd_select_rare4 = RESOLVE_STR_REF(@1859) // z_ (unofficial) + cd_shadows = RESOLVE_STR_REF(@1864) // 5 + cd_tired1 = RESOLVE_STR_REF(@1865) // c + cd_trap = RESOLVE_STR_REF(@1867) // 7 + cd_unhappy_1 = RESOLVE_STR_REF(@1868) // 5_ (unofficial) + cd_unhappy_2 = RESOLVE_STR_REF(@1869) // 6_ (unofficial) + STR_VAR cd_name = "ZGBGF8" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@1800) + STR_VAR zg_filename = "ZGBGF8" +END + + +// Male Relaxed + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@2001) // i + cd_action2 = RESOLVE_STR_REF(@2002) // j + cd_action3 = RESOLVE_STR_REF(@2003) // k + cd_battlecry1 = RESOLVE_STR_REF(@2016) // a + cd_bored1 = RESOLVE_STR_REF(@2021) // d + cd_common1 = RESOLVE_STR_REF(@2025) // f + cd_common2 = RESOLVE_STR_REF(@2026) // g + cd_common3 = RESOLVE_STR_REF(@2027) // h + cd_damage1 = RESOLVE_STR_REF(@2034) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@2040) // m + cd_hurt1 = RESOLVE_STR_REF(@2046) // e + cd_leader1 = RESOLVE_STR_REF(@2050) // b + cd_tired1 = RESOLVE_STR_REF(@2065) // c + STR_VAR cd_name = "ZGBGM0" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@2000) + STR_VAR zg_filename = "ZGBGM0" +END + +// Male Impatient + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@2101) // i + cd_action2 = RESOLVE_STR_REF(@2102) // j + cd_action3 = RESOLVE_STR_REF(@2103) // k + cd_battlecry1 = RESOLVE_STR_REF(@2116) // a + cd_bored1 = RESOLVE_STR_REF(@2121) // d + cd_common1 = RESOLVE_STR_REF(@2125) // f + cd_common2 = RESOLVE_STR_REF(@2126) // g + cd_common3 = RESOLVE_STR_REF(@2127) // h + cd_damage1 = RESOLVE_STR_REF(@2134) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@2140) // m + cd_hurt1 = RESOLVE_STR_REF(@2146) // e + cd_leader1 = RESOLVE_STR_REF(@2150) // b + cd_tired1 = RESOLVE_STR_REF(@2165) // c + STR_VAR cd_name = "ZGBGM1" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@2100) + STR_VAR zg_filename = "ZGBGM1" +END + +// Male Earnest + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@2201) // i + cd_action2 = RESOLVE_STR_REF(@2202) // j + cd_action3 = RESOLVE_STR_REF(@2203) // k + cd_battlecry1 = RESOLVE_STR_REF(@2216) // a + cd_bored1 = RESOLVE_STR_REF(@2221) // d + cd_common1 = RESOLVE_STR_REF(@2225) // f + cd_common2 = RESOLVE_STR_REF(@2226) // g + cd_common3 = RESOLVE_STR_REF(@2227) // h + cd_damage1 = RESOLVE_STR_REF(@2234) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@2240) // m + cd_hurt1 = RESOLVE_STR_REF(@2246) // e + cd_leader1 = RESOLVE_STR_REF(@2250) // b + cd_tired1 = RESOLVE_STR_REF(@2265) // c + STR_VAR cd_name = "ZGBGM2" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@2200) + STR_VAR zg_filename = "ZGBGM2" +END + +// Male Streetwise + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@2301) // i + cd_action2 = RESOLVE_STR_REF(@2302) // j + cd_action3 = RESOLVE_STR_REF(@2303) // k + cd_battlecry1 = RESOLVE_STR_REF(@2316) // a + cd_bored1 = RESOLVE_STR_REF(@2321) // d + cd_common1 = RESOLVE_STR_REF(@2325) // f + cd_common2 = RESOLVE_STR_REF(@2326) // g + cd_common3 = RESOLVE_STR_REF(@2327) // h + cd_damage1 = RESOLVE_STR_REF(@2334) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@2340) // m + cd_hurt1 = RESOLVE_STR_REF(@2346) // e + cd_leader1 = RESOLVE_STR_REF(@2350) // b + cd_tired1 = RESOLVE_STR_REF(@2365) // c + STR_VAR cd_name = "ZGBGM3" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@2300) + STR_VAR zg_filename = "ZGBGM3" +END + +// Male Aggressive + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@2401) // i + cd_action2 = RESOLVE_STR_REF(@2402) // j + cd_action3 = RESOLVE_STR_REF(@2403) // k + cd_battlecry1 = RESOLVE_STR_REF(@2416) // a + cd_bored1 = RESOLVE_STR_REF(@2421) // d + cd_common1 = RESOLVE_STR_REF(@2425) // f + cd_common2 = RESOLVE_STR_REF(@2426) // g + cd_common3 = RESOLVE_STR_REF(@2427) // h + cd_damage1 = RESOLVE_STR_REF(@2434) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@2440) // m + cd_hurt1 = RESOLVE_STR_REF(@2446) // e + cd_leader1 = RESOLVE_STR_REF(@2450) // b + cd_tired1 = RESOLVE_STR_REF(@2465) // c + STR_VAR cd_name = "ZGBGM4" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@2400) + STR_VAR zg_filename = "ZGBGM4" +END + +// Male Scholarly + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@2501) // i + cd_action2 = RESOLVE_STR_REF(@2502) // j + cd_action3 = RESOLVE_STR_REF(@2503) // k + cd_battlecry1 = RESOLVE_STR_REF(@2516) // a + cd_bored1 = RESOLVE_STR_REF(@2521) // d + cd_common1 = RESOLVE_STR_REF(@2525) // f + cd_common2 = RESOLVE_STR_REF(@2526) // g + cd_common3 = RESOLVE_STR_REF(@2527) // h + cd_damage1 = RESOLVE_STR_REF(@2534) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@2540) // m + cd_hurt1 = RESOLVE_STR_REF(@2546) // e + cd_leader1 = RESOLVE_STR_REF(@2550) // b + cd_tired1 = RESOLVE_STR_REF(@2565) // c + STR_VAR cd_name = "ZGBGM5" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@2500) + STR_VAR zg_filename = "ZGBGM5" +END + +// Male Brute + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@2601) // i + cd_action2 = RESOLVE_STR_REF(@2602) // j + cd_action3 = RESOLVE_STR_REF(@2603) // k + cd_battlecry1 = RESOLVE_STR_REF(@2616) // a + cd_bored1 = RESOLVE_STR_REF(@2621) // d + cd_common1 = RESOLVE_STR_REF(@2625) // f + cd_common2 = RESOLVE_STR_REF(@2626) // g + cd_common3 = RESOLVE_STR_REF(@2627) // h + cd_damage1 = RESOLVE_STR_REF(@2634) // l (letter) + cd_dying1 = RESOLVE_STR_REF(@2640) // m + cd_hurt1 = RESOLVE_STR_REF(@2646) // e + cd_leader1 = RESOLVE_STR_REF(@2650) // b + cd_tired1 = RESOLVE_STR_REF(@2665) // c + STR_VAR cd_name = "ZGBGM6" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@2600) + STR_VAR zg_filename = "ZGBGM6" +END + +// Male Commanding + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@2701) // i + cd_action2 = RESOLVE_STR_REF(@2702) // j + cd_action3 = RESOLVE_STR_REF(@2703) // k + cd_action4 = RESOLVE_STR_REF(@2704) // s + cd_action5 = RESOLVE_STR_REF(@2705) // t + cd_action6 = RESOLVE_STR_REF(@2706) // u + cd_action7 = RESOLVE_STR_REF(@2707) // v + cd_action_rare1 = RESOLVE_STR_REF(@2708) // x + cd_action_rare2 = RESOLVE_STR_REF(@2709) // y + cd_action_rare3 = RESOLVE_STR_REF(@2710) // a_ (unofficial) + cd_action_rare4 = RESOLVE_STR_REF(@2711) // b_ (unofficial) + cd_battlecry1 = RESOLVE_STR_REF(@2716) // a + cd_battlecry2 = RESOLVE_STR_REF(@2717) // 8 + cd_battlecry3 = RESOLVE_STR_REF(@2718) // 9 + cd_battlecry4 = RESOLVE_STR_REF(@2719) // g_ (unofficial) + cd_battlecry5 = RESOLVE_STR_REF(@2720) // h_ (unofficial) + cd_bored1 = RESOLVE_STR_REF(@2721) // d + cd_breaking_pt = RESOLVE_STR_REF(@2723) // j_ (unofficial) + cd_city = RESOLVE_STR_REF(@2724) // o + cd_common1 = RESOLVE_STR_REF(@2725) // f + cd_common2 = RESOLVE_STR_REF(@2726) // g + cd_common3 = RESOLVE_STR_REF(@2727) // h + cd_common4 = RESOLVE_STR_REF(@2728) // 0 + cd_common5 = RESOLVE_STR_REF(@2729) // k_ (unofficial) + cd_common6 = RESOLVE_STR_REF(@2730) // l_ (unofficial, letter) + cd_criticalhit = RESOLVE_STR_REF(@2732) // z + cd_criticalmiss = RESOLVE_STR_REF(@2733) // 1 (number) + cd_damage1 = RESOLVE_STR_REF(@2734) // l (letter) + cd_day = RESOLVE_STR_REF(@2737) // q + cd_disrupted = RESOLVE_STR_REF(@2738) // 6 + cd_dungeon = RESOLVE_STR_REF(@2739) // p + cd_dying1 = RESOLVE_STR_REF(@2740) // m + cd_forest = RESOLVE_STR_REF(@2742) // n + cd_gen_death1 = RESOLVE_STR_REF(@2743) // w + cd_happy = RESOLVE_STR_REF(@2745) // r_ (unofficial) + cd_hurt1 = RESOLVE_STR_REF(@2746) // e + cd_immune = RESOLVE_STR_REF(@2748) // 2 + cd_inventory = RESOLVE_STR_REF(@2749) // 3 + cd_leader1 = RESOLVE_STR_REF(@2750) // b + cd_morale_break1 = RESOLVE_STR_REF(@2752) // u_ (unofficial) + cd_night = RESOLVE_STR_REF(@2754) // r + cd_pickpocket = RESOLVE_STR_REF(@2755) // 4 + cd_select_rare1 = RESOLVE_STR_REF(@2756) // w_ (unofficial) + cd_select_rare2 = RESOLVE_STR_REF(@2757) // x_ (unofficial) + cd_select_rare3 = RESOLVE_STR_REF(@2758) // y_ (unofficial) + cd_select_rare4 = RESOLVE_STR_REF(@2759) // z_ (unofficial) + cd_shadows = RESOLVE_STR_REF(@2764) // 5 + cd_tired1 = RESOLVE_STR_REF(@2765) // c + cd_trap = RESOLVE_STR_REF(@2767) // 7 + cd_unhappy_1 = RESOLVE_STR_REF(@2768) // 5_ (unofficial) + cd_unhappy_2 = RESOLVE_STR_REF(@2769) // 6_ (unofficial) + STR_VAR cd_name = "ZGBGM7" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@2700) + STR_VAR zg_filename = "ZGBGM7" +END + +// Male Jovial + +LAF cd_add_soundset + INT_VAR + cd_action1 = RESOLVE_STR_REF(@2801) // i + cd_action2 = RESOLVE_STR_REF(@2802) // j + cd_action3 = RESOLVE_STR_REF(@2803) // k + cd_action4 = RESOLVE_STR_REF(@2804) // s + cd_action5 = RESOLVE_STR_REF(@2805) // t + cd_action6 = RESOLVE_STR_REF(@2806) // u + cd_action7 = RESOLVE_STR_REF(@2807) // v + cd_action_rare1 = RESOLVE_STR_REF(@2808) // x + cd_action_rare2 = RESOLVE_STR_REF(@2809) // y + cd_action_rare3 = RESOLVE_STR_REF(@2810) // a_ (unofficial) + cd_action_rare4 = RESOLVE_STR_REF(@2811) // b_ (unofficial) + cd_battlecry1 = RESOLVE_STR_REF(@2816) // a + cd_battlecry2 = RESOLVE_STR_REF(@2817) // 8 + cd_battlecry3 = RESOLVE_STR_REF(@2818) // 9 + cd_battlecry4 = RESOLVE_STR_REF(@2819) // g_ (unofficial) + cd_battlecry5 = RESOLVE_STR_REF(@2820) // h_ (unofficial) + cd_bored1 = RESOLVE_STR_REF(@2821) // d + cd_breaking_pt = RESOLVE_STR_REF(@2823) // j_ (unofficial) + cd_city = RESOLVE_STR_REF(@2824) // o + cd_common1 = RESOLVE_STR_REF(@2825) // f + cd_common2 = RESOLVE_STR_REF(@2826) // g + cd_common3 = RESOLVE_STR_REF(@2827) // h + cd_common4 = RESOLVE_STR_REF(@2828) // 0 + cd_common5 = RESOLVE_STR_REF(@2829) // k_ (unofficial) + cd_common6 = RESOLVE_STR_REF(@2830) // l_ (unofficial, letter) + cd_criticalhit = RESOLVE_STR_REF(@2832) // z + cd_criticalmiss = RESOLVE_STR_REF(@2833) // 1 (number) + cd_damage1 = RESOLVE_STR_REF(@2834) // l (letter) + cd_day = RESOLVE_STR_REF(@2837) // q + cd_disrupted = RESOLVE_STR_REF(@2838) // 6 + cd_dungeon = RESOLVE_STR_REF(@2839) // p + cd_dying1 = RESOLVE_STR_REF(@2840) // m + cd_forest = RESOLVE_STR_REF(@2842) // n + cd_gen_death1 = RESOLVE_STR_REF(@2843) // w + cd_happy = RESOLVE_STR_REF(@2845) // r_ (unofficial) + cd_hurt1 = RESOLVE_STR_REF(@2846) // e + cd_immune = RESOLVE_STR_REF(@2848) // 2 + cd_inventory = RESOLVE_STR_REF(@2849) // 3 + cd_leader1 = RESOLVE_STR_REF(@2850) // b + cd_morale_break1 = RESOLVE_STR_REF(@2852) // u_ (unofficial) + cd_night = RESOLVE_STR_REF(@2854) // r + cd_pickpocket = RESOLVE_STR_REF(@2855) // 4 + cd_select_rare1 = RESOLVE_STR_REF(@2856) // w_ (unofficial) + cd_select_rare2 = RESOLVE_STR_REF(@2857) // x_ (unofficial) + cd_select_rare3 = RESOLVE_STR_REF(@2858) // y_ (unofficial) + cd_select_rare4 = RESOLVE_STR_REF(@2859) // z_ (unofficial) + cd_shadows = RESOLVE_STR_REF(@2864) // 5 + cd_tired1 = RESOLVE_STR_REF(@2865) // c + cd_trap = RESOLVE_STR_REF(@2867) // 7 + cd_unhappy_1 = RESOLVE_STR_REF(@2868) // 5_ (unofficial) + cd_unhappy_2 = RESOLVE_STR_REF(@2869) // 6_ (unofficial) + STR_VAR cd_name = "ZGBGM8" +END +////Graion additions: +LAF zg_add_name_to_soundset + INT_VAR zg_prettyname = RESOLVE_STR_REF(@2800) + STR_VAR zg_filename = "ZGBGM8" +END